
TheDude
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Everything posted by TheDude
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Hi sheson, I just downloaded the latest version (Alpha-49) and noticed that its missing the "Export"-folder in the Edit Scripts ( ..\DynDOLOD\Edit Scripts\Export\ ). Any reason for this? How can I update and test different grass LOD densities if the Export-files are missing? Edit: Nvm, I guess it will show up after my first LOD-generation...
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True, thats even better! Will use "coc location" next time! Thanks!
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Sweet, thanks a lot for the advice dude! Yeah, I know all about OCD... :-S
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Hi Sheson, perhaps a silly question but Im currently trying out three different meshrules in order to determine what works best for my setup and I was wondering: Since I now have successfully generated three different "Dyndolod-output.zip-files" (zip1= "LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1" / zip2= "LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard1" / zip3= " LOD4/Level0, LOD8/Billboard2, LOD16/Billboard2") I guess I don't have to do a "clean save/install" if I would like to test and compare these quickly? It should be enough with removing the old zip (1) for the new one (2) in my modorganizer (since they are based/generated on the exact same meshes/textures/skse/Texgen)?
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Hm, I dont know of I could provide any support in this matter, but since my grass looks perfect you could perhaps try the same setup as me? grassmod: Verdant Enb: Silent Horizons for Cathedral Weathers grass brightness multipliers: all default
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Thats sounds strange? I just generated new lod with version 37 and it works perfect for me: no memory-issues, no z-fighting on the Solitude docks and LOTS of trees on the worldmap. Yes it is, I can confirm. I just updated to Alpha-37 and it works like a charm (no z-fighting)! Thankyou!!
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Wow, that was quick, thank you so much Sheson (I also got the bug and the z-fighting on the docks was really starting to bug me). Cheers!
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First line of the post says: xLODGen beta (47 or newer) and DynDOLOD (2.70 or newer) can be used to update or generate TVDT Occlusion culling data on cell records, which is famously wrong for some cells in Tamriel causing rectangular holes in the distant LOD. The occlusion specific settings in the DynDOLOD INI exist since DynDOLOD 2.70 which was released almost 2 years ago. Ok, but I was wondering if there were any advantages in generating occlusion in the new Dyndolod Alpha instead of Xlodgen? But I guess not.
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Read the thread Skyrim TVDT - Occlusion Culling Data and/or the section TVDT - Occlusion Data in ..\DynDOLOD\docs\DynDOLOD_Manual.html or ..\DynDOLOD3\docs\help\OcclusionCulling.html Yeah, Ive read the manual and thread and know how to generate occlusion with Xlodgen but was wondering if the Dyndo Alpha could replace that since it has specific occlusion-settings in the DynDOLOD-sse.ini But I’ll just continue using Xlodgen for occlusion then, thanks.
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Hi Sheson, just a quick question: Do you still recommend using Xlodgen for generating occlusion or could I do this in the new Dyndo Alpha version instead?
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Do you have an overclocked CPU perhaps? I have my i9900K at 5,0 Ghz OC when playing SSE but when Im doing LOD-generation with Texgen, Dyndolod or Lodgen I usually have to turn that off since my computer gets overheated and resboots (often in company of a nice BSOD). With OC turned off Texgen/Dyndolod/Xlodgen works just fine and have never restarted my computer.
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Wow, I actually fixed it (I think): Vortex probably did a few changes in my LO since my last LOD-generation (with Alpha 30) and that seems to have messed up the billboards.txt-file which wasnt created after my first two tries with Alpha 33. After I manually corrected the LO the billboards.txt is finally created and Dyndolod shows no warnings whatsoever. The txt looks good too, no errors or missing billboards: https://easyupload.io/nchdbh Oh yeah, sorry, but are you saying that a subfolder in C:Users/"My_username"/... is not a good place to generate lod in? I wasnt aware that my "userfolder" (where I keep my docs, images and certain mods etc) counts as a "windows-folder"? I mean its not like its installed in the Program Files (x86) or System32 or anything like that... But , I can change the installation folder to another HDD/partition for future generation, no problem at all. Edit: Yep, everything (incl freshly generated occlusion) works perfect now! Oh, and no more floating light bulbs in Markath, sweet! Thanks again for your support and sorry for any inconvenience. Cheers!
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Thanks for info, here are the Texgen logs and Dyndolod message (let me know if you need anything else; and yeah I will replace the culling glitch fix by generating Occlusion) Texgen log and debug: https://easyupload.io/m/9re1ek Dyndolod log and debug: https://easyupload.io/m/st1qjv Dyndolod message: [Window Title] DynDOLOD [Main Instruction] LOD billboard(s) not found. [Content] Check the log for the indiviual warning messages. Generate LOD billboards with TexGen first. Help for this message [Ignore] [Exit DynDOLOD] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard
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Ok, so Ive run into a problem: Im getting the "Lod Billboards not found"-message which is weird since I haven't changed a single mod since my last LOD-generation when everything worked just fine (Alpha 30)... I've successfully completed Textgen three times now with no errors so I have no idea whats going on... I've also read the helptext regarding this but it doesnt make me much wiser Im afraid... Any advice would be much appriciated. https://imgur.com/a/AP1Qptd "In case of the warning message "Tree LOD billboard not found", check the message window for the full path of the missing tree LOD billboard *.DDS texture and the FormID of the base record. "
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Awesome, thanks!
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Thanks a lot Sheson, Im going to do a new LOD-generation now with the latest Alpha 33 so I guess this issue is fixed then? Cheers!
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Ah, thanks, that makes sense! Edit: going to do a new lod-generation now, do you think disabling "Fake lights in child worlds" but enabling "FXGlow" would work?
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Well, I did a new LOD-generation without FXGlow but to no avail, the floating lightbulbs are still present in Markarth... weird...
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Thank you! Now I can finally use Xedit for something more than just cleaning of the masterfiles... 🙂
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Lol, yep that worked... Guess I need more coffee today to get my head straight... How can I see if any plugins are overwriting it? (I just took a screenshot: https://imgur.com/a/JHxVLgz )
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Sure, give me a sec, Xedit just crashed... WTH, it doesnt find anything and keeps freezing on me... What am I doing wrong here? Im typing 00101912 in the Editor ID window?
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There are a few more light bulbs floating around but I only checked ID on two of them... Havent seen them anywhere else than Markarth and Ive been into every city, town, cave etc...
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Thats an old screenshot, the new ones (from the latest LOD-generation) have ref form id: DC00DEF3 and DC00DEFC and I've typed in those in Xedit. https://imgur.com/a/zyxya9K Editor IDs: skyrimesm_101912_DynDOLOD_LOD skyrimesm_101927_DynDOLOD_LOD
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This is the form id: skyrimesm_101912_DynDOLOD_LOD [REFR:DC00DEF3] (places BleakFallsDraugrTorch02ns_DynDOLOD_LOD [STAT:090025C5] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -43,0) And one more: skyrimesm_101927_DynDOLOD_LOD [REFR:DC00DEFC] (places DefaultTorch01NS_NoMove_DynDOLOD_LOD [STAT:090025C9] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -43,0)
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Sorry, but how to I do that? CK? Or SSE Edit perhaps?