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Zeknapain

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Everything posted by Zeknapain

  1. It all worked out perfectly in the end with your help. Every season has it's own tree lod.
  2. So if I add 3D lod meshes with the appropriate CRC32 checksum for each seasonal tree, Dyndolod will generate seasonal lod for all of them and swap accordingly? Got it thanks.
  3. Hello. I'm a mod author and currently creating a Seasonal Tree mod utilising the new Seasons of Skyrim framework by powerofthree. My question is this: Does Dyndolod auto generate tree lod models for each season based on swapped meshes and textures? In my Aspen mod I use the treeaspen01_LOD0, treeaspen01_LOD1 etc. format. Can I not have individual 3D lod assets for each season-swapped tree? And if I can how do I state that in the config files?
  4. Like tar lol. Well it looks much better in game when it flows and splashes, and with a proper mod list installed. My thinking was that water can't reflect that much light during the night so it looks somewhat more believable like this. Anyway thanks for looking into it. :)
  5. Ok so I made a custom profile in Vortex to test this. I left active only Realistic water 2, particle patch for enb (wich is also the conflict winner with RW2) and obsidian weathers. Then I ran dyndolod only with these mods and installed the output. Here are some screenshots: It's not just these ones above, but all waterfalls do that from a distance. I pulled away from the dark ones in the second screenshot and they also got bright when they reached lod4 distance. Now about the formIDs, I tried to click on some of them but when I searched in xEdit all I got was cloud object references. The screenshots I posted are on the bridge directly above Darkwater Crossing.
  6. Hello again. Is there anything I can do to make this waterfall brightness fix also apply to Dyndolod's waterfall lods?
  7. Ok I look like a complete moron now, and I'm not lol. So now it decided to work. I copied the meshes manually into the game files and now it's all good. But I have in game screenshots as proof that it didn't work the first time :P Maybe I just need to change directory for the game files. Anyway thanks for your insights on everything and sorry for being brain afk. :)
  8. "You can not copy a block that from a NIF that is a newer version into a NIF that is an older version that does not support that block type yet." So SFO wich is a very old mod, has a newer nif type than the emptypassthru_lod? That seems counter intuitive but ok. "The game should not be installed into the Program FIles x86 folder. Use a mod manager." I use Vortex actually. Never had issues with the location of the game files and Vortex uses the virtual folder system. "Please, do not post screenshots of text. Post the entire log to pastebin instead." Sorry about that but pastebin has a limit of 512 KB for free users and my log is 2900 KB. Here is the part with the tree reports and almost everything above that part: https://pastebin.com/kfALU0Gv "Replacing the 2D trunk with the full trunk can not fix file not found errors. It will only make the 3D model unoptimized." I know but I prefer this look, and I haven't noticed any drops in performance so far. I downscale the texture either way to save vram. "Test with xEdit Asset (CTRL+F3) the files can be found and accessed in the load order by entering the filename into the filter field." Ok I did the search and I got this: I'm not sure what should I do with that, but it shows that the file is where it's supposed to be. :/
  9. Hello Sheson and many thanks for your work and continuous support. I have a persisting issue when trying to get SFO to work with 3D ultra tree lod. On the one hand, when I try to make a static lod model for any of the SFO trees using the emptypassthru_lod.nif, I get an error when copy-pasting branches saying "unknown block". I have proper knowledge on how to make simple 3D static lods as I have succesfully done it for my own mod, Green and Lush Aspen trees and they work flawlessly for me and all users of the mod. I mention that to get basic explanations out of the way. Now on the other hand, when I tried to use the 3D lods assets provided as of recently at SFO optional files (not made by the author), DynDOLOD does not recognise them even though they have the correct file name based on xEdit DynDOLOD script checksum name. 2 screenshots showing treepineforest01 as an example in the correct place with the correct name and DynDOLOD SSE log saying "3D lod not found, fallback billboard" I even tried to work on these hybrid statics provided at the mod page by removing the 2D trunk and pasting the original trunk branch, then re-saved them with the correct file name and still got the same results. Needless to say that of course in game they use billboards as their near lod4, as the log states. Me and vurt could really use some help from the expert, on this problem. Thanks in advance :)
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