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Everything posted by KhrysINXS
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Thank you Sheson. Victory. I was trying so hard not to ask and I am glad I did. I would have never, ever guessed the Resources had anything behind this. I would have never thought to look. For years, I just select those selection options without thought besides the Cow one. I was hunting in all the wrong places for the remedy
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Thankyou for the swift reply Sheson For along time now regarding my content overhauls, I have SolitudeWorld removed from the: Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini ; Child Town worlds to check for new LOD ChildWorlds=MarkarthWorld, RiftenWorld, WhiterunWorld, WindhelmWorld I have not tried the second option: [Skyrim Settings] IgnoreWorlds=WhiterunWorld,SolitudeWorld I am not sure it applies to what I am trying to fix. If it is, then forgive me and just straight out say that that is what I DO REQUIRE The Refs being created are in SolitudeWorld. They are not copied objects in the TamrielWorld becasue there is no objects in the TamrielWorld occupying those Worldspace Coordinates POS/ROT and Scale so I think, not sure, but I think its unrelated, maybe BOAT 01 - need to find how to remove and where its being created from: [SolitudeWorld] [SPOILER][img]https://i.imgur.com/uel3D0C.png[/img][img]https://i.imgur.com/iQFlw24.jpg[/img][/SPOILER] BOAT 02 - need to find how to remove and where its being created from: [SolitudeWorld] [SPOILER][img]https://i.imgur.com/a1bOnjx.png[/img][img]https://i.imgur.com/jztB0jr.jpg[/img][/SPOILER] I used GrepWin to find anything more on EditorIDs of these new created REFRs and GrepWin targeted the "DynDOLOD_SSE_Debug_log.txt" [SPOILER][img]https://i.imgur.com/sa4tWUS.png[/img][/SPOILER] Within those Loggings was quite abit on these REFRs... This Spoiler below is Only for Boat 01 [SPOILER][00:02] [ApplyPatches] <Debug: [12] Destination DynDOLOD.esm solitudeexterior_tamrielpatch_000024_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B570] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Temporary Children of [CELL:0005FC86] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -13,23))> [00:02] [ApplyPatches] <Debug: Processing DATA\Rotation\Z DynDOLOD.esm solitudeexterior_tamrielpatch_000024_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B570] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Temporary Children of [CELL:0005FC86] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -13,23))> [00:02] [ApplyPatches] <Debug: Adding 1 large references DynDOLOD.esm solitudeexterior_tamrielpatch_000024_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B570] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Temporary Children of [CELL:0005FC86] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -13,23))> [00:02] [ApplyPatches] <Debug: Overwrite=skyrim.esm;00037eed> [00:02] [ApplyPatches] <Debug: [1] Source Skyrim.esm [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23)> [00:02] [CopyMainRecordToFile] <Debug: Processing DynDOLOD.esm Skyrim.esm [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23)> [00:02] [CopyMainRecordToFile] <Debug: Upgrading form version 39 to 44 DynDOLOD.esm [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23)> [00:02] [ApplyPatches] <Debug: [4] Destination DynDOLOD.esm [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23)> [00:02] [ApplyPatches] <Debug: REFR=new> [00:02] [ApplyPatches] <Debug: [12] Destination DynDOLOD.esm [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23)> [00:02] [ApplyPatches] <Debug: EDID=_DynDOLOD_NOLOD> [00:02] [ApplyPatches] <Debug: [12] Destination DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places NULL - Null Reference [00000000] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: Processing EDID DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places NULL - Null Reference [00000000] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: NAME=skyrim.esm;00050351> [00:02] [ApplyPatches] <Debug: [1] Source Skyrim.esm ShipLongBoat01 [STAT:00050351]> [00:02] [ApplyPatches] <Debug: [12] Destination DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places NULL - Null Reference [00000000] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: Processing NAME DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places NULL - Null Reference [00000000] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23)) Skyrim.esm ShipLongBoat01 [STAT:00050351]> [00:02] [ApplyPatches] <Debug: DATA\Position\X=-59616.367187> [00:02] [ApplyPatches] <Debug: [12] Destination DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: Processing DATA\Position\X DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: DATA\Position\Y=94853.656250> [00:02] [ApplyPatches] <Debug: [12] Destination DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: Processing DATA\Position\Y DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: DATA\Position\Z=-14110.000000> [00:02] [ApplyPatches] <Debug: [12] Destination DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: Processing DATA\Position\Z DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: DATA\Rotation\X=0.9121> [00:02] [ApplyPatches] <Debug: [12] Destination DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: Processing DATA\Rotation\X DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: DATA\Rotation\Y=357.6082> [00:02] [ApplyPatches] <Debug: [12] Destination DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: Processing DATA\Rotation\Y DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: DATA\Rotation\Z=11.7382> [00:02] [ApplyPatches] <Debug: [12] Destination DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: Processing DATA\Rotation\Z DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: Adding 1 large references DynDOLOD.esm solitudeexterior_tamrielpatch_000025_DynDOLOD_PATCH_DynDOLOD_NOLOD [REFR:0B00B571] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Temporary Children of [CELL:00037EED] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -15,23))> [00:02] [ApplyPatches] <Debug: Overwrite=skyrim.esm;00037eec> [00:02] [ApplyPatches] <Debug: [1] Source Skyrim.esm [CELL:00037EEC] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,23)> [00:02] [CopyMainRecordToFile] <Debug: Processing DynDOLOD.esm Skyrim.esm [CELL:00037EEC] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,23)> [00:02] [CopyMainRecordToFile] <Debug: Upgrading form version 39 to 44 DynDOLOD.esm [CELL:00037EEC] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,23)> [00:02] [ApplyPatches] <Debug: [4] Destination DynDOLOD.esm [CELL:00037EEC] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,23)> [00:02] [ApplyPatches] <Debug: REFR=new>[/SPOILER] I believe a specific .PATCH file might be creating these NOLOD REFRs but not sure and again, if after all this info, IgnoreWorlds=WhiterunWorld,SolitudeWorld is my solution, just let me know and I will do that... I just want to give you as much I can before assuming the ladder doc instruction is the key for this matter HAHA. OK BBCode did not work out so well as its prob not supported. My bad but info is there what matters
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Hello Sheson. two of us are trying to understand how this is happening and from what file is casuing it. I have overrides that reposition these three boats below in the TamrielWRLD outside of Solitude. DynDOLOD treats these boats correctly and they are Dyn loaded after creating LODs where they should be ShipLongBoat01 [STAT:00050351] [REFR:000B013E] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Temporary Children of SolitudeDocks01 [CELL:000092BC] (in Tamriel "Skyrim" [WRLD:0000003C] at -16,23)) ShipLargeDaintySload01 [STAT:00050E87] [REFR:0007B912] (places ShipLargeDaintySload01 [STAT:00050E87] in GRUP Cell Temporary Children of [CELL:0000929A] (in Tamriel "Skyrim" [WRLD:0000003C] at -15,24)) ShipLongBoat01 [STAT:00050351] [REFR:000B013E] (places ShipLongBoat01 [STAT:00050351] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -16,23) Now we have these same boats added to the SolitudeWorld by Redbags Solitude which I reposition to where I placed them in the TamrielWorld and whenever we generate LODs, they REMAIN where they should be in SolitudeWorld but DynDOLOD also makes copies of those REfs to the Skyrim.esm Default places... Example, I would have the RedWave boat repositioned in the SolitudeWorld (same place I have the skyrim.esm RefID placed in Tamrile) but after running DynDOLOD, another copy of the Redwave is placed where it would be by the Skyrim.esm POS/ROT in the SolitudeWOrld. Not having a problem with TamrielWorld, just SolitudeWORLD making a duplicate in the basegame POS/ROT.... Do you have any clue what .patch file or .ini could have such a handle baking default POS/ROT LOds for these three Boat RefIDs in the SolitudeWorld?
