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1990srider

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Everything posted by 1990srider

  1. Outstanding its doing exactly what I need it to do mow I can finish this hellish whiterun overhaul XD Thank you
  2. perfect I'm checking this as we speak
  3. Would I add this line to (..\DynDOLOD\Edit Scripts\Export\LODGen_[Game MODE]_Export_[Worldspace name].txt) or add it to DynDOLOD_SSE.ini The other question is would I do anything to the textgen?
  4. I appreciate this. Ill take a look tonight. this sounds like it should work even if I cant get the single textures to work. Just the fact of separate parts work as long as their all connected to what texture they would go to. This will work out greatly as well. Thanks again
  5. So I do understand that Dyndolod combines textures for the lods to save optimization and performance. Is there a way to get the program to allow the models being generated to be allowed to use their original singular textures? To were if In nifskope I click one mesh or trishape, then look at it's texture path and it's pointing at the original game texture, Instead of the new ones generated by Dyndolod. The reason I'm ask a lot of weird questions is I'm using Dyndolod to smash together meshes in a mod I'm working on that uses a lot of smaller objects. Using Dyndolod is allowing to then use the full mesh of each object merged into a singular nif or bro file. I then use this file in blender edit and edit it to where it is its own model. But it would save time with some editing if I could find a way for Dyndolod when generation begins to use the original textures or .dds files instead of it merging them together and using its own. The meshes I'm making are large and cover a large area. Doing it this way saves a lot of time. So I'm curious if this can be done using Dyndolod.
  6. So update with some of the information I figured out a back door method to get what I want to work. Now I have another hurdle
  7. Thanks for the help. I'm not trying to create new lods I'm currently using this to replace what would be there with full meshes I've used most of the settings and references you have qouted. I posted all the mesh mask rules I've tried including ones olwith out the drive and or "mesh" at the beginning. I'm trying avoid creating dedicated lods for a mod I'm working on. I've played with the flags and just about tried every method and combination I could think of with the mesh mask path or using the formID rule. I have also placed this as the first rule as well. I'm Targeting even base records in both the original game and at another time even with my esp. I've been looking and even still trying to look at the some of the situations you have brought but so far they don't seem to work. I'll continue to try I do appreciate your help. I'm currently looking into the flag again just incase
  8. It is. Thank you though
  9. Would you know the mesh mask or rule I would need to know that dyndolod comes with that already effects those resources. I'm currently not trying to use those Resources. So I'm trying to use the actual full model for the stockade models. When I mean ive referred to mesh mask reference rules, Ive checked a few times and this dosnt seem to fix my current issue. I Think the issue that exists Im trying to create a rule that already exists and the two are counteracting one another. But Ive tried searching in the list of rules that are there in dyndolod I cant seem to find it. These are the ones I have tried Some I have tried meshes\Clutter\Stockade\StockadeScaffoldTop1Sided01.nif C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\meshes\Clutter\Stockade\StockadeScaffoldTop1Sided01.nif meshes\Clutter\Stockade meshes\Clutter\Stockade\Stockade\ Stockade skyrim.esm; "the models formid" LOD4 Full Lod8 Full Lod16 Full
  10. So currently I'm trying to get the stockade mesh in the mesh/clutter/stockade/.nif to show up as full mesh in my lod generations. Because I'm creating new full models using Dyndolod. I've gotten everything else and every other type of model to do what I need it to. Ive tried .....esp/esm;formid I've tried the file path shortened and full all the way to be of the nif file being included. 4 is full 8 is full 16 is full. I've had this issue also with highherothgar floor models not showing ether... I spelled that wrong in here but yeah. I've tried looking for another rule or mesh mask the could be interfering and I can't find anything. Anyone have any idea what could be wrong?? I'm not trying to generate a lower poly lod I'm using this for other purposes.
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