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Everything posted by sheson
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Do not check "Prefer base record LOD assignments over rules" for now.
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I only explained how the size of the area around a city into which references are copied is determined. You seemed to wonder why things 3 or 4 cells away are being copied. Large references at 11 means 6 cells from the outer cells with navmeshes. This is unrelated to how you test. Windmill fans happen to be an example of references that are not copied, because the dynamic LOD uses the full model and stays enabled also when active cells attach for continues animation.
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That post got accidentally merged into this thread. I am hoping z929669 can fix it. I only know of a time consuming way.
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The covered area is the bounding box of cells with navmehes +- (uLargeRefLODGridSize/2)+1 or (uGridsToLoad/2)+1 Dynamic LOD is done for references with enable parent or initially disabled flag. Also for animated models based on mesh mask or reference rules or via dynamic LOD asset filename matching, in this case waterfalls. I am rather testing visually with mods that I know add stuff around towns that have enable parents, like LOTD. I am testing with NoCellsWithNAVM=0 to make sure fires/glows for example do not get duplicated.
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The fake light child world option is entirely unrelated to generating textures or Texconv. As explained at https://dyndolod.info/Help/Glow-LOD#Fake-Lights, the fake light option adds dynamic LOD references at the same position where there are reference with LIGH base records that match a certain criteria. The only incompatibility is things not matching well visually.
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Moved the post from an old 2019 thread to the appropriate DynDOLOD 3 Alphja thread. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log upload when making posts or how to enable the realtime log. As explained use search to find similar posts and answers, for example https://stepmodifications.org/forum/search/?q=DynDOLOD_Tamriel_Glow.dds&quick=1&type=forums_topic&item=17510 I will list the things that worked for people in the past as discussed in this thread. Try one at time until it hopefully works: Make sure UAC and antivirus are not interfering. Add exceptions for all executables, also for in ..\Edit Scripts\Texconvx64.exe for example. Update the graphics driver to the latest version. Install the driver only without the crapware or terminate the crapware before using the tools. Check the task manager for stuck Texconvx64.exe that DynDOLOD might be waiting for. If you terminate all Texconvx64.exe DynDOLOD should have a related error message and stop. Add LockTexconv=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.INI to see if that changes anything. If not, test if adding RenderSingle=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.INI lets it run through. If not, test if instructing Texconv to not use the GPU by adding TexconvAdapterIndex=-1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.IN changes anything. If it still gets stuck, upload both the log and the debug log. Requiring firstborns is an allegory and not a meme.
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Generate with this test version instead https://mega.nz/file/AAo1EZSI#Ww2_BpQ63EggdX7KYPWeovJ4shgyhnVPQOwS8eEMfpc It should run through. If not, upload new log and debug log.
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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 and debug log to upload. Lookup the reference form id in xEdit to find out its editor id which shows the source for which the reference was added as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. The land and building should be two separate references and using two different LOD models.
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Download and run this test version https://mega.nz/file/gNJhlIpC#wYtntkA4Nw6hp9IBFv5tgF_L4ASrjmHDyptzeoS6qhE Only select a single small worldspace like Blackreach, so it goes through everything quick. Once its done, search the debug log for "Cloud_LOD" to find loglines like <Debug: Meshes\dyndolod\lod\trees\*passthru_lod.nif Scene Root:5 Shader Flags 2: ZBuffer_Write | Double_Sided | EnvMap_Light_Fade | Cloud_LOD | ... > I did not find any in the archive, but I am not sure I have the right mod that actually requires all those files. It only checks NIFs that are actually used. I have a few additional comments: Static LOD models should not have BSX flags like Havok, Complex or Articulated. If no BSX flags are set the block can be removed. You can search the debug log for "LOD model BSX Flags" and if you see a 3D tree LOD model listed, the block can most likely be removed. LOD models are can be used in the game directly, so wrong, unnecessary flags can cause problems. For 3D tree LOD models, the shapes that depict crowns should have "Crown" in the shape name. Trunks should have "Trunk" in the shape name. That will allow to apply distinct brightness setting. See https://dyndolod.info/Help/3D-Tree-LOD-Model#Combining-Trunks-and-Crowns-Leaves-and-Branches Like the vanilla game, mods should always use unique filenames (for textures in this case). There shouldn't be duplicate filenames with different data in different folders.
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Can you link to the mod on Nexus these files are from?
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Did you actually flag the plugin as master? Not sure why mfg sees what it seems. it probably has to do with how a master plugins overwrites other master plugins, which is different than non master.
