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sheson

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Everything posted by sheson

  1. LOD models with different complexity have different filenames. https://dyndolod.info/Mod-Authors#How-to-add-your-own-object-LOD-models The automatic matching assigns the different distant LOD meshes levels based on _[0|1|2|3] part of the filename . An object LOD model with the filename house_lod.nif will have distant LOD meshes in level 0, 1 and 2. To assign models to specific distant LOD meshes levels, use house_lod_0.nif for level 0, house_lod_1.nif for level 1, and house_lod_2.nif for level 2 and house_lod_3.nif for level 3. If filenames with a lower number are not present, filenames with higher numbers are automatically used for lower levels. So if only house_lod_1.nif is found, it will be used for distant LOD meshes level 0 and 1 etc. In case there is a house_lod_4.nif, it will be assigned to level 3 only and not fill any of the lower levels. 3D tree LOD models without a LOD level number identifier are used for all LOD levels. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Static-Object-LOD-Options https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names LOD levels in NIFs with BSLODMeshTriShape are used for full model detail fade and are not relevant for object or tree LOD. If far away LOD is just a few pixels on screen, the Billboard4 with HD tree LOD billboards should typically be fine with considerably less resource requirements.
  2. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to use a file service to upload large files. When I refer to https://dyndolod.info I mean all instructions and pages. In this case https://dyndolod.info/Generation-Instructions and https://dyndolod.info/Help/Ultra-Tree-LOD seems most relevant. There is no mention or instructions on the website (or in the DynDOLOD 2.x documentation) to delete the cache folder. The documentation only includes required or necessary steps. Always use the latest version. Pay attention to all log messages. https://dyndolod.info/Messages In this case these 2 might be relevant: https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32 https://dyndolod.info/Messages/Billboard-For-Model-Does-Not-Contain-Texture Generate all billboards with TexGen before running DynDOLOD and install the TexGen output as a mod so it overwrites everything else. Since you generated ultra tree LOD, see https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells
  3. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console. If the LOD patch was made for the current load order, there has be to a full model for the stuck LOD. If the LOD itself has a formID that points to a DynDOLOD plugin it is probably dynamic LOD. What you call base of SSELODGen means you used xLODGen to generate terrain LOD? What you call "mess" means there was only tree LOD billboards and no 3D tree LODs? Or is there anotehr reason that the author make such wrong isntrctions See https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells if you generated standard tree LOD or https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells if you generated ultra tree LOD. LOD only looks and works correctly for the load order it was generated for. If the load order changes afterwards, then LOD needs to be updated. Ignore long outdated and wrong third party instructions to delete the DynDOLOD cache. Stick to correct and up-to-date instructions at https://dyndolod.info There is no need to invent extra unnecessary steps. Tree/Object LOD meshes/textures do not affect or bake into saves or vice versa.
  4. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info Always use the latest version. Do not waste time using older versions or reporting problems with older version. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions Always use the latest DynDOLOD Standalone and DynDOLOD Resources version. Bugs and other problems may already be fixed or addressed. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Read additional explanations and help for a message by clicking on the Click on this link for additional explanations and help for this message link of the message. That will open a corresponding page on this website with further explanations and help for the message. https://dyndolod.info/Messages/Record-Is-Being-Overridden
  5. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs and debug log to upload when making posts,. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of full models with more informative console. If there are vanilla LOD textures, then either LOD textures where not updated with TexGen or the generated LOD is not active. https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything. Consider moving the zip archive to the mod managers download folder for later re-use. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Install the contents of the dedicated output path or the *.zip archive as a mod. It should overwrite everything. Keep all LOD assets (DynDOLOD Resources, 3rd party mods, TexGen output etc.) that were active for LOD generation activated It is likely the flicker always happens because of the large reference bugs, but is not that obvious when the textures match better https://dyndolod.info/FAQ#Object-LOD-model-and-full-model-show-at-the-same-time-causing-texture-flicker
  6. Moved to the DynDOLOD 3 Alpha thread. As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions, always use the latest version. https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells Generate tree LOD for the new load order or use ultra tree LOD to avoid these and other issues.
