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Everything posted by sheson
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Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum what information to provide when making posts. Read https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting -
Let me know what happens with this test version https://mega.nz/file/pdxB2Q7a#OqYNpnT5oDWpepuW9MjkG1jUT3E31uQpw3VWVPazFZA
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Read the first post which debug log and bugreport.txt (if it exists) to also upload. https://dyndolod.info/Official-DynDOLOD-Support-Forum As explained on the first post, if the option "Copy this message to clipboard" is available, copy and paste the text instead posting a screenshot.
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That range check error looks like a possible race condition (while reading height data from a LAND record). See if it runs through trying a second time. If if wants to save a plugin, it means it got modified. Probably a side effect. In case it runs through without exception and still wants to save a plugin, let it and upload it with logs.
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Thanks. Fixed in Alpha-124
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Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum The lack of information and question is too vague/leading to properly answer. "Need to do anything" in order to accomplish/ensure what ... The already generated LOD will continue to work as is. There are vanilla/DynDOLOD Resources LOD models to match the vanilla fullmodel nortowerruins01.nif. There are no such LOD models for full model filename nortowerruinst01.nif.
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Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas
sheson replied to Soli's question in DynDOLOD & xLODGen Support
Moved to the appropriate thread. Also see https://stepmodifications.org/forum/topic/18982-assertion-failure-cdelphiprojectsdyndolod3corewbimplementationpas/?do=findComment&comment=273586 Remove old DynDOLOD output and generate from scratch. -
Read the first post which debug log to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model The messages means that the winning file meshes\dyndolod\lod\trees\treeaspen05_8b5f6a69passthru_lod.nif has the same CRC32 as the winning file the Meshes\landscape\trees\treeaspen05.nif at the time the message was printed. You are probably not looking at the same files.
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Defining / Recalculating Object Bounds As a Best Practice
sheson replied to z929669's question in DynDOLOD & xLODGen Support
As I already wrote the other day, object bounds are only used to quickly determine if a tree/grass LOD billboard should be rendered as explained at https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards. Billboards are created from full models and full textures only. Base record object bounds data does not affect how billboard textures look or the content/values of billboard text files. As explained at https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards, there is a way to force or disable billboard creation with a "pluginname" configuration file. I suppose well made mods update object bounds. I dunno if/what the CK, game uses them for in addition to the large reference 0 bounds issue we know. -
This tool author famously expects people to have basic computer, Windows, modding knowledge and know the mod manager they are using. Modding guides typically explain these things for people who are new to these topics so individual mods/tool instruction do not have to re-explain them over and over again. What is an output path? "where files are generated to" and "default is the game folder" https://www.google.com/search?q=output > first result Dictionary > "(of a computer or other device) produce, deliver, or supply (data)." https://www.google.com/search?q=file+path > first result Codecademy > "A file path specifies the location of a file in a computer's file system structure." command line parameter = command line argument, same thing. https://www.google.com/search?q=command+line+parameter, https://www.google.com/search?q=command+line+arguemnt. I like the explanations from https://www.bleepingcomputer.com/tutorials/understanding-command-line-arguments-and-how-to-use-them/ If you followed a modding guide, you must set "arguments" in MO2 before for other tools. https://github.com/ModOrganizer2/modorganizer/wiki/Executables-window Hence the "This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already." on the first post. Also see Readme.txt included in the download archive and https://dyndolod.info/Help/xLODGen
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Mesh and Texture issues after updating from an old version
sheson replied to toggy_wonga's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum. DynDOLOD does not generate terrain LOD meshes or textures. https://dyndolod.info/Help/xLODGen https://dyndolod.info/Generation-Instructions Make sure generated output is not overwritten by older output or other mods. -
You have yet to show any screenshots of the supposedly missing grass LOD. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots DynDOLOD / grass LOD does not change or affect full grass in any way. Either setup NGIO with grass cache correctly, or disable grass fade-in via INI setting. As explained at https://dyndolod.info/Help/Grass-LOD, have a look at Grass Cache Fixes Unless the game use the same grass cache files - with NGIO or natively - as were used for generating LOD, the game auto generates grass at cell load. The full grass will match the current load order and INI settings, while the grass LOD will match the load order and INI settings at grass cache generation. Even If the load order does not change at all, full grass placements/rotations/brightness will randomly be slightly different ever time cells load.