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Hi Sheson, although I figured things out on my own, I appreciate the reply.... I have one other question. I see the DynDOLOD .patch file rulesheets use two consecutive forward slashes to comment out a line DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_ModuleNameesm.patch Does that apply with the DynDOLOD_SSE_ModuleNameesm_Low.ini, med.ini, _high.ini or is a regular semicolon for commenting out in that formatting? EX. [Skyrim LODGen] //NOTES I WANT FOR REF ;NOTES I WANT FOR REF LODGen1=architecture\windhelm\interiorkits\castle\whintcastlehallwindow01.nif,,,,Far LOD,Unchanged,0 I couldnt find any examples from the ini's you provided of an instance you needed some reference notes commented out. I looked through the documentation but with high confidence that this would not be mentioned anywhere
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Hello. While since I have posted on here. DESCRIPTION: I have a plugin (we will call "Patch[01].esp") that Overrides the BaseID from Skyrim.esm adding flag "Has Far Distant LODs" and have the targeted new Lod models New RefIDs created from that BaseID in another mod (which I am patching will call "MSTR.esp") are the only REFRs that the DynDOLOD rules are to generate the Far distant LODs for Those same NEW RefIDs from "MSTR.esp" are carried into "Patch[01].esp" as overrides (as I had edits I had to do to them) Its my "Patch[01].esp" mod that carries its own DynDOLOD/DynDOLOD_SSE_Patch01esp_Degree.ini MY QUESTIONS: Q01) In my ini targeting these RefIDs for specific LODGen, do I point to the plugin that creates them "MSTR.esp" or do I use the plugin name that carries the Skyrim.esm BaseID override edits and the RefID override edits from "MSTR.esp" in "Patch[01].esp"? Patch[01].esp mod contains the DynDOLOD rulesheet. EXAMPLE: LODGen1=MSTR.esp;0000243F,Static LOD4,Static LOD4,Static LOD16,Never Fade LOD,Unchanged,1 <--- (Where RefID is created) ??OR?? LODGen1=Patch[01].esp;0000243F,Static LOD4,Static LOD4,Static LOD16,Never Fade LOD,Unchanged,1 <--- (Where Skyrim BaseID and MSTR RefID is override edited) Q02) Like the name of "Patch[01].esp" and special characters cant be in the Rulesheet name [}/-_, does this apply too with the ESP/ESM names inside the rulesheet EXAMPLE: LODGen1=Patch[01].esp;0000243F,Static LOD4,Static LOD4,Static LOD16,Never Fade LOD,Unchanged,1 ??OR?? LODGen1=Patch01.esp;0000243F,Static LOD4,Static LOD4,Static LOD16,Never Fade LOD,Unchanged,1 ========================================================= OK. I RESOLVED THIS. NO NEED TO RESOND. THANK YOU
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This is my first post on here since awhile ago so I hope I am posting in a somewhat correct spot. I have been trying to improve Solitude Skyways LOD on my own and I have to say. Its a challenge. Its not just the spatio models themselves but the rock models positioned as structure and support to the entire creation just cut in and out from a distance like a sword slashing sideways gashing the solitude foundation. I have tried several different tactics on my own but once I go south of the solitude warehouse past the bridge, either one at a time or all at once, the skyway and supporting rock is gone from view. My page Modular PatchXPress also can possibly be looked into if it is functioning as optimal as it should be regarding LODs. My page extensively works alongside Solitude Skyway for many of the modules their in. Also many new models that previously didn't exist and/or are new creations from pervious models. New additions and features which compliment Solitude are featured in Section 1 and Section 2 of the page. Most importantly is the Skyway because it is in many ways for those that use it the Spine of Solitude. I will try to aid in any matter I can to help promote its betterment. DynDOLOD does have some LOD_0.nifs and LOD_1.nifs prepacked for the models used in the Skyway including the RockL04.nifs plus all the other rock variants. Its beyond my expertise at the given moment as to address and resolve the popping in and out of the entire creation. Something else while doing my own tests for my own projects was these windows out of position. This is entirely not relevant to the topic of this post but since I saw it, might as well post it along.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
KhrysINXS replied to sheson's topic in DynDOLOD & xLODGen
I am basically trying to make one of these but doing so the correct way. I tried manipulting one replacing the textures with my own. The circled areas i removed in gimp. Then i imported my texture i wanted to add, scaled it down in size and layer merged down onto the lod atlas and saved. I generated my lods and checked in game. It works but i know theirs better ways to go about this https://imgur.com/a/5a7EB0I Its those compiled textures in the /textures/lod/ directory that texgen processes. If i have loose textures in example textures/architecture/solitude (or wherever) / all textures.dds. But are not put together in a lod.dds file like i sent a link up above of, then the lods wont be made for the loose textures- 470 replies
