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Jonado

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Everything posted by Jonado

  1. Next round of meshes missing LOD. This is what I found in the other cities: Vanilla meshes that IMO should have LOD regardless of mod setup: Architecture\Riften\RTMercerDeckF01.nif Architecture\Riften\RTMjollDeck01.nif Architecture\Riften\RTMjollDeck02.nif Architecture\Riften\RTPlayerHouseDeck01.nif Architecture\Riften\RTSnowShodDeck01.nif Architecture\Riften\RTSnowShodDeck02.nif Architecture\WhiteRun\WRBuildings\WRStablePlatEnd01.nif Architecture\WhiteRun\WRBuildings\WRStablePlatStr01.nif Architecture\Markarth\MrkDwemerRuinsEntr01.nif Architecture\Solitude\SBluePalaceGate.nif (especially with e.g. Solitude Docks) Vanilla meshes that need LOD for mod use: Riften Extension: Architecture\Sovengarde\SovngardeInterior\SOVintPlatformCor02.nif Architecture\Farmhouse\Interior\FarmIntLHFirePit01.nif JK's Skyrim / JK's Interiors: LoadScreenArt\LoadScreenStatueYsgramor.nif Architecture\WhiteRun\WRBuildings\WRBridge01.nif Architecture\WhiteRun\WRTerrain\WRBridgeStone01.nif Architecture\WhiteRun\WRTerrain\WRPondStairs02.nif Architecture\Markarth\MrkFrontWALLintBldg01b.nif Architecture\WhiteRun\WRInteriors\WRCastle\WRIntCastleHerbRack01.nif Dawn of Skyrim: Clutter\SteamCenturionStatic.nif DLC02\Dungeons\Dwemer\Clutter\DweAstrolabeModel01.nif Capital Whiterun Expansion: Architecture\WhiteRun\WRInteriors\WRDungeon\WRDunIntWallfreeArch01.nif Sky City: clutter\statues\ElderStatue\ElderStatue.nif RedBag's Solitude: Architecture\Solitude\Interiors\SMdFFloCell01.nif Architecture\Solitude\Interiors\SMDDFloSol02.nif Landscape\Rocks\RockM03.nif Solitude Docks: Architecture\Solitude\Interiors\SMdERofCap01.nif Architecture\Solitude\Interiors\SMdEWalSol04.nif Capital Whiterun Expansion custom meshes (https://www.nexusmods.com/skyrimspecialedition/mods/37982): Can potentially use Vanilla LOD models: SurWhiterunMeshes\BuildingsByMe\Comp1Original.nif, SurWhiterunMeshes\BuildingsByMe\Comp2SkyUp.nif, SurWhiterunMeshes\BuildingsByMe\Comp3Main.nif, SurWhiterunMeshes\BuildingsByMe\Comp4SkyDn.nif (these combined might be able to use wrcompanionbase01_lod_2.nif) SurWhiterunMeshes\BuildingsByMe\NewShack02Blackv2.nif (use wrhouseshack02_lod.nif + glow and other LOD levels) SurWhiterunMeshes\BuildingsByMe\wrwalltierdivide01NoCol.nif (use wrwalltierdivide01_lod.nif + other LOD levels) SurWhiterunMeshes\MoreStuffByMe\wrcarlottaplatform01Open.nif (use wrcarlottaplatform01_lod_2.nif) SurWhiterunMeshes\wrwalltowerfree01ShittyUVFix.nif (use wrwalltowerfree01_lod.nif + other LOD levels) Require new models (sometimes a retexture is enough): SurWhiterunMeshes\BuildingsByMe\NewShack01Stone.nif SurWhiterunMeshes\dwemer156\WayshrineRooftopNEW.nif (could share LOD mesh with the one below) SurWhiterunMeshes\dwemer156\wayshrinerooftopnewXtraV2.nif SurWhiterunMeshes\dwemer156\WayshrineWallTowerNEWLitev2.nif SurWhiterunMeshes\dwemer156\wayshrineflattnedbv4.nif (could share LOD mesh with the one below) SurWhiterunMeshes\dwemer156\WayshrineFlattnedb.nif RedBag's Solitude custom meshes (https://www.nexusmods.com/skyrimspecialedition/mods/42052; these all need new models, but are mostly chopped-up Vanilla meshes): RBSolitudeMeshes\RBModsblacksmithGround.nif RBSolitudeMeshes\RBModsevette san house02.nif RBSolitudeMeshes\RBModsmuseleumDomeless.nif