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sheson

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Everything posted by sheson

  1. If there are broken plugins or mods in the load orders and they are reported properly by DynDOLOD 3 alpha, then there is no bug and everything is working as it should. Errors in the load order need to be fixed regardless of which tool reports them. Ignoring errors in the load order or silencing the messenger is just wasting time.
  2. If you believe the xEdit error check is making wrong reports about errors, I suggest to make a bug report on the xEdit discord. If you believe DynDOLOD is making a wrong error report, see the first post what logfile to include when making posts. If you need help fixing errors in plugins or the load order, see the first post what logfiles to include when making posts and ask qualified questions about it.
  3. If broken plugins or badly made mods cause error messages, then the broken plugin or badly made mod is the problem and not the messenger. There is no such thing as "non LOD related errors". Errors are problems that prevent the patching process from running without... errors. DynDOLOD is a patcher based on xEdit. If you believe the xEdit error check is making wrong reports about errors, I suggest to make a bug report on the xEdit discord. If you believe DynDOLOD is making a wrong error report, see the first post what logfile to include when making posts. If you need help fixing errors in plugins or the load order, see the first post what logfiles to include when making posts and ask qualified questions about it.
  4. The DynDOLOD MCM Settings page simple shows/modifies the INI settings. The "defaults" are whatever is set via the game launcher, BethINI or manually in SkyrimPrefs.INI.
  5. increase the object LOD distances in the launcher, via BethINI or the DynDOLOD SkyUI MCM Settings.
  6. Go to the description page of the Nexus file page you linked. Read the part under the heading "Installation": From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of the game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation. Also read all the other installation instructions. If reading is not your thing, watch either the GamerPoets video or the MO video from me. Both embedded into the description page.
  7. Read the first post which logfiles to include when making a post. The output path should be 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.
  8. Generate terrain LOD if you notice visual discrepancies. Update Occlusion for any worldspace a new or removed plugin modifies. Or in case of adding a new plugin you could just check if there are new conflicts on worldspace and cell records with xEdit and forward them as desired.
  9. What you should wrestle with is the uselessness of Billboard2. The internal billboard has 2 planes. It uses fixed normals and the FlatLODVertexColor from the INI if a billboard has no normal map. It uses sphered normals and the FlatLODWithNormalMapVertexColor from the INI if a billboard has a normal map, e.g. HD billboards. Billboard4 will be the best visual option if HD billboards are installed for any LOD level at the expense of double the triangles required for the billboard tree LOD in object. Probably no big deal for modern hardware. Peanuts compared to grass LOD. Old mesh rules Billboard = Billboard1 LODGen_flat_lod.nif is the same file shipping with xLODGen. If you check it it NifSkope, you will see it has 2 double sided planes, but with only one texture (so _1 is used only in case HD billboards are installed). It's in case a user wants to replicate the visual results with xLODGen.
  10. There is nothing esoteric about the internal billboard. It existed before external billboards was a thing and it is created programmatically ever since. The internal billboard also sets sphere normal IF HD billboards detected. If only traditional billboards without normal map textures are installed, the normals are "fixed" to better mimic traditional tree LOD lighting. The vertex colors/brightness etc. of internal billboards are controlled via the DynDOLOD flatLOD settings. Billboard1 and Billboard4 are best suited for HD Billboards because all tests are done with the automatic Billboard1 and because Billboard4 uses 4 planes, e.g. no double sided 2 planes - just like the trunks of the included hybrids are made with 4 planes. Check the NIFsin NifSkope makes it obvious. With 4 planes there are no more backlighting issues that come with the 2-sided flag. However, it doubles the triangles from 4 -> 8 per tree. Look at the default texture names in the external billboard NIF to know which plane uses which billboard. Obviously front/back and left/right side views can each use the same billboard texture for simplification. If a plane defines a name that does not exist (for example _3) _1 is used. TexGen can not create a third diffuse. Correct, TexGen does not care about DynDOLOD INI settings.