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- SKYRIMLE
- DynDOLOD 2
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
KhrysINXS replied to sheson's topic in DynDOLOD & xLODGen
I am just gonna post here and with better direction I will post their. I have been on xlodgen-suport for a matter where I am trying to learn how to make my own lod dds files for my own textures in order for texgen and dyndolod to process and create actual LOD models for. I know that once I do it and do it right, I will learn and flourish from that understanding where I see my results. Right now its just how too for me. I have tried several tools other then texgen to make my atlas from particular textures. I have attempted on texgen but I am not do in GB it right. The textures are loose dds files not linked or hooked to a plugin of any kind. Need to create a /textures/Lod/whatINeedLod01.dds from the loose textures located at example twxtures/architecture/whiterun/all 20 textures.dds. Any assistance will help me out. Thankyou very much in advance- 470 replies
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- SKYRIMLE
- DynDOLOD 2
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Im not sure it just came to my awareness. Their is another setting in bethinj somewhere that messes up the loading screen brightness. The screen during transition between say worldslace to worldspace or just loading into your save. It gets significantly darkened. I dont know what seting that is either. Thought id mention it. If you look into it and find out what it is, please could you let me know. Thankyou very much.
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Just out of curiousity. How did you manage to find what setting it was and so quick. I mean for me, just the idea of trying each one exhausted me. I figured it could be a combination of several. It could have but it didnt, take ages to find out the issue. How did you pinpoint so quickly. Did you have an idea from gecko it was that setting. I didnt
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Sorry. I dont know if my last message was clear. Instead of remaoving option totally, perhaps just add a bold warning to it. It is a really good preferencw on their for gamers. Alls they is a heads up.
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I thought about what you wrote. Im so happy I wasnt only one with crash. I thought if my ctd's never reproduce for anyone else, no sution will ever be discovered. Yeah, whole machine crash. I was thinking about perhaps jjst put a warning in bethini under the precipitation field. I am not a huge fan of rain but knowing in thier I need it, I can always enable it. With a warning or flag under that setting, users will know. Just a thought, although it can be changed any old time without bethini, a warning description would be nice. That way keeping that nice setting the way it is
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Those settings I cant get into Darkwater pass. They are more or less how I run my game in general. Only Darkwater Pass. Everything else is fine
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This though is what is happening for me. Guess if i want enter i just have to use my vanilla ini's. Its something misbehaving on my machine and it is configuration setting related from a change made or several. I dont know which ones and math wise based off of the pissible combjnation of variables it could be affecting me, it would take a forever to diagnose
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I dont understand why it is happening to me. I forgot that i used recommended tweak settings also. I dont know. Im at a loss regarding this
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Oh, I was advised to post this here right after i posted it in another location so its in two places. Going into my 24th hour being a newbie on here so still fresh. Not sure where what gets posted where but learning.
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↠STEP STEP Modding Forum » Bethini Issue Reply KhrysINXS's PhotoKhrysINXS Today, 06:34 AM Skyrim SE cave named Darkwater Pass causes game ctd when running game from bethini high or medium profile ini configuration settings. Skyrim se vanilla skyrim.ini and prefs it works. If bethini changes ini files, ctd entering Darkwater Pass. Thats skyrim se on pc. This has been tested with no mods and confirmed issue is configuration settings that bethini changes from default profile settings. I would like to figure out what is causing this and why and more importantly, why is it just having such a negative impact on this one particular cell in the game (that im aware of)