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mostwanted11

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Everything posted by mostwanted11

  1. https://ufile.io/kxe8o99l https://www.nexusmods.com/skyrimspecialedition/mods/139896 if i crop the complex textures, they dont get skipped anymore and the file i made i put in the logs, but i put it in mo2 in data/dyndolod/
  2. What causes texgen to skip over some grasses when creating billboards? The result is that these grasses typically don't receive any lods. This issue only happens with this mod https://www.nexusmods.com/skyrimspecialedition/mods/139896. I have recalc'd bounds and i made a txt file in my mods folder and set the specific mesh to true, but the file that gets generated in texgen turns them to false like this "groundcover.esp;0000030A;r_curly_grass01,True,False"
  3. Ok I'll do it in a bit, should I do it with the PineAtlas I provided or with the default one? EDIT: the experimental dyndolod doesnt do anything beyond "Gathering LOD Assets"
  4. Here are the additional files I forgot to upload, I am generating stuff in sovngarde because its quicker LODGen_SSE_AltTextures_Sovngarde.txt DynDOLOD_Sovngarde.rar
  5. Logs: https://ufile.io/2z3lkhiv Texture: https://ufile.io/0yz92zcr Screenshot: https://imgur.com/a/E26P8eP So I tried everything including scale 128 again since I was clearly mistaken in its use and the issue still persists, scale 128 has no skinny trees but the lods got black leaves. EDIT: I tried with just HLT and your high quality lods and the issue is there hmmm I think it's unrelated to how I'm saving. Maybe something else is broken but I have no mods running that could mess with it
  6. Okay so I filled the black background but it still has the same issue Lost on what to do next
  7. Holy crap that is insightful. Thanks so much for the thorough explanation. I will try and fill the black center myself then. But I would like to ask, would setting usemipmaps fix this issue or is it unrelated? I didn't understand this part completely sorry.
  8. Currently generating dyndolod so I won't be able to provide the files you ask but it's Happy Little Trees and I'm editing the texture because its colors are way off with my setup. I am recoloring the nearby area as a whole because I think those include mipmaps. What's an alpha channel? you mean scaling Alpha or am I misunderstanding? Sorry not knowledgeable on the topic
  9. Ok I tried 128, 112, 96 and 64. Only 64 had no skinny trees issue but obviously it had the lod issue. Attached a picture of the settings I used because my texture tools is a bit different than yours idk why. Idk what am I doing wrong :/ The skinny trees issue happens with any Pineatlas replacer I've found on the nexus as well. My current workaround is that since I'm modifying only the green pines and the dead ones not the center part of Pineatlas is that I have the trees with lod issues use a basic PineAtlas and the ones I'm modifying use the modified PineAtlas.
  10. I wasn't doing that before, and the issue of skinny trees was resolved (even with my edited texture) when I was using scale 80. I will try to use cutout alpha and let you know. Thanks for your help.
  11. Thanks for the reply, i will try with different numbers but I only settled with 80 because otherwise the trees would appear skinny from afar which bothered me a lot so I figured scaling it to the alpha property is the way to go since it resolved that issue.. Can I somehow land on a number that somehow mitigates BOTH issues? Also my nvidia tools looks a bit different than yours, am I using an outdated version and will that change anything?
  12. Tree lods are extremely dark, namely Treepineforest05 and 04, and only those. I modified the leaves texture to be desaturated on the pine forest ones and they work fine, nothing dark or whatever. But the dead ones seem to be weird when the lod is generated. https://imgur.com/a/SykNhwt https://ufile.io/h0fmpkqw In fact, any modifications to the file causes the lods to be dark.. So is it an issue with how I'm saving it? I'm saving it with PS + nvidia texture tools with mipmap scale 80 to match the alpha node of the mesh which is 80. Or is it an issue with the mesh? Can I solve it somehow myself?
  13. does texgen/dyndolod generate glacier slab lods based on your load order? because it just seems to ignore my actual glacier texture and uses the one provided in dyndolod resources https://imgur.com/a/MMPRndC (i cant select the object with the console for some reason) https://ufile.io/ygax1ofj
  14. thanks for the insight, should i add those flags to the crown portion? i actually have no idea how to do any of that EDIT: ok i figured it out and its matched now thanks a bunch, but do you know how to edit textures without compromising mipmaps in the future? when i generated mipmaps it still had the issue :/
  15. https://imgur.com/a/bSuO85Q https://ufile.io/jfo47578
  16. Sorry i forgot to mention i modified the pineatlas.dds needles to be a bit more "vibrant", any modification to it seems to ruin the 3d lod. So I had to generate dyndolod without the modified dds overnight. Would the logs from that output work or do I need to upload the logs with the modified dds? If that's indeed the case, can I just upload logs from a smaller worldspace with the same problem such as Sovngarde?
