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KRZ

Citizen
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Everything posted by KRZ

  1. Hey sheson, I'm crashing in cities (only Riften and Whiterun tested) with DynDOLOD A-170 generated output. I've tried disabling the DynDOLOD Output which got rid of the issue and I rolled back to A-169, generated a new output and had no issue. Crash Logs are included in Logs.zip, DynDOLOD_SSE_Debug (https://mega.nz/file/UacwCRLb#BzV3vb1x-dauLDoHt4rHjQOrNXzYHn8fS2_bk4s-4To) as always had been to large. Could you have a look? Thanks! Logs.zip
  2. God damnit, you're right. I've removed everything related to DynDOLOD and the issue persisted, even when using default INI settings. What a pain in the a**. I'm terribly sorry for the false report. Thanks for putting up with me and have a nice day! o/
  3. Hey sheson, I'm encountering an occlusion(?) issue on the world map. My best guess would be that distant cells somehow get occluded behind mountains that only cover them partially. At least that's what it looks like. I know videos are disliked, but just in case the explanation is lacking. Length is 11 seconds: https://streamable.com/vr87dn Skyrim.ini settings: [MapMenu] bWorldMapNoSkyDepthBlur=0 fMapWorldMaxPitch=90 fMapWorldMinPitch=0 fMapWorldYawRange=400 fWorldMapDepthBlurScale=0.3000000119 fWorldMapMaximumDepthBlur=0.4499999881 fWorldMapNearDepthBlurScale=4 uLockedObjectMapLOD=8 uLockedObjectTerrainLOD=8 Logs attached below, DynDOLOD_SSE_Debug_log here cause too large Thank you for assistance or if you can point me in the right direction cause I use bad settings, that would be equally as much appreciated! LOGS.zip
  4. Cool, then I thank you for the quick fix and the explanation!
  5. Looking good! I'll run around some more to see whether I find anything but the trees I've sent before are definitely fixed. Visual Confirmation: https://imgur.com/a/RWnYC8Y It's the same pictures as before, but I've added "LOD Fixed" showing the same trees with the updated atlas. Additionally I have not found any issues after looking at a few locations, so I think this has been resolved. May I know what had went wrong or if it'll be part of the changelog that'll be sufficient as well
  6. https://mega.nz/file/cCtQWIiI#Uatk9W48xJ4j2LwIoFBRQHKeK_3bJJiwtB10VKTvzi4 Debug Log is 160mb? Additional Info, if that is of relevance. I always copy paste my TexGen_SSE.ini, TexGen.ini, DynDOLOD_SSE.ini and DynDOLOD.ini (and my presets) from the previous version to avoid having to set up some stuff again. Could that be the culprit?
  7. https://imgur.com/a/RWnYC8Y https://modwat.ch/u/KRZ I hope I didn't forget anything LODGen_SSE_Tamriel_log.zip
  8. I've rerun DynDOLOD for the last couple days and noticed that my 3D tree lods are pretty much devoid of most color, or that's at least what it looks like from afar. Close up the color seems to be still there, there's just lots of white/grey layered over it and I'm puzzled as to where I could have messed up or where that even came from. I feel like I would have noticed this a lot sooner so the issue must be fairly recent but I have nothing of substance to say with certainty. I've checked the lod meshes in MO2, but the colors appear to be fine there. I wanna say it is only the treepineforest01,... treepineforest05 models that are affected, but I don't know really - it's harder to tell on a snowy tree model and what are the chances it's limited to just a region. Is specularity getting turnt into a solid color? I can only speculate (: I have attached TexGen_SSE/_Debug.log as well as LODGen_SSE_Tamriel.log. Here (https://imgur.com/a/k9AYU2X) you can see two pictures of the issue and here (https://imgsli.com/MjI0Njk4) a comparison to a picture from 5 days ago. Take the imgsli with a grain of salt as the time of day in the old picture doesn't adhere to the requested standards, however (I believe) it is still fairly obvious the tree lods weren't nearly as grey as they are now. LODGen_SSE_Tamriel_log.zip
  9. Then I'll do that, thank you very much for resolving this!
  10. Took a look at 20 previews and they all seem fine now. Thank you!
  11. They look fine to me
  12. Done, attached it to the previous response.
  13. My bad, there you go. IF it should include me running TexGen, I can do that, but what's the point - it looks scuffed even before that. Pre Creation: TexGen_SSE_log.zip Post Creation: TexGen_SSE_log 2.zip I've created LOD with these textures many times
  14. Hello, is 3a157 not backwards compatible with dll NG? I am still on 1.5.97 (BOBW) so I figured updating shouldn't be an issue, however when running texgen I can create only a hand full of working diffuse or normal maps. Instead most will just look like shown in the picture.
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