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Everything posted by sheson
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Default should typically mean to use the water height from the worldspace record, whatever the last plugin sets it to. If a plugin changes that height it changes it for every cell that uses default, I suppose.
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Is this a repeatable error, always the same cell 22,-10? If so can you check if/which plugins overwrite the CELL and its LAND record 0x0000A6E2? If you generate without Occlusion checked, then install the output and then just generate with only Occlusion and Plugin checked, does it happens as well? If it does, can you see what happens if you generate Occlusion with latest xLODGen terrain LOD beta?
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How to make DynDOLOD work with Azura statue replacer?
sheson replied to Grajowiec's question in DynDOLOD & xLODGen Support
If you use the patch then do nothing and wait for next version that fixes the bug that it is using the wrong LOD model for the snow cover. I will include an updated snow cover LOD model in DynDOLOD Resources based on the patch. -
How to make DynDOLOD work with Azura statue replacer?
sheson replied to Grajowiec's question in DynDOLOD & xLODGen Support
Thanks! The duplicated LOD happens because of No Snow Under The Roof which replaces the vanilla statue with a snow cover only version. There is a bug that so that LOD uses the LOD model for the statue instead of the LOD model for the snow cover only. That bug will be fixed in the next version. That snow cover only does not really match the new statue full model either and looks odd. You might want to disable the snow cover only anyways. If it is disabled no LOD will be generated for it. Add a new rule above the custom mesh you already have: Mesh Mask / Reference FormID: skyrim.esm;00033DCB Flags: VWD checked LOD4/8/16/32: None Grid: None Reference: Delete A better solution (because of large reference bugs) would be to use xEdit to remove the overwrite of 00033DCB from Prometheus_No_snow_Under_the_roof.esp which replaces the statue with the snow cover only and also the new reference xx06EBD3 from Prometheus_No_snow_Under_the_roof.esp which adds the statue anew. -
The density setting itself did not change, should the outcome should be same again.
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Thanks! Something (e.g. some code I did) is preventing the grass billboards being added to the object atlas. Will be fixed next version.
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Please upload the log and debug log as explained on the first post. If possible both from 84 and 85.
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How to make DynDOLOD work with Azura statue replacer?
sheson replied to Grajowiec's question in DynDOLOD & xLODGen Support
Please upload the log (it should contain the first and second session) and debug as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum The rule is active for both runs? Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt -
If the computer freezes or has BSOD it is caused by hardware, OS, drivers or the settings of each. Programs do not care about system configurations since they are compiled to use OS functions. For example OS functions to read, write files, or request memory from the OS. Assumptions what the problem could be, how programs or OS work and not posting any logs did not provide information to act upon. You copy pasted an error message and pieces of log message yet did not provide the accompanying log and debug log despite requests. I can not accept thanks for something I didn't do. I am just being honest.
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If the water is missing because of the last plugin to overwrite the CELL record, then that change is carried forward into the DynDOLOD, Occlusion plugin. if the problem happens without DynDOLOD being active, then this problem has nothing to do with DynDOLOD. The last plugin to overwrite a record wins. It is the culprit of whatever is happening. Obviously if it has the same data as the plugin before it, check plugins further to the left. Disable the listed plugins from right to left one by one to test until it works to know what plugin/changes cause the problem. The CELL record also needs to have the "DATA - Flags / Has Water" checked. If the XCLW -Water Height has the same value as Skyrim.esm/Update.esm, then the plane should still be visible at the same height and somehow under ground or way in the sky. If the XCWT - Water record is changed it might be possible that the used water record is not working. Using the default linked water record from Update.esm or Skyrim.esm or another water record known to be working would be an appropriate test. The LAND record for he CELL is irrelevant for water.
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Read the text at the bottom of the xLODGen option window. Typically the walled cities are child worldspace (e.g. WhiterunWorld) that use the parent worldspace (e.g. Tamriel) for LOD. The LOD of the parent worldspace can be seen just fine when inside the child worldspaces.
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I think that is a race condition. Is that repeatable? Also when only generating for arnimaDUPLICATE003 "The Reach"? Will fix for next version. If LODGen uses CPU it is working on something. The more ultra tree LOD, the more full models, the more grass LOD, the more high resolution terrain LOD meshes the longer, the higher teh memory requirements. Just let them run and they should finish eventually. https://dyndolod.info/Help/Grass-LOD#LODGen-takes-a-long-time-or-uses-a-lot-of-memory https://dyndolod.info/Help/LODGen#Out-of-Memory https://dyndolod.info/FAQ "DynDOLOD/TexGen Questions / High memory usage" https://dyndolod.info/Help/Grass-LOD No Grass In Objects is currently only available for Skyrim Special Edition runtime version 1.5.x. The grass LOD generation however does not care about the runtime version, so the grass cache files can still be used to generate grass LOD with the runtime 1.6.x. As explained several times already, the only option is to generate grass cache with a 1.5.x.
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Reinstalled what? If removing the DynDOLOD / Occlusion plugins changes anything, then you have not generated DynDOLOD / Occlusion for the current load order. These plugins are created by copying the winning worldspace/cell records from the highest plugin before them at generation time. If removing DynDOLOD / Occlusion plugins does not change anything, then the last winning plugins for the worldspace / cell records are responsible. A dumb plugin like Culling Data Glitch Fix contains the copied worldspace and cell records from the vanilla plugins with the TVDT occlusion data removed. Hence it is incompatible with the load order as it reverse all cell records to vanilla in addition to the increased performance requirements because none of the occluded LOD is disabled anymore. Check the affected cells and their water records in xEdit to find out which plugin changes/removes the water.