RBSolitudeMeshes\TileFloor01.nif RBSolitudeMeshes\TownWallLong.nif RBSolitudeMeshes\TownWallLong02.nif RBSolitudeMeshes\TownWallSmallEntrance.nif RBSolitudeMeshes\GrassMesh0x.nif (x=1-8) Solitude Docks custom meshes (https://www.nexusmods.com/skyrimspecialedition/mods/33777; these are probably from some modder's resource, but I haven't figured out where): Ships\ImperialShip01Base.nif Ships\ImperialShip01Masts.nif JK's The Bards College custom meshes (https://www.nexusmods.com/skyrimspecialedition/mods/71054): XJK BardCollMeshes\XJKBardCollsbardscollege.nif (use sbardscollege_lod.nif + glow and other LOD levels) XJK BardCollMeshes\XJJKBardCollsfarmshed01.nif (use sfarmshed01_lod_0.nif) Regarding Seasonal Landscapes, apart from creating new LOD models, the following ones are currently using the Vanilla models, but need to be overridden with a texture swap. I fixed it myself for three of them and may do the fourth one as well, but I was not able to compress the textures, so they use unnecessarily much VRAM. Thus, it would be good to include these in DynDOLOD: Architecture\Riften\RTLandC01SUM.nif Architecture\Riften\RTLandL01SUM.nif Architecture\Riften\RTLandR01SUM.nif Architecture\Riften\RTTemplePlazaLand01SUM.nif
  2. I also noticed another mod that definitely needs better LOD support, and that is Seasonal Landscapes (https://www.nexusmods.com/skyrimspecialedition/mods/66903). None of the new architecture meshes that does not have custom rules defined in the esp file get LOD in game. This is most noticeable in Whiterun, where I noticed that TexGen provides the LOD textures for summer, but they are not actually used in game. The winter models would need new textures as well. I could fix this myself, but I think it deserves to be shipped with the DynDOLOD resources to reach a wider audience. More specifically, this affects essentially every mesh in the architecture/ folder that matches regular models with LOD. Some models could definitely use the same model as the corresponding Vanilla meshes, others need a texture swap. One more thing I noticed is that a couple of meshes from Capital Whiterun expansion are missing LOD (as well as corresponding models in the Seasonal Landscapes patch at that mod's page), but I need to check which ones. I don't have time now, but can provide a list in a couple of days (it should not be very long).
  3. Thanks! A bit more information: I think part of the LOD issues I have experienced are due to some large references being removed by Open Capital Windhelm, and the replacements not having their LOD updated. One such example is ArenaExterior.nif, which is also used as a full LOD model in the original mod. The Open Cities version instead only uses newpit.nif and SurNewPitMainBuildingv2.nif, which do not have LOD models. Looking at it more closely, there are notable differences between the models, so they may need different LOD models after all (but newpit.nif and ArenaOpenSidev2OnlyFloor.nif can probably be combined into a single LOD model). Regardless, the root cause is still that a lot of Capital Windhelm Expansion's meshes are missing LOD, and this should be noticeable also if only using the base mod. So I think these issues should be addressed anyway. It also looks like I forgot to mention that these three meshes can all use the same LOD model: whhouseNoBackNoSide.nif, whhouseNoBack.nif, and whhouseNoBackLite.nif.
