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sheson

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Everything posted by sheson

  1. Read the first post of the DynDOLDO 3 Alpha thread what the DynDOLOD 3 Alpha is, where to find information and where to make posts in case of questions. I moved the post to the thread. Really read the available information on the https://dyndolod.info website. Also check https://dyndolod.info/Mods Just use the tools as explained. They typically tell you if something isn't working right at all with warning or error messages as explained https://dyndolod.info/Messages Generally, if a mod contains/ships with object or 3D tree LOD assets install them according to the install instruction of the mod. If the object LOD resources mention DynDOLOD use those over xLODGen. If they mention DynDOLOD 3, use them over DynDOLOD 2. As explained at https://dyndolod.info/Messages, use TexGen to generate all required/desired billboards and do not install any 3rd part billboards. Always use the latest version. Not yet.
  2. Looks great indeed.
  3. That doesn't work ... See what happens if you use textures\landscape\glacierslabnoalpha.dds generated by TexGen. It is a 1x1 version that is made slightly darker. Lots of vanilla LOD models have that z-fighting effect as it is inherent to how the engine works. Always weird how sometimes people only notice such things years later. Yes go can try setting a smaller or larger scale. You need to set such change on the NiTriShape/BSTriHSape, not on the root BSFadeNode.
  4. LOD only supports transparency with a fixed threshold of 128. In that case such a full texture is used for LOD models, DynDOLOD is supposed to automatically create a noalpha version, but it may not work in every circumstance, yet. Have an eye on the log messages. It should print a line shortly before created the atlas in that case.
  5. In that case you could just have the LOD models point to the full texture instead (not sure if that works with the vanilla texture). The full texture typically already loaded into VRAM anyways for the full glaciers in the active cells. DynDOLOD may automatically add a 1x1 version to the object LOD atlas. It may attempt to auto update the UV to be between 0.0 and 1.0 in that case, too. You can test if this has acceptable results by using the xEdit script NIF - Batch textures replacement.pas to quickly update the LOD models to use the full texture. It may work out or not. If it doesn't work out I can add a 1x1 version to TexGen creation.
  6. Starting with DynDOLOD Alpha-59 I updated the waterfall rule for Skyrim Special Edition so there is a static LOD model in object LOD Level 4 already. They are slightly moved down and back so it shouldn't z-fight with the full / dynamic LOD models.
  7. Read the first post of the DynDOLOD 3 Alpha test where to make posts in case of questions or problems. I moved the post. As the message says, the version of DynDOLOD is expired. Always use the latest DynDOLOD version. You are doing it wrong if you believe you need to use an outdated and buggy alpha version from many months ago.
  8. Thanks for the reports. Test with this version of TexGenx64.exe to see if it renders the billboards without issue.
  9. Read everything you find here: https://dyndolod.info. Maybe start with https://dyndolod.info/How-LOD-Works. Then have a look at https://dyndolod.info/Updating. LOD generation is a snap shot of the current load order. Generated LOD is mostly meshes and textures. Every options and INI setting for the tools only ever affect LOD generation. Great. Will be included in the next version that also fixes the building in Riften.
  10. Test with this version of LODGenx64.exe.
  11. Form ID?
  12. No logs and no bugreport.txt either? If the OS kills the application like that it maybe because of antivir etc. Test adding an exception or temporarily disabling it. Uncheck billboards, see if it runs through doing the stitched and rendered. Then check only billboards. Test with only checking one checkbox under billboards at a time to see if it only happens with a specific type. If the rendered or any of the billboards run through, upload that debug log, so I can check some opengl init debug messages. Check the Preview for billboards to see if any or a specific model does not load or has a problem. If none of this helps or reveals anything, edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI set Notice=1 and add a new line RealTimeLog=1, maybe then it is able to create a log file.
  13. Test with this LODGenX64.exe version. It should fix the snow on the rocks. Let me know.
  14. Remove the NiVertexColorProperty from the 2 shapes with NifSkope. It doesn't exist in the full model and is not supported by the games engine.
  15. The mentioned NIF is not part of DynDOLOD Resources. See https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-59/?do=findComment&comment=255495
  16. Read the first post which entire log files to upload when making posts. Do not install the game into special Windows folders like Program Files x86 to avoid issues with UAC, anti vir etc. You did not mention which mod contains the reported NIF. Check that the mentioned NIF can be read by the tools. Make sure it has the Skyrim LE or Skyrim SE format. Run it through Cathedral Asset Optimizer for example.
  17. Provide a form id of the full model or a location where you have those snow covered rocks.
  18. Riften house will be next version. As explained at https://dyndolod.info/Help/Snow-Ash-LOD-Shader, static object LOD uses one of two snow LOD shaders. If the object LOD mountains are fully covered in snow like in the screenshot (assuming it is object LOD), it is typically either because a plugin changed the snow LOD shaders or maybe the LOD models have been replaced and they do not have a good vertex color alpha value which is used for the HD snow LOD shader.
  19. Always use the latest version. Do these problems happen with DynDOLOD Alpha-59? Provide the reference form IDs when making screenshots/posts. In case it points to a reference in a DynDOLOD plugin, check its EditorID for the source plugin_formid. Always upload the logs as explained in the first post.
  20. Thanks. Unfortunately this didn't reveal anything new what the problem could be. Please install the latest DynDOLOD 3 Alpha and check if the json is OK.
  21. Read all log messages and follow all their suggestions. Search the forum for the error message and possible discussions and solutions. If problem persists post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt or a screenshot of the error
  22. It could be a side effect of swapping base records. Check if 000ACB04 is modified by a DynDOLOD plugin and has the HasLOD flag set. If that is the case, maybe it is because Dynamic Things Alternative.esp xx00085D does not have the flag. If neither has the flag, I dunno. I believe that is the only base record that has LOD generated with the default rules. Maybe it is a general side effect with another reason. Next version of DynDOLOD 3 Alpha will be able to read the _SWAP.INI and apply the swaps "hardcoded" to LOD. That means the flag will be set on the new base record if it is required. However LOD or LOD generation will have no effect on the swapping of base records in the game or vice versa for now.
  23. The list has to be incomplete for it to have trailing comma. Is there a bugreport.txt in the same folder as the DynDOLOD.exe? If so upload that, please. If there is no bugreport.txt, upload DynDOLOD_Output\skse\plugins\DynDOLOD_Data\DynDOLOD_Tamriel.txt
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