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This bug related to large references is automatically fixed by DynDOLOD when generating dynamic LOD. A silent log message is written to the debug log in that case. Since you did not check dynamic LOD, there is no automatic fix but also no warning message. Future versions will fix regardless of the dynamic LOD option.
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The CreateMod mode includes an option to substitute dynamic LOD. Maybe that is what you mean with "found an alternative". Just in case: https://dyndolod.info/Mod-Authors#Create-Mod-Mode-How-to-create-LOD-to-include-in-your-own-mod Set CreateMod=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini and then start DynDOLOD. If Generate Neverfades is checked, all references matching rules which define Far or Near LOD will have the neverfade flag set instead. Note that the last '/' rule which contains the setting Far LOD defines that any object that usually has static LOD but has an enable parent or is initially disabled will be done as neverfade. Adjust other rules as well to balance the use of neverfades. Use the save/load preset buttons to keep the changes. Remember, clicking default, low, medium or high buttons will reset all rules.
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https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots How to take a screenshot in Skyrim. Do not use a camera to make pictures of the monitor. If you want to know if a mod works with a particular setup, the mod needs to be tested in that particular setup. https://dyndolod.info/How-LOD-Works https://dyndolod.info/Help/Object-LOD
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum Read https://dyndolod.info/Mod-Authors#Create-Mod-Mode-How-to-create-LOD-to-include-in-your-own-mod Mods should never include DynDOLOD output with dynamic LOD. Since there is no SKSE etc. for consoles, dynamic LOD is not possible on consoles anyways.
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https://dyndolod.info/Help/Grass-LOD#Settings In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times. The video seems to show full grass being set to fade-in after cells attach. This should not happen with NGIO being set to use grass cache and DynDOLODGrassMode=1 in GrassControl.config.txt. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Also pay attention to this part of the 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\.
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Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum Do not post screenshots of text. Post the logs instead. https://dyndolod.info/FAQ "Long running time or output several GB in file size" and "High memory usage / Out of memory"
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Thanks for all this. Can you also upload the DynDOLOD log and debug. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The log should have a message about the bounds (if not I need to fix that). I'll have to add that message to the list of messages shown in the summary so it doesn't get overlooked.
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Provide actual information https://dyndolod.info/Official-DynDOLOD-Support-Forum https://dyndolod.info/FAQ "Billboard tree LOD shows in active exterior cells" The outputs from xLODgen, TexGen and DynDOLOD do not seem to be the last overwriting everything.
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Reach tree LOD troubles with Happy Little Trees
sheson replied to SirDibble2's question in DynDOLOD & xLODGen Support
You are using a 3rd party tree mod with third party 3D LOD assets. I have no idea how anything is supposed to look. From experience I know that DynDOLOD typically does not change the look of 3rd party LOD assets in the way described. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots To get closer to LOD, toggle to the free fly camera with tfc in console. A close up screenshot of LOD and a close up screenshot of the full model that shows the differences between them would be helpful. Is there a reason you are not chekcing checking the NIF and textures the 3D LOD models uses in order to see what mod(s) they come form? If I knew there mod(s) and filenames I might be able to look at things myself. -
No information. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum Why would you use an almost 3 year old version? Water1024 uses the BSWaterShaderProperty, so it uses the water defined on the base record.
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This is the thread for DynDOLOD DLL. https://dyndolod.info/Messages/Windows-Registry-Key If the game launcher can not create the registry key, then you have maybe permission issues with the game or OS. Make sure the game is not installed into special Windows folders like Program Files x86 to avoid issues with UAC, antivir etc.

