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BrotherShamus last won the day on October 13 2023
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BrotherShamus
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Preferred Pronoun
He/Him/His/Himself
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Location
Toronto, Canada
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Share the Load
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Diamond in the Rough
One With Nature
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Error: Can not resolve cell
BrotherShamus replied to vganym's question in DynDOLOD & xLODGen Support
My mistake... I was searching for the quoted text. -
Error: Can not resolve cell
BrotherShamus replied to vganym's question in DynDOLOD & xLODGen Support
Hmmm... and here I thought I was being thorough. I checked every plugin for errors and xEdit showed none... also LOOT only showed the 3 official CC mods as being dirty. At any rate, I've cleaned all of them and will make the mod authors aware of the deleted references. I was unable to locate any of these terms in the Dyndolod Log or Debug logs. Thank you for your help. -
Error: Can not resolve cell
BrotherShamus replied to vganym's question in DynDOLOD & xLODGen Support
Hi... I'm getting an error message "Error: Can not resolve cell for Kitkins13SnowberryCottage.esp [REFR:000931A6] (in Kitkins13SnowberryCottageExt [CELL:0000B3B3] (in Tamriel "Skyrim" [WRLD:0000003C] at 32,16))" when generating LODs. Texgen runs fine and xEdit shows no errors in the plugin. I searched the forum and found no resolution that seemed to pertain to this particular problem so am hoping for some advice on resolving it. Thanks. https://limewire.com/d/Zpq3a#I1JA0BhvCT -
Thanks again.
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Sorry... I did take a screenshot with Dyndolod disabled but it seemed to be pretty much identical to the screenshot with Dyndolod enabled... I felt that for this particular issue, it would be redundant to post it. Increasing the fSkyCellRefFadeDistance to 300000 in the MCM did in fact work and the statue is visible from all areas. Is there a way for me to make that value persistent? At any rate... it worked and everything is looking fantastic. I really appreciate it... thank you.
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I checked the fLODFadeOutMultSkyCell:LOD and it did return a value of 1. I also took a couple of screenshots as well as a screenshot of how it looks in xEdit and I'm completely stumped. I'm not sure what else I can do to diagnose this so I'll keep digging and maybe try some different setting when generating LOD. I had read a post in the Elizabeth Towers mod (I think) where someone mentioned excluding it from LOD 32 so maybe that could work. I really don't care if the statue is not visible in the map.
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Surprise house guests mean I won't be able to revisit this until tomorrow likely but thanks for your reply.
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I'm having an odd issue with the Shrine of Azura using the latest version of Dyndolod. I'm using the same configuration as I've used many times with this rule "None for LOD 4 to 16, Level0 for LOD 32, VWD and Force Dynamic, None for Grid and Original for Reference." It's always worked before but now there something going on that I can only really describe with video so I'm sharing a link: Here are the relevant files (there was no bug report that I could see): https://limewire.com/d/Lk2Uy#CfnsLGG1MK
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Thank you. I'm clearly dong something wrong though. I tried the second rule for shrineofazura01.nif and it hid the statue... creating it for shrineofazuraFX.nif made the statue visible but not the ENB lights. I copied the settings exactly and tried 'reference-unchanged and original but had the same result. I don't know if this will help but here are the logs from my last failed attempt. https://ufile.io/f/8jcsu
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I'm hoping to clarify something before I begin generating LOD. I'm using this mod https://www.nexusmods.com/skyrimspecialedition/mods/46372?tab=files (v1.2 in the 'old files section) to replace the Shrine of Azura. I'm using the option in the FOMOD to make the statue three times its original size. I'm also using this mod https://www.nexusmods.com/skyrimspecialedition/mods/46522?tab=files to provide ENB lights on the sun and moon. Utilizing this guide https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue it seems I should be using the 2nd mesh mask rule (for the ENB lights) but for the larger statue, it seems I should be using the first mesh mask rule. If I change nothing when generating LOD, the statue appears perfectly but the ENB lights do not. I may have misunderstood something but in a previous post, it appears that it's suggested to use the full model but they weren't using ENB lights. Any help is greatly appreciated. I've set the correct ENB settings as well... just wanted to mention that.
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Gap between full grass and grass LOD
BrotherShamus replied to spcarso's question in DynDOLOD & xLODGen Support
Disabling VRAMr output made no difference. I'm a bit intimidated by removing the mipmaps from my grass mods so it seems grass-mode 1 is the only sensible option. Thanks again for your help. -
Gap between full grass and grass LOD
BrotherShamus replied to spcarso's question in DynDOLOD & xLODGen Support
My settings for Lodgen were taken from a guide... I can regenerate with my old settings (I believe taken from the STEP guide) after I sort my problem with the grass. The only difference between my grass/LOD generation this time is that I'm using Vramr and ParallaxGen but I don't know that they would cause this (after grass cache generation but before running Texgen/Dyndolod). I've used the Skoglendi, Origins of Forest combination several times and never had an issue. Also, I posted my GrassControl.ini on the NGIO page and they didn't mention anything so I assume that it's as it should be so I'll look into removing the mipmaps to test it out. -
Gap between full grass and grass LOD
BrotherShamus replied to spcarso's question in DynDOLOD & xLODGen Support
Flying to the affected area with terrain lod off and using freecam, the grass did appear fully as I got nearer to it. However, this also happened with LODs turned on. As far as terrain lod, I generated with Lodgen but will have to recheck my settings. In that I'll likely have to regenerate everything... is there a particular setting I should be mindful of? Will I have to recalculate object bounds for my grass mods? edit: I'm not sure if this is the correct information but this is from my SSELodgen_log.txt: [00:12] Generating terrain LOD meshes for worldspace Tamriel [00:12] Reading G:\DynDOLOD folder\Lodgen\xLODGen\Edit Scripts\LODGen_Terrain_Tamriel.bin [00:20] Data from -64,-64 to 63,96 [00:20] Protect Cell Border LOD 4: True [00:20] Specific level: No [00:20] Max Level: 32 [00:20] Specific quad: No [00:20] Output: G:\DynDOLOD folder\Lodgen\xLODGen\Lodgen Output\meshes\terrain\Tamriel\ [00:20] Quality LOD32: 0 Max Vertices: 30767 Optimize Unseen: 550 [00:20] Quality LOD16: 15 Max Vertices: 30767 Optimize Unseen: 0 [00:20] Quality LOD8: 10 Max Vertices: 30767 Optimize Unseen: 1000 [00:20] Quality LOD4: 5 Max Vertices: 30767 Optimize Unseen: 1000 -
Gap between full grass and grass LOD
BrotherShamus replied to spcarso's question in DynDOLOD & xLODGen Support
Here are two screenshots (https://imgur.com/a/zGs7LDk)... I'm not quite sure if they can help but they are 'tll' and 'not tll'. I'm still reading through the links you've provided to hopefully get a better understanding. Looking at this now, it seems the issue is with NGIO and not Dyndolod if I'm understanding correctly... -
Gap between full grass and grass LOD
BrotherShamus replied to spcarso's question in DynDOLOD & xLODGen Support
Apologies on not including the Dyndolod log and thank you for you reply. I do have the grass mode set to two in the NGIO GrassControl.txt as well as when generating Dyndolod. I also have the settings correct (the same as the link you've provided). This thread seems like it'll have some useful information so I'll have a look here to see if I can find a solution. Thanks again.

