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vektor9999

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  1. Reverted back to 1.7.5.2 and worked like a charm, as always you are the GOAT Thanks a lot
  2. OK i'm back again, I double checked map settings in skyrim.ini and also in the custom.ini and the values are correct, so i don't use uLockedObjectMapLOD=32. I deleted all logs before regen. I regened lod with ultra, dynamic lod and seasons checked I only generated lods for tamriel without grass cache so it was faster DynDOLOD_SSE_log ==> https://paste.ee/p/8iKr4 DynDOLOD_SSE_Debug_log (more than 300MB so i uploaded the file on my private cdn, fast download no worry) ==> https://nolvus-storage.b-cdn.net/DynDOLOD_SSE_Debug_log.txt Compressed file here if you have issue ==> https://nolvus-storage.b-cdn.net/DynDOLOD_SSE_Debug_log.7z Thanks a lot for your help
  3. The posted settings are from my mo2 ini files, i checked using the ini editor. I also checked that i don't have an overrided value elsewhere for maps but i don't I'm gonna regen again and come back to you with more info. Thanks a lot Sheson
  4. Again thanks for your quick answer, tho following the documentation you posted my map menu is this [MapMenu] uLockedObjectMapLOD=16 uLockedTerrainLOD=32 i have trees on my map and both ultra and dynamic lod are checked and i also installed the mod LOD Unloading Bug Fix which does not fix the issue as well I have no more clue sadly
  5. Thanks for your quick answer, here is my DynDOLOD_SSE_log.txt https://paste.ee/p/V6Jwe I have no other debug log than the one i sent you Here is a small video to illustrate When i click tll, the tree is loaded correctly when i console click on the object and type disable only this remain
  6. Hey, there I have a z-fighting issue using dyndolod (Alpha 128) and seasons of skyrim. Seems that the lod transition to full model has issue (only during winter) It's really noticable when moving. If i save and reload, problem is solved until i come back then later ofc, it does not happen for all the same trees models, i can have a same tree model that loads correctly just next to this one. Here is my log (DynDOLOD_SSE_Debug_log) https://paste.ee/p/RbypC I have no bugreport.txt file I'm thanking you in advance for your help
  7. Hey guys, Before using the latest version of dyndolod 3 (alpha 106) i was using alpha 87. A thing i noticed is the size of bto files almost doubled for the same load order with the same settings. I know using HD grass, it will increase the size but i set ForceComplexGrass=0 and did not select hd grass. But the size is still way bigger. Any ideas why? Thank you in advance for your help
  8. You are my savior, indeed while not 100% perfect it improved a lot with that setting!!! Thank you very much!!!
  9. OK, i understand but as i use seasons i cannot use the grass cache (except for generating the grass lods) and use the default game engine to generate grass as you suggested here (https://dyndolod.info/Help/Seasons) So i guess no option for me then?
  10. Hey guys, I noticed that sometimes the grass lod completely disappears for like a 1 second before the full grass models are rendered for a given area. Is this something we can fix? Thanks in advance for your help.
  11. Thanks a lot Sheson, i admit i was too lazy on that one. But you are always here to help
  12. Hey guys, Is there a way to make the hybrid 3d tree lods darker? I know there is a way with billboard brightness but ofc as i use 3d hybrid, this feature does not work. Thanks a lot in advance.
  13. Ok, thanks a lot for this clarification
  14. You are a GENIUS!!!! It works and i think that the result is even better than 3.65. Thanks a lot!!! May i just ask you what the "false" flag at the end of the line means (in textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt)? ==> Folkvangr - Grass and Landscape Overhaul.esp;00000800;Grass_MXGrass_Medium01 Folkvangr - Grass and Landscape Overhaul.esp;00000801;Grass_LongWindy_Green,False Some lines have it, some don't.
  15. I have this I'm gonna test the v 3.87 Thanks a lot
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