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Stefan

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About Stefan

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  1. Thanks again. I am too biased and uncertain to notice any difference between Ultra and going wild. I will just keep it Ultra and that's it.
  2. Thank you very much. I will redo the LOD per your recommendations and OP. And a general LOD question. Does it make sense to have LOD levels bigger than this? I am referring to L4, L8, etc. Or adding more distance doesn't add anything to the eye. Thanks again. PS: I have done the LOD and it's excellent, before I could easily see when LOD changed levels while getting closer, now I can see minimal differences only if I am very very focused on the LOD, and not all the time. Thanks!
  3. Question. I tried searching this thread and the xLodgen one for a Fo4 guide, but couldn't find one. Could someone please help me with Object LOD settings? For the Terrain LOD I can inspire myself from the SSE WIP settings, but that guide doesn't have Objects LOD since it uses Dyndolod. The FNV guide only says to use 8192 as Alpha Size, and that's about it. If it matters, I am using vanilla trees, I have already installed higher quality assets for xLodgen from Luxor HD overhaul and the resources in the OP here. Here is what I am starting from: Thank you
  4. Thank you, somehow I missed this. Sorry.
  5. Hello I have a question, need a bit of help please. Does Bethini know how to read the information in custom.ini that is supposed to overwrite the prefs and fallout4.ini? Or it uses only the fallout4.ini and fallout4prefs.ini? Thank you
  6. Hey guys I have a question if someone can help me please, thank you. I am using MO2 and Fallout 4, used MO2 before with SSE and FNV without issues. I have been told that the fallout4custom.ini from MO2 can't overwrite the fallout4prefs.ini or the fallout4.ini with many if not most values that are supposed to be in those 2 vanilla ini files. This wasn't the case for SSE or FNV, as far as I have noticed, I mean the values I were interested in were always edited. Is this the case for Fallout 4? The fallout4custom.ini from MO2 (printscreen to be sure https://prnt.sc/19kwkqp) can't do that? So I have to edit the vanilla inis directly (in MO2 ini editor of course)? Since it's a major thing I want to be 100% sure that I don't see placebo stuff by editing the custom ini. Here is a list of variables that can't be used on MO2 custom ini, but people on discord also confirmed the theory: https://www.afkmods.com/index.php?/topic/4316-fallout-4-useful-ini-settings/ (CTRL F "List of variables that will not be overwritten") Thank you
  7. Hey guys Do you plan to make a FO4 guide? I have really enjoyed your other guides, best quality I have ever found, can't compare any other guide to yours. I am kind of tired to read guides full with obsolete information, mixing 2021 with 2016. Cheers
  8. Thank you, more than plenty. Best wishes.
  9. Just to be 152% sure. Does this work with Fallout 4? Or because there are no resources, it doesn't. Thank you.
  10. Here, in task manager, https://prnt.sc/zpmb0v it had a message near xedit, but I forgot to make a print screen and can't remember exactly what it said. Something like processing a rexture for 1.18 minutes, total time etc. It was stuck meaning that for 30 minutes it did nothing, the moment it hit the assertion error, it consumed 0 CPU resources and stopped there. I had to force close it, since pressing the X did nothing, the window was frozen too so I had to use End task.
  11. Hey ho. So, I am getting an assertion error too. The only mod I have added to the list is the ENB particle patch from ENBseries, before generation went fine about 4-5 times. 1. I am generating into a dedicated output folder outside Steam, outside OS drive: https://prnt.sc/znq469 2. Beta 71 is the version. 3. Copy pasted log including the error: https://www.dropbox.com/s/cenp5rfwqkh3w0y/xlodgen.was.stuck.here.txt?dl=0 4. LODGen_log: https://www.dropbox.com/s/sdllmuocfu3yvl6/lodgen_log.txt?dl=0 5. xLodgen was stuck running using no CPU. I forgot to make a print screen with the exact process message. 6. Modlist https://modwat.ch/u/Stefan 7. Generating terrain only. Cheers PS: No bugreport.txt. EDIT: Tried another run, and it passed over the same portion with no errors, finishing the entire process with no issues.
