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Abbot

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Everything posted by Abbot

  1. Well, I honestly don't know how to upload DynDOLOD_TES5_Debug_log.txt . The file is 40 Mb big and I would rather not make 80 pastebins. It seems that the whole text pertains to ONE single session (the relevant one), also. Sheson, can you surmise something from the two files I posted? Thank you very much for everything in any case.
  2. Ok, here are the first two files: DynDOLOD_TES5_log.txt https://pastebin.com/JWdu7Myi LODGen_TES5_Tamriel_log.txt https://pastebin.com/FdrAnjEu And I'm working on uploading DynDOLOD_TES5_Debug_log.txt There's no "bugreport" file.
  3. Hello Sheson, Sorry, I've never heard of Pastebin or "file service" before and now Pastebin is telling me that I've exceeded 512 Kb (those were the reasons why I didn't post the files :P ) Would it be the same if I copy-paste the files' content in here, maybe at a rate of one file per post? Or maybe I could attach the files to my next post?
  4. PROBLEMS: Anise's Cabin's LOD isn't generated, looking at the Cabin from the Guardian Stones all that the player can see is just a skeleton (literally) of the Cabin. For the LADY STONE and the associated nearby "dolomites" (in the middle of Lake Ilinalta): the transition between LODs and full objects is very visible. Running towards the Stone, it briefly disappears completely (as LOD) before re-appearing (as full object). Both these problems are NOT present in DynDOLOD v2.96. NOTE: I've generated Dyndolod 3 Alpha TexGen AND Dyndolod 3 Alpha with Dyndolod v. 2.88's Resources.
  5. PROBLEMS: Anise's Cabin's LOD isn't generated, looking at it from the Guardian Stones all that the player can see is just a skeleton (literally) of the cabin. For the LADY STONE and the associated nearby "dolomites" (in the middle of Lake Ilinalta): the transition between LODs and full objects is very visible. Running towards the Stone, it briefly disappears completely (as LOD) before re-appearing (as full object). Both this problems are NOT present in DynDOLOD v2.96. NOTE: I've generated Dyndolod 3 Alpha with Dyndolod v. 2.88's Resources.
  6. CORRECTION: After some more testing, I DID manage to solve the above problem by setting the crown setting in Dyndolod_TES5.ini to 0.5 before generating Dyndolod 3 Alpha test. HOWEVER this last version of DynDOLOD, and only it, does not generate LODs for certain objects, Anise's Cabin being one example. I will report this on the Dyndolod Alpha thread.
  7. Thank you very much to both. I didn't manage to solve the problem of less dark LODs than the full tree models per se, but I managed to make the transition between billboards and static lods much less apparent by increasing the rendering distance of level1 LODs. Thank you again!
  8. Thanks, So you're saying that I should disregard the part about EVT already containing 3D LODs and that I should re-generate them from scratch by myself instead?
  9. Sheson, Thank you very much again. One last thing, I've noticed that Dyndolod 3 ALPHA is incomplete as of now, for instance the last waterfall on the outskirts of Whiterun is invisible when looking at it from the city. So I've decided to create the tree billboards with TexGen 3 Alpha and then run Dyndolod v2.96 on top of those billboards. Since I find my static 3d tree object LOD to be too light-colored though (the billboards and the full tree from Enhanced Vanilla Trees are way darker than the static 3D tree lods) I would like to ask if you have any suggestions for the correct values of the settings FlatLODLightingEffect, FlatLODVertexColor, and FlatLODWithNormalMapVertexColor to make so that the static tree LODs' colors match those of the full tree and the generated billboards from Enhanced Vanilla Trees. Thanks again.
  10. Thank you so much Sheson! May I ask where I can find info on "Billboard1" and "Billboard4" and if I should disable the other billboard mods I have before running TexGen (I'm using Indistinguishable Vanilla Billboards and Enhanced Vanilla Trees)? I have downloaded and installed Dyndolod v. 3.0 Alpha and I have opened the doc file on TexGen but I see no mentions of Billboard1 and 4... Sorry if I'm being dumb... EDIT: Regarding my second question: Sorry, I just saw "No need to install any billboard" on the Dyndolod 3 Alpha page, my bad...
  11. Preface: I'm using Skyrim LE and I do not intend to install Skyrim SE any time soon since I've spent (way) too much time building my current LE load order. Second preface: I use ENBoost (but I DON'T use any ENB) and Crash Fixes since 2 years by now; they as well as SKSE are all correctly edited. Third preface: Thank you SO much Sheson for all you did and do! I personally think that Skyrim would be simply and completely unplayable without your work. Onto my problem: I've tried the 3d tree LOD generation using the "High" preset. The results have been excellent visually but there remains the distracting pop-up of the tree billboards in the LOD8 distance. Said billboards appear in and out of existence all at once and change the skyline of the horizon rather abruptly, so they are very noticeable. To get rid of this umpteenth pop up, I've tried to change the settings for the tree LOD generation to "Static LOD4", "Static LOD8" (instead of "Billboards"), "Billboards", and "Far LOD". This way I've managed to get nice 3d mdels in the distance too, but while the fps loss hs been (very surprisingly) minimal, the game crashes after 2-3 minutes in the open with a warning from Crash fixes telling me that Skyrim "exceeded memory usage", or something like that. So I'm currently at a loss. Is there some way that I could get rid of any tree pop-up without exceeding memory usage? For all my LODs' generations I've used "Max tile size: 256".
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