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sheson

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  1. You can not search by the Editor ID obviously, since you do not have it from your in-game screenshot. As explained and shown in my xEdit screenshot, the Editor ID is what you will find on the reference in xEdit when you look it up. As explained, from the in-game screenshot (open console, clicking the object) you have form ID of the reference. So load up xEdit and look up the reference by its form ID. For example by entering the form ID into the Form ID field top left of xEdit and hitting Enter. Adjust the load order form (the first two digits) in case the load order ID of the plugin changed.
  2. As explained, the Editor ID of such reference is of the format pluginame_formid so it tells us the source plugin and reference for which this LOD reference has been added to the DynDOLOD plugin. The wording is verbatim. The DynDOLOD documentation simply does not re-explain the use of other tools. Refer to the xEdit manual or ask further question how to use xEdit. Every reference in the DynDOLOD plugins has an Editor ID. In this case it should look something like this in the image.
  3. I moved the post to the DynDOLOD 3 Alpha thread. The first post explains which log files to upload. The message itself explains which LODGen log file to check in particular. If there was a message pop-up and/or the summary opened it should open/point to the corresponding help page for LODGen: https://dyndolod.info/Help/LODGen 25B Error accessing ... There is a problem reading the mentioned *.NIF. Try to reinstall the file or mod from its download archive. Run the *.NIF through Cathedral Assets Optimizer. If the file opens without error in NifSkope, make a post on the official DynDOLOD support forum and upload the *.NIF or provide a link to the mod etc. Again, check the mentioned log file for details.
  4. The billboard txt contains a list of the texture filenames and their CRC32 when the billboard is generated with TexGen. DynDOLOD checks which textures a NIF defines. The texture filename is not listed in the currently installed billboard txt. Typically that should only happen if the NIF changes between the time the billboard was generated and DynDOLOD is executed. Check what texture(s) are listed in one of the billboard txt and also check the TexGen log for warnings or error. It could also mean something went wrong when the billboard was generated.
  5. Read the first post which log and debug log to upload when making posts. Test with a new game. If that works, redo the clean save routine.
  6. Just make sure to not set an output path into game or mod manager folders.
  7. >I can post my SSELODGen Log if needed. Just do. Never hold back information. >-sse -o:"A:\Documents\SSELODGen\Output\" There is a missing space between -sse and -o:, that will not work. Screenshots appear OK. Make sure there is no space after -o: before the " Documents may be a special Windows folder. It is also possible that xLODGen is generally prevented by UAC, Antivr from creating the output folder. Add exceptions for the program to antivr to the executable and/or output folder. Maybe use a local drive in case it is a network or attached storage. Test if the program starts directly from the command prompt with those arguments. In that case check log from mod manager. Make sure to use recent version of mod manager. Test with only the -sse argument. If that works you know the problem is with setting the output folder properly or the tool is not allowed to create it for whatever reason. It could be possible the windows actually opens on a different (disconnect monitor) outside the desktop. Reset xEdit/xLODGen settings by deleting (backup) c:\Users\[username]\AppData\Local\Skyrim Special Edition\Plugins.SSEViewSettings
  8. https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-93-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/?do=findComment&comment=224245
  9. I moved the post to the xLODGen terrain LOD beta thread. The defaults settings are fine - in particular for the object LOD - unless you have a specific need to change them. BC7 Quick and BC7 Max are -bc q and -bc x options of the TexConv command line tool You can google the texture compression formats to learn about their technical differences. You can also search this thread to find earlier answers. You are not really going to see visual difference in the game between BC7 Quick and Max. But you will certainly notice longer generation times.
  10. If a mod changes anything about a full model tree and the LOD remains, it is because the tree LOD was not updated for the current load order. Generate LOD for the current load order so it matches. https://dyndolod.info/How-LOD-Works https://dyndolod.info/Help/Tree-LOD
  11. Tree LOD *.BTT files is what puts LOD trees in the world. If a mod changes anything about a full model tree and the LOD remains, it is because the LOD was not generated for the current load order. Generate LOD for the current load order so it matches. https://dyndolod.info/How-LOD-Works https://dyndolod.info/Help/Tree-LOD If the question is why a mod removes full model trees (or why they may be invisible), that is something to be asked the author, comments of the mod in question.
  12. "When making screenshots of things in the game, open console and click the object in question to show its reference form ID." Without the More Informative Console mod, clicking an object with console open shows only the reference form id of the object and nothing else. "If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Take note of the Editor ID, which is typically of the format plugniname_formID for the source plugin and reference." The first two (in case of ESL the first 5) digits are the load order ID of the plugin that add the reference. Only ESM, ESP, ESL plugins can contain form IDs. So the first two digits of the reference form ID point us to the plugin which adds the reference. From the More Informative Console screenshot we already know it is DynDOLOD.esp. The instructions specifically say to "look up the reference".
  13. Find out the source for these objects as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Take note of the Editor ID, which is typically of the format plugniname_formID for the source plugin and reference. Let me know if help is required with this step.
  14. Read https://dyndolod.info/Help/Grass-LOD#Updating In case only the grass textures have been changed or different settings in TexGen are used, update the grass LOD billboards with TexGen, install the TexGen output, then start DynDOLOD in expert mode, select the desired worldspace and click the Rebuild Atlas button. Then merge the new output with the existing output, overwriting all older files. Read https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Read https://dyndolod.info/Updating if you plan to update an existing save.
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