  4. The last plugin to modify that reference is BluePalaceTerrace-LegacyOfTheDragonborn-Patch.esp, which can be found here: https://www.nexusmods.com/skyrimspecialedition/mods/37276 As for the missing LOD model, I had a look at the object LOD meshes in Windhelm and noticed that it was certainly not only that model that is missing LOD! I think the author of Capital Windhelm Expansion has been quite sloppy with assigning LOD to his models, and now he is no longer around. I don't have the necessary competence to create new LOD models, so that is not an option for me. I did read that you are taking requests, though, so I would ask you if you could consider supporting the following meshes: Vanilla meshes that need LOD assigned to them for mod use: For Capital Windhelm Expansion: architecture/windhelm/wharenaext.nif (use lod/windhelmsurjamte/newwharena_lod.nif found at the Capital Windhelm mod page) Architecture/Windhelm/WHfreewall01.nif Architecture/Windhelm/WHwallharald.nif Architecture/Windhelm/WHwallolaf.nif Architecture/Windhelm/WHprisonwall0x.nif (where x=2-4, 6-7) Clutter/Helgen/HelgenMud01.nif Dungeons/Nordic/Clutter/NorSculptureHead01.nif For Bells of Skyrim: Architecture/Windhelm/InteriorKits/Castle/WHIntCastleLRoomWallWindow02.nif Architecture/Windhelm/InteriorKits/Castle/WHIntCastleLRoomDoor01.nif Architecture/Windhelm/InteriorKits/Castle/WHIntCastleLRoomICorner01.nif Architecture/Windhelm/WHdockroof.nif For JK's Skyrim: Architecture/Windhelm/WHgate3b.nif Architecture/Windhelm/WHvalunstrad13.nif (used standalone, so the full WHvalunstrad_lod mesh will not work) Capital Windhelm Expansion custom meshes (https://www.nexusmods.com/skyrimspecialedition/mods/42990): Can use existing LOD models: SurWindhelmCustomMeshes/Experimental/whcenterNoColB2.nif (use whcenter_lod.nif) SurWindhelmCustomMeshes/00NewPalaceV3OptCol.nif (use whpalace1_lod_2.nif + glow) SurWindhelmCustomMeshes/Experimental/StonequarterHousesEditedOpenBack.nif (use whstonequarterhouses01_lod_2.nif + glow) SurWindhelmCustomMeshes/Experimental/NewGrayQGround.nif (use whgqground_lod.nif) SurWindhelmCustomMeshes/windhelmUVTweaks/WHMarketRoofCollsion.nif (use whmarket04_lod_2.nif + glow) SurWindhelmCustomMeshes/Graveyard/landdead9holenocold.nif (use whlanddead9_lod_0.nif) SurWindhelmCustomMeshes/whgrayquarter04redonecol.nif (use whgrayquarter04_lod.nif) Require new models: SurWindhelmCustomMeshes/MainGraveyard/MainGraveyardV2.nif SurWindhelmCustomMeshes/Architecture/NEWSEwindhelmlandfrontComplete.nif SurWindhelmCustomMeshes/MainGraveyard/MainGraveyardBigSnow.nif SurWindhelmCustomMeshes/Experimental/ArenaOpenSidev2OnlyFloor.nif SurWindhelmCustomMeshes/Dwemer156/whhouseNoBackNoSide.nif SurWindhelmCustomMeshes/Dwemer156/whhouseNoBack.nif SurWindhelmCustomMeshes/Dwemer156/whhouseNoBackLite.nif SurWindhelmCustomMeshes/Architecture/whtempletalosDoorNoCol.nif SurWindhelmCustomMeshes/Dwemer156/whhouseFacadeLiteLiter.nif SurWindhelmCustomMeshes/whgrayquarter03RedoneCol.nif (used in places where one can see the facade from far away, so whgrayquarter03_lod.nif is not usable here) SurWindhelmCustomMeshes/Architecture/whgate3EditCol.nif (also reuse the lod model for the Vanilla model whgate3.nif) SurWindhelmCustomMeshes/MainGraveyard/MainGraveyardFlatGraves.nif SurWindhelmCustomMeshes/SurNewPitMainBuildingv2.nif (use same model for the two meshes below as well:) SurWindhelmCustomMeshes/Architecture/ArenaExterior.nif surwindhelmcustommeshes/pit/newpit.nif SurWindhelmCustomMeshes/Random/whouterwall6Snow.nif LOD model exists in the mod, but is faulty: SurWindhelmCustomMeshes/ssawwaterwheelStatic.nif (is rotated 90 degrees on the object LOD mesh, so probably has wrong rotation to begin with) Open Capital Windhelm custom meshes (https://www.nexusmods.com/skyrimspecialedition/mods/68753. Sure, I can reach out to fuzzles myself so he can fix it, but if you are anyway doing this, it should not require much work): architecture/fuzzles/fzwhouterwall04.nif Open Cities Skyrim custom meshes (noticed these are missing LOD too; https://www.afkmods.com/index.php?/files/file/1905-open-cities-skyrim/): Arthmoor/Oblivion Gates/OBGndCluster01a.nif Arthmoor/Oblivion Gates/OBGateHalf01a.nif Arthmoor/Oblivion Gates/OBGateHalf01a.nif Arthmoor/Oblivion Gates/OBGateFull01a.nif Bells of Skyrim custom meshes (this one is in Whiterun, which I have not looked closely at yet, but it will also need LOD; https://www.nexusmods.com/skyrimspecialedition/mods/10495): _verm_bos_wrscafguardtowerlarge01_nocenter.nif Seasonal Landscapes Unfrozen custom meshes for Capital Windhelm Expansion (https://www.nexusmods.com/skyrimspecialedition/mods/71967): SurWindhelmCustomMeshes/Random/whouterwall6Snow_NoSnow.nif (needs custom LOD mesh without the snow) And this is just for Windhelm. But at least none of the other cities seems to have nearly the same number of LOD issues. Thanks in advance!