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By default every program uses the temp folder defined by the OS, so does xEdit, xLODGen, TexGen, DynDOLOD. https://www.google.com/search?q=windows+change+temp+folder A custom temp folder can be set via a command line switch. See https://tes5edit.github.io/docs/2-overview.html#CommandLineSwitches For example -t:"c:\Path\to\temp\"
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So far Parent > Child only copies references that have object LOD only. Here is a test version that also copies references that have dynamic LOD https://mega.nz/file/gNJhlIpC#wYtntkA4Nw6hp9IBFv5tgF_L4ASrjmHDyptzeoS6qhE Test for side effects in all 5 cities. Those 2 screenshots should show more informative console. I assume this shows the full model xx0000C3A. We typically expect LOD to be turned off when the cells that references are placed into are attached. If you move backwards a cell, you should see the dynamic LOD for the ship. The base record is defined by the last overwrite for the reference, so base defined shows DynDOLOD.esm. The base record itself is not overwritten, so base last changed is also DynDOLOD.esm. For the why, see https://dyndolod.info/DynDOLOD-Reference#17-Convert-enabled-references NoDynamicLOD=0 is what you normally want in order to see dynamic LOD when inside the child worldspace. NoDynamicLOD=1 disables dynamic LOD when inside the child worldspace.
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Some 3D tree LOD models only used for winter set a wrong shader flag like "Cloud LOD". They also seem to miss the flags ZBufferWrite and maybe DoubleSided in case of crowns/leaves. Since they have "passthru" in the filename and/or shape names, the shaders are used as is and not normalized. You can check and change this with NifSkope. If you need help identifying them, let me know.
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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 (if it exists) to upload when making posts.
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Test this 4th version https://mega.nz/file/xQx2jaRB#MKm0dvlHjKYfXSzHNfYC6tLgaz4oTJ-4p0KXcQXhGIg
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Based on that I made 3 variants out of the *WIN.BTO. https://mega.nz/file/lMZEgSKB#JI3JT9UvcxBSnJJpbCicdgo8v6Z9d_TgPj4qJ-E1Yic Test each one by renaming them to the correct filename Tamriel.4.-28.-12.WIN.bto and let me know about how each affects the issue.
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Also upload the default non winter BTO for the same level/coordinates. Since there are no issue for no season it will be easier to spot what is different.
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Great. Thanks for letting us know.
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I strongly recommend reading before posting. From the first post: This is an ALPHA version to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. https://dyndolod.info#DynDOLOD-3-Alpha This website and DynDOLOD 3 are currently an ALPHA version to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Using the latest version and providing feedback or reporting problems is a requirement to participate in the alpha test. https://www.nexusmods.com/skyrimspecialedition/mods/68518 DynDOLOD 3 is currently an ALPHA version to test things and to iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Report problems or ask question on the official DynDOLOD support forum. Use DynDOLOD 2 to not participate in the alpha test. DynDOLOD is shared with the public for free specifically for the purpose of people testing it and to report bugs in order to improve it. New versions are tested with a vanilla game setup and whatever mods are relevant for the current problem reports. Either provide a problem report as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum and or provide constructive feedback by actually defining what specifically should be tested before releasing a new version.
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@Gratis_monsta @CyborgArmGUn This should be fixed in Alpha-142.
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Do a binary search with the *WIN.BTO then. Hide an entire LOD levels (first number after Tamriel). If it does not change anything put it back and remove another until you only have the files of a LOD lvel that contribute to the problem. Hide half the remaining files. If problem goes a way, unhide them and hide the other half. Repeat until you only have one file or maybe a couple files left. Upload the problematic file
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If you force no season or any other season the issue goes away as well? Upload DynDOLOD_SSE_ModelsUsed_Tamriel*.txt What is the total file size of all *WIN.BTO compared to the default *.BTO in ..\meshes\terrain\tamriel\objects\? Does using tll in console to disable all LOD make a difference? DynDOLOD Resources SE should overwrite Beyond Skyrim - Bruma SE Spice of Life - Orc Strongholds SE Mrf's Markarth Water for ENB Uninstall LOD for DYNDOLOD Experimental Need Test. Those are not LOD models but full models. See if it makes a difference. Seasonal Landscapes - Unfrozen.esp also includes LOD models that are just renamed full models, hide them. They might only be used at summer season, you could cross check with the log file above it they are used in winter.
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You did remove the old DynDOLOD installation before unpacking the latest standalone into it? Also upload C:\Users\Ninjo\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log What season is active? What happens if you force a season or none? What happens if you disable the Seasons of Skyrim mod with the po3_SeasonsOfSkyrim.dll? Provide a list of all mods that overwrite DynDOLOD Resources SE. https://dyndolod.info/Installation-Instructions Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations. https://dyndolod.info/Mods/Waterfalls For best visuals and performance typically do not install any 3rd party LOD resources - remove them if necessary.
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Try this test version https://mega.nz/file/lJ4CTRJY#yMEdGCSbM7w_2s8wFBCRPa5N-ueCArpntkHYiwdXhEQ That should fix it.

