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sheson

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Everything posted by sheson

  1. https://dyndolod.info/How-LOD-Works Terrain LOD is separated into 4 LOD levels [..] The LOD levels are named 4, 8, 16, 32 based on the number of cells for the edge length. For example LOD Level 4 covers 4x4 cells, LOD Level 8 covers 8x8 cells etc. Reading Terrain-LOD-Readme.txt and https://dyndolod.info/Help/xLODGen and if paying attention to the xLODGen interface it is obvious that the Settings dropdown is not a selection which terrain LOD level is being generated. That is what the Specific Chunk checkbox and dropdown is for. The SSELODGen_log.txt you uploaded shows that terrain LOD meshes and textures for all LOD levels have been generated.
  2. I am assuming you are asking why references using the base record TREE:37000D62 do not have 3D tree LOD. The tree report snippet you posted already explains why: 3D LOD model not found cg4_tree_elm01_8B64A258 https://dyndolod.info/Help/Ultra-Tree-LOD#Generating https://dyndolod.info/Help/3D-Tree-LOD-Model In order to match 3D tree LOD models to full models, the filenames of the 3D tree LOD models contain the CRC32 checksum of the full model. With both the filename and the CRC32 checksum, shared archives of 3D static LOD models for trees can be created without having to worry about load order or overwrite order as each version will have a unique LOD filename. For example, the filename for a full model tree with the filename treepineforest01.nif and a CRC32 checksum of 8E204123 becomes treepineforest01_8E204123passthru_lod.nif. Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt for the 3D tree LOD model filenames that are being looked for. There will be an entry like 3D LOD model not found treeaspen01_XXXXXXXX. That means the filename is should be treeaspen01_XXXXXXXpassthru_lod.nif. A 3D tree LOD file with the filename cg4_tree_elm01_8B64A258passthru_lod.nif was not found.
  3. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload when making posts. Also upload the SSELODGen_log.txt from xLODGen terrain LOD generation. I do not understand the question. For best results, generate terrain LOD meshes with xLODGen for all LOD levels and worldspaces. Refer to Terrain-LOD-Readme.txt and https://dyndolod.info/Help/xLODGen.
  4. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload when making posts. Also upload the SSELODGen_log.txt from xLODGen terrain LOD generation. Do not limit generation of terrain LOD meshes to LOD level 4 only. Permanently remove the broken terrain LOD meshes added by another mod. Make sure that the mod you created from the xLODGen output is not being overwritten by any other mod.
  5. It is unclear what boxy/blocky means. Adding more planes does not affect how textures look. https://dyndolod.info/Official-DynDOLOD-Support-Forum Test using Billboard3 which has 3 planes. For best visuals use 3D tree LOD. billboard01.dds or billboard02.dds will not work. They need to be billboard_1.dds or billboard_2.dds
  6. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug to upload and how to enable the realtime log. If you have the same issue the same answers, requests and solutions apply. https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures
  7. Yes it would. So would 1.2.
  8. What version of COTN - Dawnstar.esp from the mod Cities of the North - Dawnstar are you using? It doesn't seem to the latest one 1.3.
  9. The log shows that all you are doing is trying to Execute LODGen again and again after the initial error. As explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum, also upload the debug log for the last generation (e.g. the one that had the error for the first time when actually generation the LOD patch). Most likely that debug log does not exist anymore, because the debug log gets replaced every time you close DynDOLOD. The files reported missing by the LODGen logs should indeed not exist (they are LOD assets for DynDOLOD 2) and nothing should be requiring them. Just Executing LODGen is not going to change that the listed files are required by the object LOD generation. See https://dyndolod.info/Mods/Majestic-Mountains and make sure to install the correct LOD resources only. Delete the DynDOLOD log folder. Generate LOD from scratch for the current load order. If there are any errors, upload the new DynDOLOD log, debug log and LODGen logs if necessary.
  10. The files save OK, otherwise the OS would report an error. Mod managers replace existing files in their respective mod folders.
  11. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs#Generating Depending on the mesh mask rules the LOD for such trees will use (hybrid) 3D tree LOD models (if available) or use tree LOD billboards directly or as fallback in case a 3D tree LOD is not found. The default fallback is defined by the TreeFullFallBack=1 setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini. 1 = Billboard, 2 = Bilboard2 etc. From the INI ; Do not change this setting ; 0 -> FullModel; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc. ; NOTE: This setting changed meaning in version 2.44 ; RTFM before changing this setting ; set to 0 to use tree full model for static object LOD instead of billboard if a tree 3D LOD model is not found ; this can create HUGE static object LOD files and can potentially cause CTD because of invalid nif settings copied to *.bto ; identify the largest full models and create 3D LOD models, see https://dyndolod.info/Help/3D-Tree-LOD-Model ; Do not set this to 0 TreeFullFallBack=1 The resolution of textures is typically not an issue. The complexity of models is which will cause long object LOD generation times and GBs of LOD meshes. https://dyndolod.info/Help/Dynamic-LOD Dynamic LOD uses two distances, the so called NearGrid and FarGrid to control the visibility (enable state) of the dynamic LOD references.
  12. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum 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. The screenshot seems to show something from a mod manager and a third party mod. It is unclear what the supposed problem and question is. It is normal that there are game assets in BSA and also as loose files. You are asking about removing a mod because of errors, without providing a mod name or what the errors are. It is often possible to fix the cause of errors without giving up and removing mods.
  13. https://dyndolod.info/Updating#New-DynDOLOD-Version https://dyndolod.info/Installation-Instructions#Uninstallation https://dyndolod.info Modding the game and using tools like DynDOLOD requires rudimentary computer and modding skills, like general knowledge of folders, file types, how the game stores mods and assets and how to use a mod manager and using tools like xEdit, ... The consequences of your decision to not use a mod manager and have a mess instead are yours to solve.