  11. Lookup the Billboard definitions in the DynDOLOD INI for the game mode you are using to see which BillboardX uses what. Object LOD meshes always use the normal map atlas textures. All Billboards use all the HD billboard textures. The different billboards use a different number of planes. So , all Billboards will make use of _1 and _2.diffuse and normal map texture. Billboard3 would make use of _3 if there were one. Billboard1 and Billboard2 should have identical results. It might be possible Billboard2 has a different base brightness (vertex color). As mentioned before Billboard1 and Billboard4 are best suited for HD billboards. The Billboard1 uses 2 planes, Billboard4 uses 4 planes. I suggest to generate ultra tree LOD with BillboardX for all LOD levels and to take screenshots of the same location at morning/midday/sun for comparison. As a logged in user you should be able to download attachments. However, the rule is already included in the newer DynDOLOD 3 Alpha versions since then. Always use the latest version available. If it doesn't apply when clicking low, medium, high the plugin name might need to be different.
  12. That is a manually made atlas textures used by older version hybrid 3D tree LOD models. It is mentioned in the old method in DynDOLOD_CreateStaticTree.html
  13. That would be pointless. The log files to upload already exist.
  14. Delete everything and unpack the standalone archive into an empty new folder. Make sure to at least check one of the 3 main options.
  15. Instead of posting screenshots of messages, use the Copy message to clipboard link and paste the text as explained in the first post. This the normal and expected behavior when clicking Cancel. Click Start instead. 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.
  16. Read the first post what entire logfiles to upload when making posts. For the DynDOLOD 3 Alpha test it is suggested to not install any 3rd party tree LOD billboards and instead use TexGen to generate all the desired billboards.
  17. I suggest to not use random 5 year old posts for modding "advice"and instead follow a modding guide and to use a tool like BethINI. Showing full models in over 400 cells impacts performance, the visual issues and bugs with texture z-fighting and the no decal fading notwithstanding. The resources could be invested in many other features like 3D tree LOD or grass LOD etc, mods or effects to actually improve visuals. The Open Cities Skyrim plugin is in the load order and the INI has been edited in order to generate the second pass for it. 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.
  18. From ..\DynDOLOD\docs\help\TexGen.html, the help file that opens when clicking the Help button of the TexGen interface. "Once the Start button is clicked, the current settings are saved preset to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_[GAMEMODE]_TexGen_Default.ini for the next time TexGen is started." Delete the mentioned file.
  19. The *.gid files probably miss the same filler bytes but I wouldn't be surprised if Fallout 4 has more problem reading them beyond that. Grass LOD generation requires functionality and features from TexGen and DynDOLOD. For that to happen for Fallout 4, config, rule and maybe patch files need to be created. I have no plans to do that.
  20. The TreeAspen04 full model is a small branch/bush and not really a tree. Like all the other bushes and shrubs it is simply to insignificant (its volume too small) to have tree LOD billboards generated by default. Read ..\DynDOLOD\docs\help\TexGenConfiguration.html Do not add random flags to base record unless you understand what they do. DynDOLOD will set the correct flags if they are required.
  21. Read the first post what logfiles to upload when making posts. Is this different from LOD generated by DynDOLOD 2.x? DynDOLOD uses the LOD models and textures it finds in the load order. Looks like there might be wrong rendered mountain LOD textures installed from a mod. It could also be a problem with one of the snow LOD shaders being modified by a plugin. There are still people setting uLargeRefLODGridSize to such insane values? The setting does not change, improve or fix LOD meshes/textures or their settings. It puts a select list of full models into the LOD area. It has visual bugs and is performance intensive.
  22. Posts are being moved to the appropriate threads they belong to by topic.
  23. Read the included manual. For example, ..\DynDOLOD\docs\help\LogMessages.html explains many of the notice and warning log messages. Programs do not close themselves involuntarily. They shutdown properly when they reach the end of what they are supposed to do or when the user tells them to. Otherwise a program is terminated by the OS, other processes or because of hardware issues. That is outside the control of the program.
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