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darknightbacca

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Everything posted by darknightbacca

  1. Interesting, it could be an esl problem, as cathedral landscapes isn't an esl when i generated it for my lods.. I'll test it out, see if it ends up being the fix, thanks.
  2. Sheson, i need your help, i'm struggling alot to get grass lod's working correctly via most the grass mod's i'm attempting to use, main one is QW's Grass Patch, which combines Veydosebrom Regions, Folkvangr, Cathedral Pine Grass and Depths of Skyrim, i've had an extensive look at the help doc's in DyndoLOD's folder, and tried everything i could and still no solution, Here's what i tried : Looked at OBND - Object Bounds on CK and SSEEdit, ensured they were set, Used NifSkope to fix all the nif's that needed fixing (BSFadeNode) as before i fixed the nif's TexGen64 would spew out <Warning: Root block is NiNode> errors which i eradicated and turned the MinGrassModelVolume & MinGrassModelHeight down as a LAST resort which didn't really help at all, From what i'm seeing when texgen generates, it's generating the billboards fine, however in the log (TexGen_SSE_Grass_Billboards) it's ignoring a ton of grass stuff and setting it to false, now i'm aware you can force it to generate, which i attempted and couldn't figure out but i don't really understand at all why it's ignoring them, the object bounds are fine, the nif's are all BSFadeNode's, i seriously don't get it, What makes even less sense is the only mod i can get to work is Cathedral Landscapes (Grass only) and some of it's grass gets ignored by TexGen as well, yet it shows up in game and renders the grass lod's, any of the grass mod's i've tried on their own like Veydosebrom Regions, Folkvangr, Northern Grass, Northern Cathedral Grass, Tamrielic Grass all fail, My no grass in objects setting is set to DyndoLOD mode = 1, i've also tried 2, to no avail, If you've got any clue on what could be causing it to fail or any direction you could point me in for a fix, that'd be fantastic, cause frankly i'm happy to troubleshoot but i've run out of ideas of possible causes for this, (Also tested my load order being the issue, settings, e.t.c, reinstalled dyndolod, dyndolod resources, made sure settings are all correct, but i could have slipped up somewhere) Screenshot of LOD : https://gyazo.com/aaf6509e49fbfdb315d3ba86ec5b36e3 (couldn't upload due to size limit) TexGen_SSE_Grass_Billboards.txt TexGen_SSE_Debug_log.rar TexGen_SSE_log.rar DynDOLOD_SSE_Object_Report.rar
  3. Hi, i'm having a problem with dyndolod 3 alpha, running No Grass in Objects mod aside it all perfectly setup (to the best of my knowledge) and it's all in-game, however the grass is a set distance in my game, changing the ini file for distance does nothing at all, same with skyrim's ini's, the distance is identical, also attempting to change dyndolod's settings in the mcm only affects far away distance, the grass close to me will not reduce with the distance change in the ini, Disabling dyndolod fixes this, i'm wondering if the grass distance in the ini before running dyndolod is a set distance and you can't change it once dyndolod is ran? Could anyone clear this up, not sure if this is normal behavior with dyndolod alpha 3's grass lod generation with this mod... How i did it : - Install the mod into .NetFramework plugins folder, edit the ini and change UseGrassCache to true, ExtendGrassDistance to true, OnlyLoadFromCache to true, overwrite grass distance to my specified value & DynDOLODGrassMode = 2 (also tried 1) - Generate grass cache using mo2, full generation finished, no crashes, create mod with cache, make sure it's read by the mod and dosen't regenerate it in the overwrite folder. - Edit Dyndolod config and set Set GrassLargeReference to 1, change grassdensity to 50 and enable Grass=1 - Run TexGen with the grass option, then proceed to run Dyndolod. End result is the grass is there, and far away, however the distance setting does nothing. Very confused... modlist.txt.2021_05_03_14_17_19
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