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tooandrew

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  1. what happened was i changed the ini files to expert mode in the backup of my installation and not the actual installation haha. thanks again
  2. hello again @sheson - last time i was dialing in my grassbrightness settings, i think you had me change values in LODGen_SSE_Export_Tamriel.txt and click execute lodgen, then when i figured it out, change those same values in DynDOLOD_SSE.ini and run dyndolod again. now, i don't have an execute lodgen button. in alpha 106. do i just dial it in by running dyndolod for tamriel only now? or is there something i can do to enable the execute lodgen button again? thanks for all the work you do and all the help you provide.
  3. i merged the same plugins into two merges i think. but i lost the merge template somehow so i would have to re-merge everything from scratch and im really not even sure what i merged into each, but it was a LOT of stuff and it doesnt seem to be breaking anything as it is and i dont want to do that. i will clean deleted references though. thats crazy i set up a custom one following lexy's lotd guide - i guess i missed the step where you click high because i didnt realize it was based on low. if this is what low looks like im bout to lose my mind when i see high. thank you for your help
  4. https://drive.google.com/drive/folders/1Eo9hTqahzjKDNuypYo1CzS62dBqc4hSM?usp=sharing logs having a couple of issues - RockL04 is missing any lod models in game - it has a lod 0 model in dyndolod resources (rockl04_lod_0.nif) and in the majestic mountain lod pack (i tried building with and without the mm lod pack installed) i tried setting a manual rule such that lod4-16 is set to render full and lod32 is set to render lod0 and the full render rules work but lod0 is just not showing up at all also i have some like, dead, slanted trees, and the lod for them is standing upright - i imagine there is probably nothing that can be done for that though. but hopefully i am wrong. i did some googling and found almost nothing. searched this forum for RockL04 found nothing. any help? theres a lot of ignored duplicate references- i guess i accidentally deleted the templates for the merged patch and made another with the same esps. i would really rather not figure out what all went into them and make it again
  5. Is there a way to specifically change grassbrightness for like, only outside whiterun or something? Like is there an option for more granularity? Some areas have blonde grass, some areas have green. If i can only change all of tamriel it seems like its impossible to have all grass lods matching nearby grass.
  6. Uploaded. If im not mistaken the only plugins with deleted references are official plugins. Read that cleaning them can cause issues. Is this not the case? Something weird may have happened with export-tamriel.txt. as far as i remember all i changed was grassbrightness but when i first started running it to test grass colors, it was producing ~1000 meshes, and at one point it started producing ~600 meshes. https://drive.google.com/drive/folders/1Eo9hTqahzjKDNuypYo1CzS62dBqc4hSM?usp=sharing Link again, so you dont have to go back in the thread to find it
  7. think i uploaded it before telling ddl to zip and exit. look again
  8. Actually even with the moss addon removed it doesnt generate lod. Nothing but skyrim.esm is touching that formid logs https://drive.google.com/drive/folders/1Eo9hTqahzjKDNuypYo1CzS62dBqc4hSM?usp=sharing
  9. so i got the grass matching, looks great, but now i found that mountaintrim01Pineforest01, from the majestic mountains moss addon is not generating lod models - majesticmountains_moss.esp . its just plain missing until i get close enough. i opened the mesh in nifskope, it's not a rootblock node issue. how can i fix this shy of just not using the moss addon?
  10. Is there a way to run multiple instances of dyndolod at once? Shy of running one on a different computer? It takes so long to run its like really time consuming trying to dial in the grassbrightness setting to get everything matching the normal grass. Currently I'm running it on two computers - my third is a 6 year old laptop with a mobile i7, im sure itll be so slow i might as well not use it. But if you had an identical executable that had a different process name so i could run multiple instances concurrently on the same machine, that would probably save me a good deal of time
  11. i've gotten to a point where i believe all the billboards are showing up, they are just showing as the wrong color for grassbrightness i noticed blue and green are significantly higher than red. fiddling with them now.
  12. for me, installing .net framework 6.0 and rebooting fixed this. sheson said texgen doesnt use the framework though so maybe it was just the reboot
  13. tried with just gcid, same result. Do comparisons with a game that uses the same grass cache files to load full grass that DynDOLOD used to generation grass LOD, then each full grass should have a corresponding x plane if a billboard exists and density is 100%. It should make it easier to spot which type of grass does not have LOD. this might be an issue - i cannot get ngio extended grass mode to work, like, at all - but if the cache just didnt work at all there would be NO grass lods. there are some, just not certain types. that being said, i have tried many things to get it working and its just not happening - this whole process is insanely frustrating Double check that the 132 GRAS base records is about the expected amount from the loaded plugins. Double check that there are 5 billboard files (*.txt, *_1.dds, *_1_n.dds, *_2.dds, *_2_n.dds) for each (130 grass billboards * 5 = 650 files) - you can do that by only checking grass LOD billboard generation into an empty output folder. 132 grass entries from the folkvangr esp, specifically. one is missing a mesh, so 131, really. 130 were generated because i configured it to make billboards for all including underwater . there were 1238 billboards created total from all plugins, grass and trees both. there are 5 files per billboard Use programs that supports BC7 like SageThumbs /Paint.NET or change the compression format to DXT5 for the 4 channel textures with alpha/specular and DXT1 for 3 channel. paint.net shows the billboards, they do look like grass (albeit highly pixellated grass) How many lines/billboards are listed and is it about the expected amount of grasses that are above water and used in the worldspace. theres 120 lines in the tamriel lodgen plant log - between the 131 from folkvangr and the 11 from origin there are 142 grass billboards - im sure not all of them exist in tamriel. some of the ones that are missing in game are in the list. their textures do exist, and are not transparent. You only need to look at one from the area where you believe grass LOD is missing to check if there are more X planes that you actually see in the game. That would mean the grass position and billboard file for it exists but is transparent. Also check the verbose LODGen log for message like File not found *.DDS. We expect it to only mention grasses that are underwater (often have "water" in the name), the ones that TexGen does not generate because they have missing assets or are too small, not so high ground cover. there are no lines containing 'not found' in tamriel lodgen log. how do i identify which file is associated with which area? is there a console command or something? at any rate the grass is missing everywhere. theres lots of golden grass installed and only green grass lods https://dyndolod.info/Help/Grass-LOD In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. they match fine, the ones that exist. but most of them don't exist
  14. nevermind. i just have grass draw up high. looking into the distance in clear weather i see only the green grass is out there so its not specific to that spot
  15. on closer inspection it seems like the grass lod is loaded in game just not in a specific area - skyrimse skyrim vr is it possible there a conflict with the dyndolod 3 files provided with majestic mountains ?
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