  12. I wonder for nothing since I am too dumb to be able to fix things myself. So, here it comes. First, you are right about SFO, you are a living legend https://prnt.sc/z99v11. It seems it removes that tree? Version is 2.5b uploaded in 13 Jan 2021. Second,....dead01.nif doesn't exist in that path, only 03 05: https://prnt.sc/z9agqv. TexGen SSE Tree Billboards.txt Thank you. Meanwhile I am also trying to fix an "Unresolved FormID" from a Heljjsjdaijdias Farm mod that was already posted here in the forum, so I am xediting myself out of it. Hopefully
  13. 1. I have read the first post before, but I have just read it again and also have read again the local documentation, and as far as I understand, I fulfil all the requirements. I have triple checked everything: Requirements: a. I have both the standalone and the SE resources. b. Visual is installed. c. Standalone is installed on F, far away from system folders or mod folders, since MO2 is on G. d. SE Resources are installed in MO2, on G. e. I have Papyrus. f. I have No grass in objects, and I have also generated the grass with it. g. Generating the lod with the DynDOLOD beta instead of alpha gives no errors. h. I have disabled all other billboards mods as suggested. This wasn't the case in the first runs. Instalation: https://prnt.sc/z8w55t - no active billboards as suggested. https://prnt.sc/z8w99p - Dyndolod installed on F. https://prnt.sc/z8wbl8 - MO2 installed on G. https://modwat.ch/u/Stefan - Modlist 2. TexGen setup: https://prnt.sc/z8wkrq 3. TexGen logs after generating billboards: SSE Debug log SSE log TexGen Output ON 4. Started Dyndolod, getting the vanilla pine forest log missing. Clicked Exit DynDolod, same issues: [00:06] <Warning: LOD billboard not found textures\terrain\lodgen\skyrim.esm\_000b927a.txt Skyrim.esm TreePineForest01Dead [TREE:000B927A]> [00:06] <Warning: LOD billboard not found textures\terrain\lodgen\skyrim.esm\_000ef5a0.txt Skyrim.esm TreePineForestSnowL01Dead [TREE:000EF5A0]> [00:06] <Warning: LOD billboard not found textures\terrain\lodgen\skyrim.esm\_000ef59f.txt Skyrim.esm TreePineForestSnowL02Dead [TREE:000EF59F]> [00:06] <Warning: LOD billboard not found textures\terrain\lodgen\skyrim.esm\_000ef59c.txt Skyrim.esm TreePineForestSnowL05Dead [TREE:000EF59C]> [00:06] <Warning: LOD billboard not found textures\terrain\lodgen\skyrim.esm\_000ef59d.txt Skyrim.esm TreePineForestSnowL04Dead [TREE:000EF59D]> [00:06] <Warning: LOD billboard not found textures\terrain\lodgen\skyrim.esm\_000ef5a1.txt Skyrim.esm TreePineForestSnow05Dead [TREE:000EF5A1]> [00:06] <Warning: LOD billboard not found textures\terrain\lodgen\skyrim.esm\_000ef5a3.txt Skyrim.esm TreePineForestSnow03Dead [TREE:000EF5A3]> [00:06] <Warning: LOD billboard not found textures\terrain\lodgen\skyrim.esm\_000b927d.txt Skyrim.esm TreePineForest04Dead [TREE:000B927D]> [00:06] <Warning: LOD billboard not found textures\terrain\lodgen\skyrim.esm\_000ef5a5.txt Skyrim.esm TreePineForestSnow01Dead [TREE:000EF5A5]> [00:06] <Warning: LOD billboard not found textures\terrain\lodgen\skyrim.esm\_000ef59e.txt Skyrim.esm TreePineForestSnowL03Dead [TREE:000EF59E]> [00:06] <Warning: LOD billboard not found textures\terrain\lodgen\skyrim.esm\_000b927b.txt Skyrim.esm TreePineForest02Dead [TREE:000B927B]> Dyndolod Debug log Dyndolod log As I have already said above, the beta works fine. If you think that dead tree pine is not important, I will just ignore it and that's it. Thank you PS: Ignore the attached image link.
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