
Lance_geis
Watcher-
Posts
15 -
Joined
-
Last visited
Everything posted by Lance_geis
-
i think that it should stay at default if you do not use the "new" snow shader, majestic mountain puts to 1 for the snow shader buti believe it's a bad idea. edit sorry, majestic mountains edits [Display] iLandscapeMultiNormalTilingFactor=1 which is not the same setting
-
^ high quality preset selected, it's what i meant with high quality without dynamic lod box checked. no warning about object bound in the logs, some stuff that i need to fix thoo. it's in the archive linked below if you really want. lod is functional cliff disappears when cell is loaded. When vanilla object bound values of this base are put in dyndolod.esp that received the values of majectic landscape, the cliff reappears when we enter the cell not a bug in dyndolod itself. For the trees, i reworked my loaded order i will check if it still happen. log.7z
-
Hi sheson, thank for the answer. The base record (not the reference sorry) is modified by majestic landscape, the bounds were set to 0 instead of vanilla value. With vanilla values it doesnt happen anymore. high quality non dynamic lod with dyndolod sets the base record of many cliffs to full lod. So it's a bug with majestic landscape and not dyndolod itself. ML' author is aware of this and will fix it soon.
-
edit, as i cannot edit my main post anymore: the culprit was majestic landscape (not majestic mountain, i use both and mm doesnt change this reference, it was my mistake) it changes the bound object item to 0, by putting back the vanilla values, it fixes the problem. i will report this to majestic landscape author. For the lod tree, i dunno :p
-
Hello, As the title suggests, i have a problem with a reference : 0006e0dd ; DirtCliffsCornerOut01FieldGrass01; model is dirtcliffcornerout01.nif The lod is visible at long range. Whenever a new cell is loaded by walking, this reference disappears in this new loaded cell. If i save and load this save, the reference is active and visible. If the flag "full lod" is removed, the reference works as expected and is bugless. The only mod that modifies this base reference in my loader is majestic mountain, but it doesnt seem to be related. Another mod is lightened skyrim but it targets 2 placed dirtcliff in whiterun world and disables them, nothing else, so it shouldnt affect lod in other areas.... Any fix outside of removing the flag? or an explanation? Another problem i have, 5 trees lod in my whole game do not disappear at close range and are stacked on top of the full model, i do not use 3d lod tree with normal tree lod, so it's not the issue. It only happens for some pine trees, always the same base reference. i really do not understand this one. My loader is cleaned (i havent cleaned master thoo, shall i?), but there is some tree duplicated reference according to xlodgen thank for taking the time to read this.
-
Thankies sheson, it works as intended, no errors Take my firstborn ! (looking at the previous post that spawned when i wrote this one, i'm also generating the textures to see if something happens ) the version works for me Edit: it was so fast that i didnt had the time to close the browser, nice improvement !! no errors, everything is fine
-
my apology.bugreport.txt TexGen_SSE_log.txtTexGen_SSE_Debug_log.txt JAke0233 seems to have the exact same problem, i also have the window "please waits a moment"
-
Hello sheson, since last update, texgen is bugged on my rig, bugreport.txt Cant preview objects in the render windows.
-
Yup, the fix fixes, the flicker didnt happen at all since the update, thank you again sheson! ( for the program, the fixes, the dedication, your time... ... ...)
-
Thankies, it seems fixed with this dll script update, the lod flicker didnt happen on a fresh game with the old 1.63 generated lod and plugins. It worked fine, anyway imma do as you say and regenerate everything and then i will tell you if it's fixed for good it will take a while to generate everything again
-
Hello sheson, i confirm the "LOD blinking bug" with beta 63 using Dyndolod DLL 1 5 97 and scripts that were updated for 63 too, as i havent rebuildt the lod since the last update No errors in skse logs, on generation i had some missings meshes and some textures not fitting meshes but nothing out of ordinary. Had no problem with earlier versions with the same load order and meshes. I can upload debug log file but it's 100MB note that as i'm still using 1 5 97 binaries, maybe you changed something in the scripts that are tied to 1.6 dyndo dll?