  5. Sorry, it looks like I screwed up the links (not too easy to notice if being logged in myself). Sometimes it would have been easier if one could simply attach files to the post, but I was not able to get that to work. These links should work: https://www.dropbox.com/scl/fi/3h967n3ako2vxvqjqrfxr/20240114225455_1.jpg?rlkey=x2rrnffhyk2x5f5ckl69si8z6&dl=0 https://www.dropbox.com/scl/fi/gw1jk21frpjsww3ld2qlz/20240114232151_1.jpg?rlkey=anj0c2b8djokvia8z30qj5uxa&dl=0 https://www.dropbox.com/scl/fi/ymk959o05ndsjpbdx0anm/20240114232424_1.jpg?rlkey=e3055kdolpxnt3v3aty2nno1e&dl=0 https://www.dropbox.com/scl/fi/ef90b9t3zloufid6620xn/Logs.7z?rlkey=nnt7uh9ohtanmkzlqktnsttdx&dl=0
  6. Hi! I'm having a couple of DynDOLOD related issues. To begin with, I am using both Legacy of the Dragonborn and Drengin's Blue Palace (+appropriate patches), and the terrace looks like this: https://www.dropbox.com/scl/fi/3h967n3ako2vxvqjqrfxr/20240114225455_1.jpg It looks like the custom rules for Legacy of the Dragonborn don't respect other mods adding references to that area. I can resolve it manually, but would be convenient if this could be fixed in the generation already. Another thing that I have been struggling with for quite some time is some objects in Windhelm that don't have LOD, despite that I am setting them as "Visible when distant". So when looking towards the city, there is just a gap and a floating platform where the buildings were supposed to be. The following screenshots show what it looks like in summer with Seasonal Landscapes - Unfrozen, but it is the same also during other seasons: https://www.dropbox.com/scl/fi/gw1jk21frpjsww3ld2qlz/20240114232151_1.jpg https://www.dropbox.com/scl/fi/ymk959o05ndsjpbdx0anm/20240114232424_1.jpg The logs can be found here: https://www.dropbox.com/scl/fi/ef90b9t3zloufid6620xn/Logs.7z I hope you can help.
