
vektor9999
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Reverted back to 1.7.5.2 and worked like a charm, as always you are the GOAT Thanks a lot
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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
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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
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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
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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
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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
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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
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You are my savior, indeed while not 100% perfect it improved a lot with that setting!!! Thank you very much!!!
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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?
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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.
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Thanks a lot Sheson, i admit i was too lazy on that one. But you are always here to help
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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.
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Ok, thanks a lot for this clarification
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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.
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I have this I'm gonna test the v 3.87 Thanks a lot