  7. https://dyndolod.info/Messages/Unresolved-Form-ID Unofficial Ghosts of the Tribunal Patch.esl needs to be updated for the latest version of the Dawnguard.esm plugin that is shipping with the 1.6.1130 runtime. The reference 0301E343 does not exist anymore in Dawnguared.esm. In fact Unofficial Ghosts of the Tribunal Patch.esl should not contain that large reference definition in any case, since it does add or overwrite that reference either. The update/fix for this particular error in your load order is pretty simple: Open Unofficial Ghosts of the Tribunal Patch.esl in xEdit. Click the hamburger menu top left, Options, General tab uncheck Hide "newer shown" Enter 04000800 into the FormID field top left and hit Enter to bring up the DLC2SolsteimWorld record. Find the column for Unofficial Ghosts of the Tribunal Patch.esl Find the row Large References Right click the cell that says <1 large large reference> and select Remove Save Unofficial Ghosts of the Tribunal Patch.esl https://dyndolod.info/Generation-Instructions#Prerequisites Clean and error check the load order with xEdit. There may be more errors or problems because patches/mods are outdated for the game plugins you are using.
  8. Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt to upload when making posts.
  9. The next alpha will include the fix of mipmaps sometimes being too bright.
  10. Follow https://dyndolod.info/Updating#New-DynDOLOD-Version when updating. Download this test version https://mega.nz/file/AR5gnJZS#prYl4sWtUHTHG6Kp2Xcupf34O0-lwdbe0YePLF5m4hg and replace DynDOLODx64.exe. Enable expert mode, start DynDOLODx64.exe and click Rebuild Atlas https://dyndolod.info/Help/Expert-Mode#Rebuild-Atlas, so it will generate new atlas textures. Install them (you can merge with existing output replace the old texture) and test if the LOD is OK now.
  11. Also upload the DynDOLOD log and debug log. DynDOLOD_SSE_log.txt and DynDOLOD_SSE_Debug_log.txt.
  12. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload. Also upload E:\Launcher\Modding Tools\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of a full model that has affected LOD with more informative console.
  13. You most likely need to add the same setting to DynDOLOD_SSE.INI for now until the next alpha version.
  14. Test if adding LoadGLCompressed=0 under [TexGen] in E:\Launcher\Modding Tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini makes a difference in the TexGen previews.
  15. Check the full textures that are used by these models are OK. For example: textures\dlc01\architecture\dawnguard\DStoneWall01.dds textures\landscape\Snow01.dds
  16. As explained, the logs should contain the entire last meaningful generation session. Check the full textures that are used by these models are OK. For example: textures\dlc01\architecture\dawnguard\DStoneWall01.dds textures\landscape\Snow01.dds
  17. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen and DynDOLOD logs and debug logs from the last generation seession to upload when making posts. The TexGen log you uploaded shows starting the tool and then closing it without doing anything. The log does not contain any error messages.
  18. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug log to upload when making posts. DynDOLOD DLL NG and Scripts are files to be used with the game. Check the full textures that are used by these models are OK.
  19. If your computer does something different while you redo the exact same steps, that has absolutly nothing to do with DynDOLOD or the download archives. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log and debug log to upload when making posts. https://dyndolod.info/Messages
  20. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log and debug log to upload when making posts. See https://dyndolod.info/Downloads
  21. The purpose is to minimize artifacts visible in Solstheim because of no objects covering up the terrain LOD. The reason for (almost) not restricting east/west is because of potential mods adding landmass above water. The settings should only apply for the terrain underside used in the named worldspace.
  22. https://dyndolod.info/Generation-Instructions Wait for all processes including all spawned LODGen command prompt windows to complete successfully. 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. If there were no errors that stopped the process, then the LOD patch was generated successfully. How long it takes depends on mods, assets, settings and hardware.
  23. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log and debug log to upload when making posts. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds In case a deleted large reference is found and the log and the Large reference bugs workarounds requirements not met error message report Deleted references: yes, the debug log will contain a line that mention the plugin that requires cleaning like this https://dyndolod.info/Help/Large-References#Technical-Details The system only works for references with base records of the type STAT and MSTT. The deleted reference is using a TREE base record and is not a deleted large reference.
  24. Yes, if there still is a problem when using the x64 version and after changing settings.
  25. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. The Navmesh errors can cause CTD. https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME You need to delete the broken plugins that has HITME errors. Maybe you can fix it as explained. https://dyndolod.info/Messages/Unresolved-Form-ID the reason the form ID can not be found is the reason why it is unresolved. The record with the unresolved error is 00012FB4 https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures You were trying to update an existing DynDOLOD installation.
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