  7. I did read those, but I still don't understand why you want a full debug log with almost entirely unrelated information, when I have a quite good idea of what could be causing this. I can confirm myself that the object IDs of the affected models are all listed in the SWAP file I attached, no need to use More Informative Console for that. As an example, the centre tower has the model ImpExtTower01 (this is clearly affected, and on the list). In any case, I would have to regenerated all LOD to be able to produce meaningful log files, since last time I used DynDOLOD, I had to repeat the process for a smaller, unrelated worldspace. I always find it a hassle to generate LOD, so this is something I would rather avoid doing too frequently (also the reason why I would rather not update DynDOLOD just to get three versions ahead). If it is of any use for you, the limited debug file I have gives the following entries when searching for ImpExtTower01, but honestly, I think the interesting things would happen further ahead: [00:35] [ProcessSeasonFile] <Debug: Season SUM, swapping record Simple Snow Improvements - Snow Forts.esp ImpExtTower01snow [STAT:FE2BE804] to Skyrim.esm ImpExtTower01 [STAT:0003F1F9]> (loaded twice) ... [01:19] [BuildBaseRecords] <Debug: Looking for impexttower01 for Skyrim.esm ImpExtTower01 [STAT:0003F1F9]> ... [01:19] [AddModel] <Debug: Meshes\dungeons\imperial\exterior\impexttower01.nif L1_Windows Shader Flags 1: Specular | Environment_Mapping | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | External_Emittance | ZBuffer_Test Skyrim.esm ImpExtTower01 [STAT:0003F1F9]> [01:19] [AddModel] <Debug: Meshes\dungeons\imperial\exterior\impexttower01.nif L1_Windows Shader Flags 2: ZBuffer_Write | Vertex_Colors | EnvMap_Light_Fade Skyrim.esm ImpExtTower01 [STAT:0003F1F9]> (a bunch of other similar entries) ... [02:45] [BuildBaseRecords] <Debug: Looking for impexttower01 for Simple Snow Improvements - Snow Forts.esp ImpExtTower01snow [STAT:FE2BE804]> ... [03:07] [AddModel] <Debug: Meshes\lod\imperial\impexttower01glow_lod_1.nif L1_Windows Shader Flags 1: Specular | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | Decal | Dynamic_Decal | External_Emittance | ZBuffer_Test Skyrim.esm ImpExtTower01 [STAT:0003F1F9]> [03:07] [AddModel] <Debug: Meshes\lod\imperial\impexttower01glow_lod_1.nif L1_Windows Shader Flags 2: ZBuffer_Write | No_Fade | EnvMap_Light_Fade Skyrim.esm ImpExtTower01 [STAT:0003F1F9]> ... [03:21] [LoadSwaps] <Debug: Location record FortSnowhawkLocation "Fort Snowhawk" [LCTN:00019184]: Swapping Skyrim.esm ImpExtTower01 [STAT:0003F1F9] to ImpExtTower01snow Simple Snow Improvements - Snow Forts.esp ImpExtTower01snow [STAT:FE2BE804]> So it may take a while until I am able to produce all the logs you want, but the report should be clear enough anyway for you to be able to investigate this (and even reproduce it if you have time). If this would have been fixed already, I would expect it to be listed in the changelog, or at least that you would be aware of the issue.
  8. It seems like Seasonal LOD does not work correctly for objects swapped with Base Object Swapper (tested on Alpha-152, but nothing in the changelog suggests that this has been fixed). BOS will swap the base objects, so seasonal form swaps act on the swapped objects, which works perfectly fine. However, as far as I can tell, the LOD objects for these meshes do not get updated with seasons. Specifically, I am using the mods Simple Snow Improvements - Skyrim Fixes and Simple Snow Improvements - Snow Forts (and the rest too, but that doesn't matter for the report), which swap Vanilla non-snowy objects in snowy areas with snowy objects. I am also using Seasonal Landscapes - Unfrozen, so for this I have created a patch. I am attaching both the relevant SWAP file for snow forts and the seasonal swap file for summer. As you can see, the SWAP file swaps all Imperial fort assets at Fort Snowhawk with snowy variants, whereas the SUM file swaps them back to the regular variants during summer. Here is a screenshot close-up: Looks as you would expect. However, looking towards Fort Snowhawk from a distance, forcing the LOD meshes to load, it will look like this: Not so nice - the fort is covered with snow. I have experienced this for a couple of other BOS swapped objects as well. What I suspect is that the swaps have been executed in the wrong order. For Seasons of Skyrim, BOS swaps are are applied first, whereas seasonal form swaps are applied afterwards. If doing it the other way round, the seasonal form swaps will start by doing nothing, because the base objects are already snow free. Then BOS will swap the object with a snowy variant, yielding the observed result. This should be all information you need, really. If you want me to attach a log file, I want to know exactly which information from them that you actually need. If you want to try to reproduce this yourself, you have the links to the mods and the attached ini files to play with. If you want the full Unfrozen patch (but you won't need the esp for testing), it is available here: Seasonal Landscapes - Unfrozen - More Patches. Simple Snow Improvements - Snow Forts_SWAP.ini Unfrozen - Simple Snow Improvements_SUM.ini
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