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captainlei1993

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Everything posted by captainlei1993

  1. It seems DynDOLOD showed that "using the outdated version" prompt because I set cpoverride english to utf8 in sseviewsettings for xEdit. Anyway your method works. Now I can see the word wall on the map. Thanks for your effort!
  2. I can't rerun the test version of DynDOLOD you shared today: [Window Title] DynDOLOD [Main Instruction] This shared free alpha version of DynDOLOD is several months old and long outdated! [Content] Download and use the latest shared free alpha version to continue participating in the alpha test to help find and report any bugs or issues to the official DynDOLOD support forum to recive help for problems and to improve the tools for everyone. Updating while keeping existing settings takes only a couple minutes. Do not install over older versions. Follow the update instructions: Click on this link for additional explanations and help for this message https://dyndolod.info/Updating For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard
  3. It would be better to patch that word wall on your end(exe I guess) so we can keep its dynamic LOD as well as having its LOD showing on map without removing its enable parent then regenerating LODs. The enable parent is only used by the "traveling back through time" scene after reading the elder scroll, during which the player is stuck in first person and can't open the map so the dynamic LOD doesn't really matter 99% the time.
  4. You mean removing its Enable Parent first then regenerating LODs to update the BTO? Is there any specific DynDOLOD rule we should add for it to work? Like: LODGen1=Dungeons\Nordic\Chambers\WordWallHighHrothgarBroken.nif,Level0,Level1,Level2,Full,FarLOD,Unchanged,0,A Clear Map of Skyrim - High
  5. Got it. Is there any way to show that word wall at the beginning of the game?
  6. Also there's an old issue I forget to give feedback on: From DynDOLOD.esp I can see the brokenwordwall at the throat of the world gets dynamic LOD, however I still can't see its LOD on map even if I finish the main quest. Then I checked its base reference and found it doesn't have enable parent. So is it an oversight that DynDOLOD.esm shouldn't change the reference to a NOLOD base record?
  7. The issue is gone! These 3 references are causing flickering LODs in Helgen all these years until now... I guess not many players use vanilla start so they didn't see this glaring issue.
  8. I found the culprits are RockL02 and RockPileM01. If I revert their DynDOLOD plugin changes, the flickering LODs disappear: Also their references in HelgenExterior02/06(nearby the flickering LODs position): and:
  9. The issue still persists even if I deactivate Dynamic LOD in MCM but disappear after I disable dyndolod.esp.
  10. Actually sometimes the roads ahead also have flickering LODs when standing at the same position. I think it might be shaders' problem but even after disabling community shader the issue persists.
  11. Disabling the whole DynDOLOD Output makes the flickering LODs disappear. Therefore the culprit must come from LOD generation.
  12. Other than master plugins and cc plugins, the plugins overwriting the permanent cell 00000D74 are: 1. unofficial skyrim special edition patch.esp 2. unofficial skyrim creation club content patch.esl 3. DynDOLOD.esm, 4. gildergreen regrown.esp 5. Robber's Gorge Fixes.esp 6. Rock Traps Trigger Fixes.esp 7. VolumeticMists.esp 8. Synthesis.esp 9. DynDOLOD.esp I skimmed through records in these plugins and concluded that the culprit are most likely from DynDOLOD.esp.
  13. Sorry I have to reset my mod setup due to data migration. Is the cell 4,-20 with from ID 0000982A HelgenExterior02? If so, other than master plugins, ussep, dyndolod, synthesis(z_floor and no landscape vertex color patch) and occlusion have overwritten the cell.
  14. Encountered a LOD flickering issue(LOD within uGridsToLoad then switch to full in a second) in Helgen at the start of the game: The issue comes from the following models: ImpExtIceBridge01_Nolce, ImpExtHelgenWallDivider01, ImpExtIceWallDivider01_Nolce, ImpExtHelgenWall01 Based on my own test, it seems to do with ACMOS. I don't have the issue if I don't use LOD32. Also the flicking occurs every time at exact position of my character in the screenshot, if this info helps. DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug_log.txt DynDOLOD.log
  15. Seems pretty nice. What complex grass texture for vanilla grass do you use?
  16. Yeah. I'm experimenting things a little bit but it would take considerable amount of time to get a matching result with so many settings provided.
  17. Just curious. Can I set GrassBillboard = 3 instead of 1 because with community shader even grass without normal textures are kind of complex grass emulated so I want to utilize backlighting for normal grass.
  18. I use vanilla grass with the latest community shader and its grass lighting plugin but without complex grass textures. I generated grass lod with default texgen color setting and I found out in game the lod color is too dark or full grass is too bright with CS so I toned down the grass brightness in CS to 0.5. However, no matter what I tried, the brightness of lod and full grass will mismatch with transition of weathers or time of day. Is it true that we can't get a perfectly matched grass lod on all conditions with community shaders because of the shader changes?
  19. I see. Thanks for your quick reply. Hope you're having a good day!
  20. Thanks. It just works. Unfortunately I found another small issue that you can see word wall lod models in world map except the one at the throat of world. Is it intentional for spoiler reason or just an oversight since it uses a half broken model other than full model like other word walls?
  21. The cc myrwatch tower doesn't show lod model in world map despite running ACMOS with everything set up. I found there is no rule for its model so I tried to replicate from ACMOS rule for tundra homestead building: [Skyrim cceejsse002toweresl] LODGen1=creationclub\eejsse002\architecture\eej_towerentrance.nif,Full,Full,Full,Full,FarLOD,Unchanged,0,A Clear Map of Skyrim - High LODGen2=creationclub\eejsse002\architecture\eej_maintower.nif,Full,Full,Full,Full,FarLOD,Unchanged,0,A Clear Map of Skyrim - High LODGen3=creationclub\eejsse002\architecture\eej_maintowermiddle.nif,Full,Full,Full,Full,FarLOD,Unchanged,0,A Clear Map of Skyrim - High LODGen4=creationclub\eejsse002\architecture\eej_towerroof.nif,Full,Full,Full,Full,FarLOD,Unchanged,0,A Clear Map of Skyrim - High LODGen5=architecture\winterhold\magestone.nif,Full,Full,Full,Full,FarLOD,Unchanged,0,A Clear Map of Skyrim - High Just curious would the above rule work?
  22. The time works perfectly, thank you!
  23. Another error occurred in the middle of LOD generation: Logs
  24. Using the test version you provided produced this error on startup. Logs.7z
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