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Gamma_Metroid#8534
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Fair enough! I think you're right, that is a good assumption to make in that case. Good to know.
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Ok, I deleted the existing LOD model assignments in the plugin, and DynDOLOD successfully assigned the new model correctly. I thought it should have replaced what was already there, since I didn't have "Prefer Base Record LOD Assignments over Rules" enabled.
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Ah, I see. Now it does seem to find the new lod model, but it still uses the original one. I am not sure why Logs: https://limewire.com/d/RRClY#aYm34xuOXw
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I am having some trouble getting DynDOLOD to find alternate lod models for objects which use rendered textures. The object is _LSC_Stonewall01 [STAT:0502EE12], and in the debug log it says [04:37] [3C8] [BuildBaseRecords] <Debug: Looking for stonewall01_LSC_ for Skywind.esm _LSC_Stonewall01 [STAT:0502EE12]> So I created the new texture with TexGen, and named the new lod model stonewall01_LSC_lod_0.nif, but DynDOLOD does not seem to be able to find it. Is there a step I am missing here? Logs: https://limewire.com/d/G5zMZ#HnuiRYmbV7
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This works great, thank you!
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This is the plugin I am using. I just took the form list, base record, and reference from the DynDOLOD generated plugin. underside.esp
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I have a question about the terrain underside mesh. For Skywind, we plan to include lighting changes in our base game which will require the terrain underside mesh. How should we set it up so that it doesn't cause problems when users run DynDOLOD on their end? If we include the underside MSTT with the typical EditorID and nif name, will DynDOLOD know to override it rather than create a new ref? Or will there be two conflicting underside meshes? Also, is it necessary to include some form of the object enabler script? I don't fully understand the purpose of that script, since I don't see why the MSTT would need to be disabled when the player is in other worldspaces. Can I just remove the script and the initially disabled flag? I know the website documentation says not to include any DynDOLOD scripts when distributing the mod.
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That does fix it, thanks again!
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Yes, it's still there. I haven't moved or changed it since I first set it up.
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I am having some trouble with the "material names" feature again... This time, I can see in the debug log that the "sw-moss" LOD models appear to be found, but in the Object Report it is showing the default LOD model being used, and that is what ends up in the .bto files. For example 05007884 is a variant of rockL01, and the debug log shows these lines: Line 110412: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_LSC_AI_Dry for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110414: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_3DB38EABpassthru for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110415: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_3DB38EAB for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110416: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01 for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110429: [02:14] [AddModel] <Debug: Meshes\morrowind\lod\landscape\rocks\rockl01_sw-moss_lod_0.nif RockL01:1 Shader Flags 1: Specular | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110430: [02:14] [AddModel] <Debug: Meshes\morrowind\lod\landscape\rocks\rockl01_sw-moss_lod_0.nif RockL01:1 Shader Flags 2: ZBuffer_Write | Vertex_Colors | EnvMap_Light_Fade Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> but in the Object Report: _LSC_AI_DryRockL01 [STAT:05007884] Meshes\morrowind\landscape\rocks\rockl01.nif [CRC32:3DB38EAB] using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds rockl01_lod_0.nif RockL01:1 = textures\landscape\mountains\mountainslab02.dds -> textures\morrowind\landscape\west coast\env3d_westcoast_rav_limestonetop_ai.dds Level0: meshes\lod\rocks\rockl01_lod_0.nif [CRC32:95177048] using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds Mask: \ File: C:\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_Medium.ini LOD4: Level0 LOD8: None LOD16: None Full logs here: https://ufile.io/k5gxdda4
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I have an object that uses a vanilla mesh (dungeons\dwemer\platforms\dweplatmid01.nif) with a Texture Set. DynDOLOD's LOD model uses a rendered LOD texture, which (unless I am missing something) does not automatically get retextured by running TexGen or during LOD Generation. What is the best way to make sure the LOD model has the correct texture? Do I need to create an alternate rendered object texture?
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Turns out the problem was I had an ITM override on one of the MATO forms defined in the materials config file, which was preventing it from being picked up.
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I am having some trouble getting the material names config file to work in the latest version. The check for lod models containing the "sw-moss" string only seems to be happening when the full model doesn't have a corresponding lod model supplied by vanilla skyrim or DynDOLOD. I tried reverting to the test version that worked before but had the same problem, which would seem to indicate that it's something on my end, but I can't figure out what is wrong. Here are my logs: https://ufile.io/ydz5b5n7 For example, 05101261 has the material shader applied but is not being checked for the "sw-moss" variant lod model.
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Looks like that did the trick, thanks!
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I believe I have it set up correctly, but it seems to be looking for files with part of the base object EDID in them as well: [00:40] [MaterialName] <Debug: Processing sw-moss 0.9.9.63_gamma.esp _LSC_Eb_DryRockTundraLand01Grass01 [STAT:05101261]> [00:40] [BuildBaseRecords] <Debug: Looking for rocktundraland01_LSC_Eb_DryGrass01_sw-moss for 0.9.9.63_gamma.esp _LSC_Eb_DryRockTundraLand01Grass01 [STAT:05101261]> [00:40] [BuildBaseRecords] <Debug: Looking for rocktundraland01_LSC_Eb_DryGrass01 for 0.9.9.63_gamma.esp _LSC_Eb_DryRockTundraLand01Grass01 [STAT:05101261]> [00:40] [BuildBaseRecords] <Debug: Looking for rocktundraland01 for 0.9.9.63_gamma.esp _LSC_Eb_DryRockTundraLand01Grass01 [STAT:05101261]> Full logs: https://ufile.io/2i16u7be I included the material names config file as well in case that helps.

