Abbot
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Thank you Sheson for all the links, documentation, and for DynDOLOD (of course). yeah they really should stop developing their own games and disband (finally).
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So in the Settings submenu of the MCM I'm lacking the options to modify the FarGrid and the NearGrid that are shown here: https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings . (I have all the other options like NeverFade, window glow...) What did I miss (or am I missing)? Is there a way to change this without having to regenerate the DynDOLOD output? I am using DynDOLOD Resoucres SE 3.00 Alpha 49 and the corresponding DynDOLOD version that I do not remember.
- 542 replies
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Is there really NO generic answer to my question? I need to give the logs every time? the question is "how do I extend the rendering distance of dynamic lods while using DynDOLOD dll NG and scripts". Ah, Ok, you gave me some other links. Thanks.
- 542 replies
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Hello, Using DynDOLOD DLL NG. How do I extend the rendering distance of dynamic LODs? The rotating windmill fans of the Solitude windmill disappear (and re-appear) somewhere in the middle of Hjaalmarch's swamps for me. I would like for that to NOT be the case. I would like to keep seeing the fans until I can't see the windmill anymore. That's the whole purpose of using DynDOLOD, is it not? I used the High preset and no errors were detected while generating DynDOLOD. I have ugridstoLoad at 5 and the corresponding Large Ref setting at 7. I have both a DynDOLOD.esm and a DynDOLOD.esp activated. Gotta say, the STRANGEST thing of my passage from LE to SE is exactly the fact that DynDOLOD seems to constantly be performing LESS well than in LE. In LE, windmill fans and waterfalls were ALWAYS visible with the default presets. I have NEVER encountered this sort of problems in LE. I don't get why we ought to have all of these "performance" concerns that oblige us to disable dynamic LODs in the distance in the modern 64bit Skyrim SE engine when we didn't have those concerns in LE and the LE game ran perfectly fine anyway, "old", "primitive" 32bit game that it was... smh
- 542 replies
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What are the requirements for the Large checkbox, besides installing DynDOLOD DLL NG and Scripts and letting it override DynDOLOD Resources? The checkbox is greyed out for me... Do I need to re-run TexGen after installing the DLL? That, I didn't do it (yet)... Sorry, didn't check the large reference workaround checkbox, my bad.
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Thanks! But how do I flag trees as large references?
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So, it is a fact that in the transition between the full model and the 3d tree lod, the tree tends to "flicker" color-wise, visually. I found that darkening the tree LODs in many cases hide the flicker very well (maybe it's because tree LODs do not have shadows and darkening them simulates the presence of a shadow? I don't know...) But the problem is that if I edit the crownbrightness ini setting, than ALL the tree LODs darken, and in certain cases, for certain trees, the flickering is made WORSE by that. So how can I darken the tree LODs only for the trees for which the transitioning between full model and LOD is made almost seamless by darkening the LODs? I tried toying with the "Direct", "Ambient", "Left Right", "Front Back", "Top Bottom" settings in TexGen and then keeping only the textures for the trees I am interested to, but to no avail...
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So this question shouldn't need any log since it is a GENERAL question. DynDOLOD 3. Ultra Trees. Is there a way to change the "crown brightness" for the tree LODs relevant only to SPECIFIC tree models? Or in other words, is there a way to avoid changing the crown brightness for ALL tree lods at the same time? I want to change the crown brightness only for the LOD of a specific tree.
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So that just disables waterfall LOD entirely (as I suspected). Thing is, I would like to NOT see waterfalls appear out of thin air, otherwise I wouldn't be using DynDOLOD...
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Would you mind telling me what do you mean by this? Instead of "Level*" in the mesh mask reference rule for waterfalls should I have all set to "None" or...?
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Hello Sheson, I come back to you with the issue of dead trees having leaves in the distance (with 3D tree LODs). Here are the logs: https://pastebin.com/hCRgqLjc DynDOLOD_SSE_log.txt PART 1 https://pastebin.com/7uPnkSLq DynDOLOD_SSE_log.txt PART 2 https://pastebin.com/61t6PqfM DynDOLOD_SSE_log.txt PART 3 https://pastebin.com/MujQL0z9 DynDOLOD_SSE_log.txt PART 4 https://pastebin.com/Y80MY5FK DynDOLOD_SSE_log.txt PART 5 https://jmp.sh/s/yEmBJBqs6ogGITfoIPYJ DynDOLOD_SSE_Debug_log PART 1.txt https://jumpshare.com/s/zvG1WyMkTyl2pGZ3LG3x DynDOLOD_SSE_Debug_log PART 2.txt https://jumpshare.com/s/QD4Jpd12jCNCoQMC5Jxm DynDOLOD_SSE_Debug_log PART 3.txt And here are the images. i know that you specified that we have to take screenshots and not photos but I cannot, for the life of me, make the screenshot function work on my setup. So these images will have to do. 1) https://imgbox.com/33VgMAah 2) https://imgbox.com/VJBgfOdS 3) https://imgbox.com/iXPlj5rN 4) https://imgbox.com/PXdAVjNk You'll find a photo of the tree in the distance (1) with the coordinates from which I've taken it (2), then an image with the full tree (3) and one with the base FormID and other details about that tree (4). As for the waterfalls, I solved my issue of seeing static waterfalls in the distance by editing the High settings mesh rule for fxwaterfallbody so that it has the flag "NeverFadeLOD" instead of "FarLOD". Now the waterfall LODs violently flicker though, any time that the player (or the camera through the console command TFC) moves. EDIT: I added another image to better highlight the Tree LOD in image (1) that gives me pain: https://imgbox.com/XlZPVm15
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Hello Sheson, May I ask if you could point me to the tutorial on how to modify specific trees' 3D lods, before generating them? I got dead trees whose 3D lods show leaves, when they shouldn't have any... Or maybe you already know of a mod that rectifies the issue? The dead trees in question seem to be Vanilla when looking at them up close. Also, how do I make it so that very distant waterfalls (like the ones you can see on the mountains while standing next to Windhelm's main door) have the "flowing water" models instead of the static (Vanilla) ones?
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DynDOLOD_SSE_log.txt: https://paste.ee/p/Udgyk DYNDOLOD_SSE_Debug_log.txt: TOO LARGE CTD DynDOLOD: https://pastebin.com/SU8E3MTm Please help.
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Hello Sheson, You're right, I didn't give you much to work with.... Well, I have re-installed the modlist and then put the mods I added back in it... So far, DynDOLOD doens't seem to crash anymore... Finger crossed!! Many thanks for your availability and willingness to help!
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The issue with SvMiscMCMMerged appears only on loading a save (and that's where I get it this time too), but as you can see the log immediately mentions DynDOLOD as well (and it happened the other times as well). I just got another CTD that mentions DynDOLOD first: https://pastebin.com/SU8E3MTm This is *exactly* the type of error I was talking about.

