Jump to content

sheson

Mod Author
  • Posts

    13,181
  • Joined

  • Last visited

  • Days Won

    431

Everything posted by sheson

  1. Verify there is no B:\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_TexGen_Default.ini when you start TexGen for the first time.
  2. There seems to be a problem with reading a grass cache file. If you could upload all ..\Grass\DLC01SoulCarnx****y****.cgid for me to troubleshoot that would be great.
  3. Unpack the DynDOLOD Standalone archive into a new 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 or any mod manager folders. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249359 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249374 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249490 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249545 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249720 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249869 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249869
  4. Like the game or any other tools add and start TexGen/DynDOLOD to/from the MO2 executable drop down. Read the first post what log file to include when making reports.
  5. Use the legal version. Unpack DynDOLOD into a new empty folder. Do not install DynDOLOD into mod manager folders as explained in the installation instrucitons. Do not generate output into mod manager folders as explained in the instructions. Fix error and warning messages. Use xEdit to error check the plugins and fix all errors as much as possible. Check that ..\DynDOLOD\Logs\DynDOLOD_SSE_Dynamic_LOD.txt contains 200+ lines. Check that ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_LOD.txt contains 2800+ lines.
  6. Edit ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[worldspace].txt Add a line IgnoreWater=true in the header part. Execute LODGen in expert mode for the worldspace. For future LOD generations (this has a bug currently and will work in Alpha 40 and later): Search ..\DynDOLOD\Logs\DynDOLOD_SSE_Debug_log.txt for a line like: "Looking for DynDOLOD\DynDOLOD_SSE_LODGen_Options_[worldspace].txt" Replace [worldspace] with the worldspace name that requires the special setting. It is looking for the file in the games Data\DynDOLOD\*.* folder (BSAs first) Create the path\file in the MO2 mod folder that adds the worldspace and requires the setting. Add the line IgnoreWater=true to the file Next time LOD is generated it should pick up the file and add the setting to the LODGen export file.
  7. Use the legal version of the game. Read the entire first post, including the installation instructions. In case of a problem, really read the first post what log files to upload when making posts.
  8. The log prints 4 lines Potentially wild edit reference with z = 0.0 Wild edits often happen when the Creation Kit is used for creating mods. In the game they often manifest as floating objects in the middle of the map. Look up the form id in xEdit and remove the reference, clean the plugin afterwards. Notify mod author. The message also means the 4 mentioned references are ignored for LOD. Change the z value slightly.
  9. I you require help or want to troubleshoot a problem I suggest to provide actual information. Read the first post what log file to include when making posts.
  10. LOD is generated for references that have base records for which LOD assets are defined / discovered. The tools print messages and log files to check on these things.
  11. If two shapes have the same shader settings and textures but the alpha looks different it is most likely because of the Alpha threshold set on the NiAlphaProperty. "Max tile size full sets the maximum resolution a single full texture can occupy on the object LOD texture atlas. Typically set to 1/4 of the vertical screen resolution, e.g. 256 for 1080p/1440p, 512 for 2160p etc." Pay attention to the fact that LOD may not use the texture on the texture atlas because of the UV.
  12. The different texture has mipmaps generated without alpha-to-coverage. They basically fade into full transparancy. That is why it is suggested that the hyrbrid crowns should use the same shader and textures as the full models. DynDOLOD will automatically adjust the alpha threshold for LOD and create mipmaps with alpha coverage. Also it will ensure compatibility in case the full textures are replaced. Existing mipmaps are ignored at the time textures are added to the texture atlas. The mipmaps on the texture atlas will always be created from the largest resolution with alpha-to-coverage. See ..\DynDOLOD\docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html and ..\DynDOLOD\docs\trees.ultra\tools\hybrids\DynDOLOD_CreateHybrid.html
