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User77111

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  1. Thanks for the instructions I will try this out with all the LOD meshes and see if it works.
  2. I just noticed the models in the screenshots receiving shadows are the full models. I just checked it looks like the terrain LOD and object LOD does not take any shadow at all. In the screenshots comparing the 3d tree LOD brightness between the leaves vs the wood, it just looks like the LOD models have light shining on both sides of the double sided mesh that has the leaves regardless of where the sun is directing. It seems like every double sided mesh does this. I wonder if there could be a solution for this. Here is my Dyndolod Output: https://1drv.ms/u/s!Av1dDuTYEuYRgc5lQN88QDqgSpu2nQ?e=cLUIgS TexGen: https://1drv.ms/u/s!Av1dDuTYEuYRgc5mm8dX9_PL10bORA?e=s07jOw
  3. You should be able to download it now. I am showing that the model and nifskope does not show a soft lighting or a rim lighting shader flag, yet it still behaves in game like there is one. I do not need LOD objects to receive or cast shadows to fix the LOD issue. Soft lighting and rim lighting with the skyrim engine will illuminate the object with or without shadows casting on the object or receiving shadows. You can see here that part of the LOD object does not behave this way: Opening the BTO file in NifSkope, you can see the shader flags between the two parts of the object LOD tree is not much different. One had a vertex color shader flag and the other is marked as double sided. I am not sure why the part with the double sided flag acts like there is a soft lighting flag/ rim lighting. LOD items in the further regions where the tree LOD is not 3d do have the soft lighting/rim lighting shader flag: Some objects are illuminated the same way with or without the shader flag: I'n not really sure what is going on.
  4. I get these shader flags on the object LOD that causes trees and objects to illuminate even without the sun hitting them. You can see here the sun is behind the mountain and the LOD objects are bright: Once the objects themselves are loaded in: (I froze in game time during this) Here are the tree objects themselves: The BTO file itself does not have the soft lighting and rim lighting on these specific trees, but sometimes they do. Even in this specific tree. Tree Mod Log Files 3D LOD files (overwrite with the 3d LOD resource files on the mod page) I did not mess with the shader flags on my custom 3d LOD. This is an example of a couple of trees showing the issue. This happens with all LOD objects, even mountains. I should mention I use this mod as well: https://www.nexusmods.com/skyrimspecialedition/mods/63725
  5. Hopefully this has not been asked already. Is there a way to disable rim lighting and soft lighting when generating object LOD?
  6. Thanks for this. It works perfectly. Will this be included in the next update? Or is this just a custom one for my case?
  7. Maybe this will help. With alpha 159, viewing the LOD models in nifskope, that is how they would appear in game. With alpha 169, the alpha threshold is increased in game. So it is thinner then when viewing the LOD model in nifskope.
  8. Try with alpha 159 not 167
  9. I said previously that I updated DynDOLOD, then the trees became too thin when using custom models. They are still too thin without the custom models. I'm not asking to fix a problem, just asking for the option to disable a feature added in later versions of DynDOLOD that are making custom models not work like they used to. If that is possible. I also do not understand what that feature is. I attached the custom 3d Tress models. I used these on DynDOLOD alpha v159. I have that version backed up too if you needed it. LOD Gen.zip
  10. I did not make my own custom models, I just edited the models. I edited the NiAlphaProperty of the leafs for each of the trees to make them perfectly match the normal models. Do I need to add an alpha property to the branches and set it to 128 for DynDOLOD not to touch the branches?
  11. It's just slightly better with the normal ones. Not as good as the custom ones I made. Is it possible to disable or adjust this automatic alpha threshold that was added?
  12. Logs: https://1drv.ms/u/s!Av1dDuTYEuYRgcpG0GjoBXG5bQVTuQ?e=Bru3fR After updating DynDOLOD, all tree LOD in skyrim 3d trees LOD is very thin. LOD: Tree Model: Console of tree:
  13. Thanks this helped alot!
  14. Setting it to Low worked. Is there a preset that works like xLODGen with HD tree LOD? I would like it to just be like I'm running xLODGen with 3d tree LOD. No added other objects unless xLODGen does so.
  15. Log Files: https://drive.google.com/file/d/1cZTr6s83idVRMZpVZBhxrwDsHHYtmjy_/view?usp=sharing I've been getting issues with stuttering with DynDOLOD.esp enabled. I could only replicate the issue with the intro sequence because it happens at the same place every time. DynDOLOD.esp enabled: https://imgur.com/a/1sznyMW DynDOLOD.esp disabled: https://imgur.com/a/ZgjScYU Keep in mind this kind of stuttering happens all the time during normal gameplay when turning my head really fast or at completely random times. I also keep getting crashes that include occlusion.esp and sometimes just completely random. These crashes are not present with dyndolod uninstalled. https://pastebin.com/Mta7jRwQ https://pastebin.com/VE07U0V8 These crashes happen when switching saves or fast traveling.
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