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heheloveer last won the day on June 5 2023
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So the edit is still useful. Thanks for the explanation!
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Thank you for the huge update Sheson! I personally am not able to test it at the moment but the Child/Parent worldspace copy feature is definitely a game changer. I want to ask though, with this feature enabled, can we still make Markarth use Tamriel LOD Data to get better graphics, or is this edit completely redundant now?
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Updates from two weeks later. They claimed that the phenomenon could be observed from alongside the northeastern coastline so probably not limited to one cell, and I don't think they could realistically just recalculate the MHDT data of one cell to solve the problem. They also tried adjusting OcclusionHeight as per your suggestion but it didn't seem to work. Weird thing is that just now they reported they created a brand new instance without any mods installed (alongside a modded one, of course) but they saw the same problem in this new instance. I'll try to get more information on this. https://anonfiles.com/y815U742z6/video_0716_mp4 Also, a video they recorded two weeks ago showing the problem. I'm no expert but it didn't seem very height-oriented.
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A Chinese player encountered a visual problem most likely related to occlusion data. As shown in the screenshots they provided, part of the Red Mountain LOD was missing (first pic). The problem went away when they were seeing from somewhere higher up (second pic) or with Occlusion.esp disabled (third pic). Logs: https://anonfiles.com/r7ab392ez4/Logs_0716_rar
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If the checking instruction could include the full non virtual path of the folder, then they might realize something’s wrong. Otherwise this would still be something only they could figure out on their own. Troubleshooting aimlessly is indeed a pain. Most problems can have multiple potential causes, some turned out to be so basic that I couldn’t think of even if I tried, like this one. I generally don’t ask those players asking me for help to provide the logs, because a) I feel like it’s too demanding on a Reddit-like forum that doesn’t support file attachments and b) I’m not good at reading them. In hindsight, logs can make troubleshooting a lot easier, even for us laymen. In any case they claimed xLODGen was behaving normally after they sorted out the registry problem, and that they would never have thought of checking the log had I not asked for it. Ultimately it’s your advice that helped, so I guess I’ll thank you on their behalf.
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Well, case closed. I asked for the log and the moment they opened the log they realized that xLODGen was somehow generating for another Skyrim setup installed on their PC. Guess that's on me for not realizing how logs can be helpful even to the not-so-knowledgeable people. Speaking of, if you had the logs, would you be able to find out what went wrong in this case? I mean, they knew where their game data was supposed to be but I don't think other people could realize that the path was wrong just judging from the log itself.
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I'm afraid I can't provide much more information right now since, well, it's not I who encountered this problem. Some screenshots they provided, in which the problem they encountered (green terrain textures verse yellow terrain LOD textures) is clear: Regarding Seasons (and I'll admit I have practically no idea how it works), apparently they had Seasons of Skyrim and Seasonal Landscapes enabled. I asked them whether they had \Data\Seasons\*[SPR|SUM|AUT|WIN].ini, and they said they had an "automatically generated MainFormSwap_WIN.ini" and that they "edited the ini settings so that it's always summer". Still, the fact that I can enable this option myself despite not having any file related to Seasons must mean something's amiss here. If you need any more information, please specify, and I'll see if I can get them to provide it. Edit: Sorry for not making it clear earlier, I was talking about the terrain textures of the Whiterun area, not the city itself.
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What could cause the Seasons option be grayed out altogether? A Chinese player encountered this problem and asked me for advice. I myself don't even use Seasons of Skyrim yet I can enable that option no issue. Also, they encountered another weird problem where they used a green texture for Whiterun terrain but the LOD textures generated by xLODGen were all yellow. What could have cause it?
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So does this mean there's an ACTI record for every outdoor cell? Should there always be a Current Activator and an Active Activator while DynDOLOD is active and the player character is outdoors?
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What do "Current Activator" and "Active Activator" in the MCM stand for? Does them being empty mean something's wrong? Every time I checked the MCM there wasn't anything inside those two blanks, and the only potential problem I've noticed is that sometimes the dynamic LOD windmill fan would fail to show up after fast traveling or loading a save, even if I waited for a while. This could just be a performance related issue though, since my game was quite cluttered. The log is attached in case it is needed. Unfortunately no debug log this time since it was overwritten. DynDOLOD_SSE_log.txt
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Thanks. I don't think I can understand this any time soon but maybe this could help in the future. Right, another thing: more than one people have asked me about the problems they had while generating DynDOLOD for Vigilant worldspaces. They claimed they never touched DynDOLOD_SSE_worldspace_ignore.txt but the Vigilant worldspaces showed up in the UI nevertheless. Could it be that the localization of the worldspaces' names inadvertently enables them to bypass the ignore list? According to one of the players who encountered Vigilant related problems, the error message looked like this: Note the mojibake name for the worldspace.
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Well, they claimed they haven't installed ACMOS and I don't think they would mess with uLockedObjectMapLOD manually, so there went that theory. On the flip side, they did another generation, with traditional tree LOD, not Ultra tree LOD this time and somehow it worked, sort of. The trees are now in their full billboardy glory but sadly the grass lods are still missing, as expected. I simply don't understand why. At least this time I've got their logs: https://anonfiles.com/p4D2Rexfzb/Logs_0621_rar Hopefully there's something of note there. By the way, do you know how localization would affect DynDOLOD plugins? I personally don't use any localization but most Chinese player have to play the game with Chinese localization. I've seen people mentioning them trying to localize the DynDOLOD plugins and saying that this could cause problems. Update: it seems the user figured out what was wrong on their own: somehow the DynDOLOD output was being overwritten by stuff in the overwrite folder. They deleted those files and the tree LODs reappeared. Truly one of the troubleshooting sessions of all time.🤦♂️
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My first advice to them was to increase those values (and to disable SSE FPS Stabilizer if they had it). Apparently they did so but the problem was still there. Is there any other mod that could mess up those settings? Setting uLockedObjectMapLOD=32 without having Level 32 object LODs is indeed a possibility. I asked for screenshots of their DynDOLOD rules and it seems they never bothered with any of the Level 32 stuff. However, judging from the aborted logs they didn't have ACMOS in their load order, which to my knowledge is the only popular mod that enables Level 32 object LODs, so it's unlikely as well. Still I'll ask them about this, but I don't have high hopes.
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A Chinese player encountered visual oddities as shown in the picture after generating DynDOLOD. Tree LODs and Grass LODs are completely gone (among other less obvious visual problems), but the generated bto files do have tree/grass billboard meshes in them. The object LOD atlas also contains tree/grass billboard textures. So what else can cause this kind of problem? (I don't have their log files right now because they were overwritten by aborted attempts, I could ask them to redo a complete generation and provide the logs sometime later but right now I just want some pointers, sorry)
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Not sure if this is worthy of a post here, but I just wrote another LOD generation guide in Chinese (link if someone here needs it for some reason). 40000 Chinese characters this time, which should translate to about 20000 English words. Probably one of the most thorough guides out there, excluding of course Sheson's own. I mean, theoretically there's no need for a 3rd party guide since no one can write it better than Sheson already did, but reading the official documents isn't easy for most Chinese players, not to mention they probably don't really know its existence. Well, my guide probably won't make much of a stir since it's still far too long to be an easy read, but every little bit counts, I guess. The majority of the content is information pulled from the official documents, though I did add some of my own findings and recommendations. Should be mostly accurate, though I could also be wrong. Anyway, thanks Sheson for your constant efforts at improving Skyrim's LODs, for writing the best LOD guide the Skyrim modding community could ever hope for, and for answering every question thrown at you in the forum over the years. Consider this the submission of my firstborn.