
gmahadhika91
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Everything posted by gmahadhika91
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Objects disappearing and reappearing
gmahadhika91 replied to Drazo32's question in DynDOLOD & xLODGen Support
It is. I'm dumb. Thanks a lot! -
Objects disappearing and reappearing
gmahadhika91 replied to Drazo32's question in DynDOLOD & xLODGen Support
I've finished building my Open Cities DynDOLOD, exactly as instructed no problem generating it. However, when I opened Whiterun Gate, it shows a blank LOD. And after I take like 5 steps closer it shows everything inside Whiterun. I assume it has something to do with xLODGen. Should I/should I not generate xLODGen with open cities.esp activated? Thank you. (Video attached) 2023-02-11+04-59-18_out.7z -
Red Mountain Plume Clips Around Whiterun
gmahadhika91 replied to gmahadhika91's question in DynDOLOD & xLODGen Support
Sorry for the double post, I'll leave this here in case someone else is having the same problem: Vvardenfell Plume in Skyrim You can control the visibility of the Vvardenfell plume by using the following console command: set WTT_SkyrimPlumeMaxDistance to X X is the max distance in Skyrim units. Default value is 307,200. To make the plume visible from as far away as possible, use a value of 10,000,000. You can the following console command to turn off the plume entirely. set WTT_SkyrimPlumeEnabled to X If X is set to 1, the plume is enabled, if it is set to 0, the plume will be disabled. (Sometimes it takes a few moments for it to register.) There's also an optional plugin that sets this to 0 and as such disables the plume. -
Red Mountain Plume Clips Around Whiterun
gmahadhika91 replied to gmahadhika91's question in DynDOLOD & xLODGen Support
Aah alright I understand, this is a WTT specific problem instead of DynDOLOD yes? Thank you for clarifying. -
Red Mountain Plume Clips Around Whiterun
gmahadhika91 replied to gmahadhika91's question in DynDOLOD & xLODGen Support
I'm not sure I understand. So what should I do if I wish to make the plum not visible from Tamriel but visible in Solstheim? Edit something in xedit? -
Red Mountain Plume Clips Around Whiterun
gmahadhika91 posted a question in DynDOLOD & xLODGen Support
As title says. Is there any way to make the plume to be always visible and not clip in/out around Whiterun as I move around? It disappear and reappear as camera angle changes. Thank you. -
Need Help Setting GenericBannerRed03.nif to be Always Visible
gmahadhika91 replied to gmahadhika91's question in DynDOLOD & xLODGen Support
That is correct. There is a certain distance that the model doesn't show at all. It's like: 1. 100 meters away: i can see the banner animated and looks good 2. 50 meters away: it disappears completely 3. 20 meters away: it is visible again Right I'll try the original reference first and see what happens. Thank you. -
Need Help Setting GenericBannerRed03.nif to be Always Visible
gmahadhika91 replied to gmahadhika91's question in DynDOLOD & xLODGen Support
Hello sheson, First of all, thank you for your guidance. It work. Ish. When I am very far away from the banner, it does show the animated banner. But as I got closer, the banner dissapear completely, only to reappear once I'm very close. How do I fix that? Thank you. -
I beg your pardon, none of these links work as intended. Or do you mean both of them is available in the DynDOLOD docs?
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So I should generate objects and terrain using xLODGen, and also generate DynDOLOD on top of that? And which mod are those .esms from? What about the xLODGen settings? Also, is it ok to activate Open Cities while generating xLODGen?
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This is with vanilla game. No mods whatsoever, just the official DLCs. https://imgur.com/a/en4FbPL It happens when I look over to Solstheim. https://imgur.com/a/cCfjjP2 Here, you can see the problem from some distance away. Notice there is a "hole" in the distant mountain/terrain. Not as jarring as the first picture, but it's there. https://imgur.com/a/7NMdOSj This is what happens when I load my full modlist (including DynDOLOD and Occlusion) on the vanilla save. Notice that the "hole" gets bigger. Updating occlusion didn't fix the problem. https://imgur.com/a/AMSWt0T This is the coordinates where I can see the problem, both in vanilla and in modded. https://imgur.com/a/vgYsA2i I hope that helps to identify the problem. Thank you again.
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Uuuh...I did. It's this one.
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Hey Sheson, I've tried regenerating Occlusion but the problem persists. Thoughts? Any other things I should provide?
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I beg your pardon, I'm not really sure what qualifies as a "terrain" or a "mountain". Uumm...no. The .btr file does exist, but not the .bto one. It originates from vanilla mesh1.bsa. You mean this is the solution to said problem?
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Hi Sheson, I've yet again found a bugged mountain. It's just North East of Windhelm, and I can confirm this bug is present with only a handful of mods namely: - USSEP - Alternate Start - Open Cities Hence, I've made sure there are no .bto files installed. DynDOLOD generation doesn't solve this problem. Also, the mountain in question has no collision and it has no information when clicked. How do I fix this? Thank you again. https://imgur.com/a/7dkmuYf
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When exploring Windhelm with two said mods, sometimes there are some lights that flickers. Now I don't know if this still happens without OCS, but I'm not gonna troubleshoot that because generally I want both. However, what should I look in the cell to fix this? Maybe by deleting the lightbulb? Problem is, I don't know what record is a light bulb.
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This works. Thank you so much Sheson! EDIT: Pretty unrelated, however I have to ask, the mod Notice Board - Open Cities doesn't work. I've converted it into SSE by loading and saving it in CK but it doesn't show at all in game. Can anyone points me which forum would be proper to consult about this (As the Notice Board mod is no longer supported by the author)? Thank you.
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Ooh OK, I'll get back to you. Thank you.
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Here are both of the files you requested. Thank you again. https://drive.google.com/file/d/1fPJVAtPFDeMOuTgJU-qyf9DI0doci26Z/view?usp=sharing
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Sorry, here are the logs. I hope you can help me yet again. Thank you for your patience. https://drive.google.com/file/d/1lfZ5Wph1H1VBFi30leVoxpwg_CwpVtIs/view?usp=sharing
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I already did. What could've went wrong? Here's what I did: Part 1: - Generate and install TexGen - Deactivate OCS.esp - Generate static LOD with dynamic LOD unchecked - Click Exit (Not save and exit) Part 2: - Activate OCS, and delete OCS warning at the DynDOLOD_SSE.ini file - Generate dynamic LOD with static LOD unchecked - Click save and exit - Install DynDOLOD output
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Anyone knows why is this happening? FYI I am using Open Cities and it works fine before. Do I need to deactivate OCS when generating Occlusion.esp?
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Oh wow some of it are mine. But yeah, I don't agree for all of the guide, whether it's by looks, but mostly performance. However I just got back to SSE modding scene from maybe 2 years hiatus and the guide generally helps so still props to it.
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Hmm is that so. Then maybe the problem with imrpoved mountain LOD and Z fight will only show once I've generated DynDOLOD again?