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Everything posted by sheson
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Moved to the DynDOLOD Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which log, debug log and bugreport.txt to upload when making posts. Read https://dyndolod.info/Official-Support-Forum#Copy-and-Paste-Text
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Moved to the DynDOLOD Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text how to not post screenshots of text. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Read https://dyndolod.info/Messages Read https://dyndolod.info/Help/Summary-Of-Messages Ask specific questions about a message/mod if required while providing the required logs.
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No screenshots or logs have been provided. This is most likely not going to have the result you believe it does. It will make grass LOD billboards not follow the terrain which can be very obvious on steep hills, with a more visible switch and have the same problem when viewed from somewhere else. For the time being you could experiment by increasing the slight angle of the planes in the NIF used for grass LOD. https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards Even some full grasses have similar problems.
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It's probably a race condition. If you come across it again, upload the new debug log and bugreport.txt. See https://dyndolod.info/DynDOLOD-Reference#3-Scan-base-records. It scans all base records of certain types which might be eligible for LOD.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which debug log and bugreport.txt if it exists to also upload. https://dyndolod.info/Messages/Exceptions#Range-check-error This is a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum. Do not install newer versions over older versions. See 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\. https://dyndolod.info/Updating#New-DynDOLOD-Version How do you suppose a human or program knows what the STAT base record with the form ID 5C227B42 is and where it is used without loading and checking the record?
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If you have questions how/why xEdit displays certain records the way it does, then check its documentation and/or ask on its Discord. The records are not being overwritten because they have the partial form flag set. See https://dyndolod.info/Changelog for Alpha-160 DynDOLOD.exe - added support for Partial Form flag DynDOLOD.exe - added PartialWorldspace and PartialPersistentCell INI settings to set the partial form flag on these overwrite records in the DynDOLOD and occlusion plugins In the changelog entry, you can hover the term Partial Form Flag for a hint or check https://dyndolod.info/Terminology: Records that have the Partial Form flag set do not overwrite the data of the record from the plugin loaded before them. Only a few record types support it.
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This should be fixed in Alpha-162.
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This should be fixed generating the L:OD patch with Alpha-162.
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Removing a setting from the INI, means its default value is used in the game. You can check it with console getini "uLargeRefLODGridSize:General" Do not remove the setting, simply leave it at 11. All large references should be shown up to its distance. The uLargeRefLODGridSize setting does not affect LOD generation. Whatever its setting it should not affect terrain LOD that was also shown missing in your initial screenshots. Upload a BTO from an area that you believe has issues.
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If everything works as it should, then there is no need to generate with the changed settigs. The DynDOLOD DLL NG is required for the full trees which are flagged as large references to to show to the edge of the uLargeRefLODGridSize where their object LOD starts. Otherwise full trees will only show to the edge of uGridsToLoad.
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To test if this has anything with the BTO files, remove/hide them all. Post results of actual tests. What looks diffrent and why? Remove unnecessary plugins that overwrite large references when using the large references bugs workarounds. You mean LOD works fine but the content of Tamriel.4.4.-8.bto is not showing? Looking from where? You mean only the LOD for trees is not showing, but all the other LOD from the same file is? If vanilla/generated LOD works without the plugins, set PartialWorldspace=0 and PartialPersistentCell=0 in D:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and generate LOD for just Tamriel for a test to see if there are any changes. You mean DynDOLOD DLL NG? It does not affect how the engine loads terrain, object and tree LOD meshes.
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It seems none of the three reasons given at https://dyndolod.info/FAQ#Entire-LOD-missing apply. Check what happens if you disable Occlusion.esp. If that makes no difference something probably happened to the LOD level 4 files or the engine loading them. Test with default INIs. The MCM is a bit different for the large reference bugs workarounds, or rather for the dynamic LOD being done by DynDOLOD DLL NG. Unrelated, but what is this supposed to be doing? <Warning: Large references found in non master plugin LargeRefResolution.esp RiftenWorld "Rifton" [WRLD:00016BB4]>
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This should be fixed in Alpha-161 https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace. Do not use the output if there were errors that stopped the process prematurely. The message missing from the log means one or more plugins are incomplete.
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This should be fixed in Alpha-161 https://dyndolod.info Always use the latest version. 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\. https://dyndolod.info/Updating#New-DynDOLOD-Version
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Nexus/MO metadata for DynDOLOD files
sheson replied to z929669's question in DynDOLOD & xLODGen Support
Yes, I enabled the "Mod Manager Download" button yesterday by unchecking that box. It is set to Alpha-47. I suggest to report issues with MO2 to the MO2 devs, though they are aware of this bug and mean to fix it since years as far as I can tell.- 8 replies
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Nexus/MO metadata for DynDOLOD files
sheson replied to z929669's question in DynDOLOD & xLODGen Support
The MO2 devs keep saying they are meaning to fix this bug and that it should consistently use the version from Nexus/filename since at least 2019 IIRC. The Nexus data also knows which new version replaces which old version of an specific archive in case there are several different downloads available. This sounds like MO2 is still not using that data either. Pretty random thing to post about something that is like that for years.- 8 replies
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Nexus/MO metadata for DynDOLOD files
sheson replied to z929669's question in DynDOLOD & xLODGen Support
The version info in the FOMOD is 3.00 since the beginning of the Alpha test and never contained the alpha version. I was asking about fields in Nexus interface.- 8 replies
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Nexus/MO metadata for DynDOLOD files
sheson replied to z929669's question in DynDOLOD & xLODGen Support
Enabled the button. Every field that contains a version number says Alpha-47? Not sure were you see 3.00.- 8 replies
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You probably want to face and smooth the normals and then update the tangent spaces (in NifSkope), so they are closer to the full model. Before that you might also need to flip some of the double sided faces to face up to the sky. In Blender/3DSMax. If it is still too bright then, darken the vertex colors directly in the LOD model from full white to a grey scale to control individual brightness per LOD model. You can use SNIFF for that, for example replace full white FFFFFFFF with F0F0F0FF
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LOD does not receive or cast shadows, so when comparing a full model to LOD, check the full tree without shadows. What version of Ulvenwald is being used? Upload meshes\dyndolod\lod\trees\treepineforestsnow04_9e655edcpassthru_lod.nif Also upload E:\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds
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Grass LOD loaded all the time
sheson replied to lieutenantkhaos's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting It is unlikely that the screenshot shows grass LOD. To test if something is full grass, toggle full grass off with tg in console. Full grass should always work the same regardless if the game generates the positions when cells attach or the positions are loaded from files. Full grass positions etc. are controlled by plugins . DynDOLOD does not add or change full grass. Read https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which logs and debug logs to upload when making posts. -
Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with affected LOD with more informative console.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs what logs and debug logs to upload when making posts. Read https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages https://dyndolod.info/Messages/File-Not-Found-Textures In case a required texture is really missing from a mod archive or installation, notify the mod author. Before you do so, I suggest to read the entire page.
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Moved to the DynDOLOD 3 Alpha thread. The next alpha version will support Skyrim VR ESL
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https://dyndolod.info/Official-DynDOLOD-Support-Forum https://dyndolod.info/FAQ#Rectangular-holes-in-LOD Sometimes referred to as the culling glitch. Caused by vanilla pre-computed TVDT - Occlusion Data. Has nothing to do with the generated LOD itself. Update the TVDT - Occlusion Data. https://dyndolod.info/Help/Occlusion-Data