  14. I moved to post to the appropriate thread. See above. Really read and follow the https://dyndolod.info/Installation-Instructions. Do not install anything from the DynDOLOD Standalone archive to the game data folder, in particular do not install test plugins from the large reference error report. https://dyndolod.info/Official-DynDOLOD-Support-Forum
  15. The debug log shows that the bounds of the shrub is too small [00:11] [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\trees\nature_of_the_wild_lands\alnus\alnus_shrub01.nif bounds volume 386.339233398438, height 260 Nature of the Wild Lands.esp alnusshrub01 "alnus shrub 01" [TREE:28056F18]> See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards how to change MinTreeModelVolume or how to force creation of individual billboards. Not everything needs/should have LOD in the interest of performance and resource requirements. Test if Billboard4 with HD tree LOD billboards are suitable https://dyndolod.info/Help/Ultra-Tree-LOD#Generating If not create 3D tree LOD models https://dyndolod.info/Help/3D-Tree-LOD-Model
  16. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Copy and paste text instead of making screenshots of text./em> Do not post screenshots of the tools, unless it is about visual issues with the user interface. Read https://dyndolod.info/Help/TexGen and https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards in particluar. By default small shrubs are not supposed to have billboards / LOD. Unless you really know what you are doing, do not set full models to be used for LOD.
  17. Just keep the file loose with the same folder structure so it overwrites the file in the BSA.
  18. The Particle Patch for ENB contains the texture fxfoglight.dds If you want to fix the error for esoy'ffrestainedglass_n.dds, then extract newmuseum\museumexterior.nif from LegacyoftheDragonborn.bsa (with xEdit Asset Browser started with CTRL+F3 for example) and edit the NIF in NifSkope. Find the BSTriShape with the name Cube.010.005 for the large windows and remove the second entry textures\odyssey\od1\balfiera\niko\pantheons\aedricseries\y'ffre\stainedglass\esoy'ffrestainedglass_n.dds Or you could extract default_n.dds from Skyrim - Textures0.bsa with the xEdit Asset Browser and copy it to textures\odyssey\od1\balfiera\niko\pantheons\aedricseries\y'ffre\stainedglass\esoy'ffrestainedglass_n.dds If you want to fix the error for the you could use xEdit to edit the base records xx0143C3, xx0143C8 and xx0143CC and fix the wrong paths for the Models\MODL from treasures\*.nif to oaristys\treasures\*.nif
  19. The performance impact of LOD depends not only on the settings but also on the load order, hardware etc. Higher settings require more performance/resources than lower settings. Only you can test different settings and options and decide what works best for your load order.
  20. File not found textures\smim\chains\metalwork01_brown.dds https://www.nexusmods.com/skyrimspecialedition/mods/659 File not found textures\odyssey\od1\balfiera\niko\pantheons\aedricseries\y'ffre\stainedglass\esoy'ffrestainedglass_n.dds Permanently missing from LOTD. AFAIK it simply does not exist. File not found Meshes\laundry\linehanging*.nif. Used by Laundry.esp ... https://www.nexusmods.com/skyrimspecialedition/mods/2011 File not found Meshes\treasures\coinbagspile.nif. Used by SkyrimsUniqueTreasures.esp https://www.nexusmods.com/skyrimspecialedition/mods/5261 The missing files exist in the mods BSA in a different folder Meshes\oaristys\treasures\*.nif. Either extract and copy them to the location set in the records or update the records. File not found textures\effects\fxfoglight.dds Used by Meshes\effects\fxwaterfallskirtslopenomist.nif Depends on what mod you are using, check which mod is the last to contain the NIF https://www.nexusmods.com/skyrimspecialedition/mods/65720 https://www.nexusmods.com/skyrimspecialedition/mods/37061 https://www.nexusmods.com/skyrimspecialedition/mods/37956
  21. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which LODGen log and DynDOLOD log and debug log to upload when making posts. The post from February you are replying to is not about missing assets. The folder "wizkid pole" is part of Lantern of Skyrim II.
  22. There is no crash log or rudimentary troubleshooting report that links DynDOLOD output to the CTD. From the text and list of plugins I conclude that no TexGen/DynDOLOD output is installed in the load order.
  23. Moved to the xLODGen Terrain LOD beta thread. Read the first post and/or the Readme.txt included in the download archive and/or https://dyndolod.info/Help/xLODGen#Installation how to always set a dedicated output folder outside any game or mod manager folders with the -o command line argument and then install the output as a mod. The files are saved to the path shown in the log message. Output: C:\Games\Skyrim Anniversary Edition\Data\meshes\terrain\Tamriel\ If the file does not exist in that folder, it was deleted afterwards or it was placed somewhere else by the mod manager.
  24. The Force settings applies to cell/land data, terrain LOD. Object and tree LOD is not affected by it in xLODGen/DynDOLOD The object LOD of the destination is being used.
  25. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Settings In case Ultra is checked to generate ultra tree LOD, the Large checkbox can be checked to make the full model trees large references - if they are added by ESM flagged plugins. Use the TreeLargeRefSize setting in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini to the size threshold, e.g. if smaller trees should be large references, lower the value. Also, references that are overwritten by non ESM flagged plugins, have enable parents or are initially disabled are skipped as well for now. In case the tree base records have locational swaps, like cells, locations or regions, they are skipped as well. This does not change which full/LOD model a tree uses. The performance impact depends on the load order, settings, hardware etc.
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