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xLODGen generates LOD for the plugins and assets found in the load order / data folder. Generate LOD for the load order and in case something doesn't work as expected, make a post with the detailed information and ask specific questions. If a mod requires extra steps depends on the mod. Check its description/instructions. Follow a modding guide if you require others testing mods/setups for you. The log prints lines with the paths where meshes and textures are generated to. Those are the folders/files to delete. Always use the -o command line parameter to set an output path outside of game and mod manager folders.
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These things are explained in the DynDOLOD Documentation. From https://dyndolod.info/Mod-Authors#How-to-add-a-rule-file-for-a-plugin: "Rules shipping with DynDOLOD are in ..\DynDOLOD\Edit Scripts\DynDOLOD\rules\. In addition DynDOLOD first searches for matching rule files in the game data folder ..\DynDOLOD\. This way a mod author can package rule files directly with a mod. Rules found in the game data folder ..\DynDOLOD\ supersede rule files found in ..\DynDOLOD\Edit Scripts\DynDOLOD\rules\ with the same filename."
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Load order FileID can not be mapped to file FileID
sheson replied to BathwaterThief's question in DynDOLOD & xLODGen Support
FAQ: DynDOLOD.exe: Load order FileID [xx] can not be mapped to file FileID for file xxx.esp A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM for help. Read all log message and follow all their advice. See signature as well. Especially the part about posting entire log files. -
Read the first post of the DynDOLOD 3 Alpha thread where to post when making reports. I moved your post. Read the first post of the DynDOLOD 3 Alpha thread which log and debug to upload when making posts. I have no idea what you mean by using Wrye Bash to "package" the outputs. Simply install output as a mod. See the section "General Game Questions" at https://dyndolod.info/Help/Object-LOD. "Object LOD shows in active exterior cells" lists two possibilities. You mention only one in your post. Also see the FAQ answers for "Object LOD model and full model show at the same time causing texture flicker" and "Out of place or floating objects" When making/posting screenshots open console and click the object of interest to show its form id. If the LOD objects do not have form IDs, they are object/tree LOD meshes. Verify if they go away by toggling LOD off with tll in console. If they remain, they are placed references.
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It could use the object bounds from base record * scale from the reference in a pre-pass. They often have these decade old techniques down. Without actually testing we can not be sure. Hence my preemptive hunch...
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DynDOLOD changes the model based on my hunch/assumption that it might help. I did not test if the engine is smart enough to cull objects that are completely under the terrain. Maybe it does and changing the model does not help. It just doesn't hurt either. If z is not -30000, then the reference does not match the criteria and is not modified.
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Read the first post which log and debug log to upload when making posts. Test with a new game. If that fixes it, make sure to follow the instructions https://dyndolod.info/Updating and especially follow the clean save instructions https://dyndolod.info/Help/Clean-Save. If it still happens with a new game, make sure that the DynDOLOD papyrus scripts are the latest version. Either from the latest DynDOLOD Resources SE Alpha for PapyrusUtil or the latest DynDOLOD DLL scripts for DynDOLOD DLL.
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The model is replaced so the full model does not have to be loaded and rendered. The criteria is: is large reference, last overwrite record in ESM, is initially disabled, opposite enable parent player, z = -30000 No idea why that record is initially disabled or has the player as enable parent. It seems pointless, since it will be always enabled.
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As already suggested, read the https://dyndolod.info/FAQ DynDOLOD/TexGen Questions High memory usage, which for example says this: If too many concurrent LODGen processes running at the same time consume all available memory, limit their number by changing the MaxLODGen setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI. It is also explained on the help page for seasons https://dyndolod.info/Help/Seasons#Out-of-Memory-errors: In case this creates out of memory errors and/or high CPU usage, the number of simultaneously running LODGen process can be limited by setting MaxLODGen=x in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini.
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Read the first post which log and debug log and bugreport.txt to upload when making posts. Read the https://dyndolod.info/FAQ DynDOLOD/TexGen Questions High memory usage The screenshot does not show any information about anything related to the LOD generation processes. Computers have memory so it can be used by programs. The OS controls how much memory programs can use.
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Can't create lodlevel32 for DynDOLOD
sheson replied to Entack's question in DynDOLOD & xLODGen Support
Read the first post of the DynDOLOD 3 Alpha thread where to make posts and what log, debug log files and bugreport.txt (if it exists) to upload. Read the explanations for message https://dyndolod.info/Messages and also the explanations of the summary https://dyndolod.info/Help/Summary-Of-Messages. https://dyndolod.info/Mods/Beyond-Skyrim-Bruma The process goes through all found LOD assets and base records before doing worldspaces to make a list of available LOD assets. That is when missing meshes or textures are reported,. The mod also makes changes to the Tamriel worldspace. -
0.0 to 1.0 is the blue square. If you find you need to add (lots of) triangles to achieve that, reuse/create stitched object LOD textures with TexGen rules that tile the full texture to a 2x2 stitched object LOD texture for example, then the UV for shapes that reference full textures only needs to stay between 0.0 to 2.0 (to the right and bottom in NifSkope) For example ..\Meshes\lod\dirtcliffs\dirtcliffs01_lod_0.nif from DynDOLOD Resources. It defines the full textures textures\landscape\dirtcliffs\dirtcliffs01.dds and textures\landscape\fieldgrass02.dds and the UV stays between 0.0 and 2.0. You will find TexGen rules for these textures in DynDOLOD_ENDERALSE_TexGen_noalpha_skyrimesm.txt for example that instruct how to create the 2x2 textures\lod\dirtcliffs01lod.dds or textures\lod\fieldgrass02lod.dds. https://dyndolod.info/Mod-Authors#How-to-add-LOD-textures-creation-rules-to-TexGen