  17. how do i stop trees from appearing on the map? also may i ask why are my tree 3d lods not matched in saturation with the full model? my level 8 billboard4 lods are matched though
  18. I am using 3d tree lods, Level 0, billboard4, billboard 1. I heard TreeNormalMaps=1 and TreeLODComplexAtlas=1 makes 2d lods look better.. Would my setup benefit from it even if i have 3d lods? Obviously level 8 and level 16 tree lods will be using 2d so i am wondering if it would affect it or not
  19. I never said I am entitled to anything, I already said I am willing to help to an extent as long as it doesn't come at the cost of my convenience (which is selfish brat behavior i know). BUT i have already reported it before that dll ng ctds my game on reload from time to time and I have already uploaded logs before on multiple occasions. Those past couple months I have NEVER Ctd'd on reload at least not when its a free of stress area and on a new level save and I mean NEVER. It is not a coincidence that it happened again like it used to back when I was using the ng dll thing in May (which was resolved when i reverted to dll SE) and I did report it and it probably got dismissed because its a difficult issue to track and hammer down, but it is widely known Dyndolod causes ctd on reload and a lot of modlist authors know it. My dyndolod generation says Dll: not Ng and "using papyrus scripts" when generating and i will continue to play with the version that does not CTD because it is common sense. I will test the ng version output from time to time when free and i will post crashlogs here but i am not sure if its going to be of much help because dyndolod dll is never mentioned in the logs but you're the one who knows his stuff in the end not me.
  20. Yup, as soon as I start using the latest version, a ctd on reload. The version I was using and got blocked from using was working perfectly fine, I don't need the latest version I just want to play the game man. https://ufile.io/5pyxndnj These are the logs because I still want to help you, but I will just revert to my old Output of the old version since this dyndolod DLL NG thing, its been nothing but CTDs on reload it's honestly very frustrating, I just changed 2 tree models and wanted to rerun it after months of playing with it with no issues at all, but I got cockblocked by the update prompt. So very frustrating, I wish you'd just tell me how to bypass it
  21. Great, i think a good way to prevent dumbasses like me spamming you with questions about stuff already explained is to put links on each feature in dyndolod if it does have a corresponding explanation in the site or a ? button next to the X button top right that opens up a link to the explanation of the feature if clicked with it on
  22. what does checking the large box between tree and ultra in advanced mode do? also the upgrade and downgrade boxes? are there any videos demonstrating the visual/performance difference?
  23. Running texgen.exe/dyndolod.exe prompts me to update it, how can I prevent it from doing that? I understand I should update but I am happy with the old version and what it does and i don't want to lose my settings and whatnot. Also this old version doesn't CTD on load so.. Can I somehow workaround this prompt? I promise I won't bother you with an issue while using it
  24. So about HITMEs, my Requiem for the Indifferent.esp (its the esp that comes out from the requiem patcher that adds keywords and modifies values like damage and armor rating etc to items and so on) has a bunch of them, which of course might be problematic on the long run. I heard those happen because the generated plugin is in the 1.70 header version not 1.71 and that since I'm running on a 1.5 skyrim.exe it might cause CTDs(even with BEES). So I have a question, does saving the ESP in an up to date creation kit fix these as you mentioned in the manual? Is saving the ESp through CK the same as changing the header in xedit? How do I go on about fixing it? Cuz dyndolod keeps mentioning them during generation.
  25. Okay, after a few days of testing, it probably isn't dyndolod. My long going save just crashes on startup when I use engine fixes' Quicksave into hard save feature, if it's a hard manual save things go nicely. The problem is my game keeps leaking unattached instances whenever I reload it in game, as reported by Resaver. So loading up a functioning save, dying and reloading it and then saving a while after, the new save is going to have unattached instances(I can't trace the instance as it's just labeled ACTOR and Object missing). To be honest I have no clue what's going on or why this is happening, it is very frustrating but as it most likely has nothing to do with dyndolod's DLL, although I am tempted to try out the old SE DLL and regenerate dynd without the large bug fixes thing to see how it goes. I uploaded my crash logs as you requested but Idek if they're helpful. EDIT: FYI the way I load up saves that crash on load is by swapping back and fourth between alpha 32 and alpha 27. So if it crashes using 27 I load up 32 and if it crashes later with 32 I load up 27. This crap is so weird man crash-2024-07-30-08-50-22.log crash-2024-07-30-08-56-23.log
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