  13. Have you tried following the installation instructions? "Unpack the DynDOLOD Standalone archive into a new 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 or any mod manager folders." https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249359 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249374 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249490 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249545 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249720 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249869
  14. From ..\DynDOLOD\docs\help\LogMessages.html: LOD model * has same CRC32 as full model A full model was copied 1:1 to a LOD model filename instead of using the recommended and easier mesh rules. As explained earlier, a mod author was lazy and didn't really create a dedicated LOD model and also didn't use a mesh rule to simply define the full model for LOD. It will work but is not ideal in terms of compatibility and future proofing the mod. LOD model contains controller block A LOD model might be using animation or other features that are not supported by object LOD. Create a dedicated object LOD model, use appropriate mesh rules instead or create a dedicated dynamic LOD model. A confused mod author made a NIF that contains animation and gave it the file name convention for static object LOD. Static object LOD does not support animation. Delete the LOD file and add a mesh rule so that the full model will always be used for dynamic LOD. The mesh rule farmhousewindmillfan serves as a good example how to do this, since that rule also makes sure the animation does not reset when the cells attach. The manual also explains rules and how to include the with mods since years.
  15. TexGen does not suddenly start giving errors. TexGen was prevented from file access and reports that fact. Windows or the "anti virus" update constantly.
  16. Why is this not asked on the DynDOLOD 3 alpha thread? If a model is not or can not be optimized for LOD it is not a LOD model and should not use object LOD or dynamic LOD file name conventions. Simply create the appropriate mesh rules to use the full model for dynamic LOD. Obviously models with animations should not be assigned to object LOD either way.
  17. Increase the Static Object LOD distances in the DynDOLOD SkuUI MCM Settings, with BethINI, the launcher or directly in SkyrimPrefs.INI Also generate terrain LOD with xLODGen in case it isn't.
  18. Check which mod is supplying the outdated meshes from the warning message, like rockcaveentrance01cobble_lod_0.nif, rockpilel04cobble_lod_0.nif, rockcliff01fall_lod_1.nif etc.
  19. From ..\DynDOLOD\docs\help\LogMessages.html Textures do not match for *: *.dds in *.nif -> *.dds in *.nif There are outdated LOD resources in the load order. Install the latest DynDOLOD Resources. Check if 3rd party LOD resources for mods have versions specifically for DynDOLOD 3 and install them instead of older versions. Make sure to read the first post "Requirements" and/or ..\DynDOLOD\docs\DynDOLOD_Manual_SSE.html "Compatibility - Some Assembly Required". Especially the part about Majestic Mountains and making sure there are no old resources installed.
  20. I never made a pas script to do the same type of overwritten reference detection that prints the warning in the DynDOLOD log. Not sure how proficient you are in writing pas scripts, but the logic to find them is something like this: REFR defined in ESM, is referenced by its WRLD record, has a winningoverride in an ESP. You might need use an xLODGen terran LOD beta version in xEdit mode that shows the RNAM data on skyrim.esm. Might be quicker to just compile a list from the DynDOLOD log warnings.
  21. Only ESM flagged plugins can overwrite large references without triggering the bugs. A solution would be to move all such overwrites out of the ESP into a ESM (can also be flagged ESL). As a user who is not fixing the plugins/mods you will just have to ignore the warnings. Large reference are a visual problem. The bugs are only visible when the large reference system is enabled via the launcher/INI setting.
  22. Read: ..\DynDOLOD\docs\help\LogMessages.html what certain log messages mean. ..\DynDOLOD\docs\DynDOLOD_Manual_SSE.html "Skyrim Special Edition Visual Bugs and Oddities" ..\DynDOLOD\docs\SkyrimSELargeRefGrid\SkyrimSE-LargeRefGrid.html These log message tell you which plugin(s) are visually incompatible with the Skyrim Special Edition large reference feature. I would argue it is typically up to a mod author to make mods that do not cause well known/documented visual problems.
  23. Download this test version see if it runs through without error. In case there still is an error upload the new bug report and log files.
  24. Great! The LodFileGenerator tool creates *.lod files with the values you enter. You have to makes sure those values make sense, though.
  25. If this reference is Initially disabled with an enable state opposite to player and a z position of -30000 it should be "fixed" by DynDOLOD automatically. Check if it overwrites the record.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.