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sheson

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Everything posted by sheson

  1. How was this NIF created? I suggest to run it through Cathedral assets optimizer and convert everything to BSTriShape or NiTriShape/NiTriShapeData Open and saving in NifSkope should work too, but it won't convert the shapes. That should fix the wrong size of the block.
  2. treeLOD.exe creates textures. There is a problem with the NIF or it contains blocks/data that xEdit does not understand yet. Check that it opens in NifSkope. Remove any blocks that are not needed. If further help is required, upload it somewhere for me to check.
  3. For Majestic Mountains copy 2 files from 2.x version. I missed one in the other post: From 2.x: ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_majesticmountains_landscapeesm.txt ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_copy_majesticmountains_landscapeesm.txt to 3.x: ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_majesticmountains_landscapeesm.txt ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_majesticmountains_landscapeesm.txt
  4. If traditional tree LOD is disabled by setting TreeLOD=0, it means the traditional tree LOD should not be generated and so the check box to generate traditional tree LOD it is disabled, obviously. It means ultra tree LOD is enabled. Ultra tree LOD means, the LOD for trees is done in object LOD. The first pass generates the static object LOD.
  5. Read the first post what logfiles to upload when making reports. Also read the first post and the included documentation to learn what is different in DynDOLOD 3. The error messages says that a texture is missing. Seems pretty straight forward that there is a problem in the load order. Not sure what the question is?
  6. Looking at the other existing rules shows that the mesh mask just needs to be be a part of the path/to/filename.nif in order to match. The rules should work as shown in the screenshot. Just generate LOD too see that it does. To open a file HTML text file, double click it. The OS then opens the program associated with that file extension. In Windows that should be the default browser. This is rudimentary computer knowledge that can be googled.
  7. Most icebergs and glaciers LOD use pre-rendered object LOD textures, some of which would benefit higher resolutions. TexGen can not update them at this time. HD LOD does contain updated/higher resolution textures for them. The problem is that the full models use parallax shaders which affects lighting/color depending on weather etc. and LOD does not support that, so using the full models in object LOD typically does not result in good looking/better matching LOD when the shader settings are adjusted to what object LOD supports. But, yes give it a try with mesh rules and see if it works for you. Typically it is enough to only use full models for the first LOD level. Maybe use the level 0 LOD model for the higher LOD levels instead. The mesh mask can be part of a path/filename, so two rules one for glacier, one for iceberg should probably cover them all.
  8. If you expect help, post minimum required information. Here. For example, the TexGen/DynDOLOD logs. A complete modwatch. What settings/options were used. Sounds like full model trees are used for LOD. The height parameter can be used to adjust the height of the observer cell. I suggest to ignore any instructions to change it from default zero without explanation (e.g. because LOD in the distance is visibly missing from so and so vantage point) as so far there has been no reports / discussion that the default is not sufficient or working correctly.
  9. Ah, looks like the mod utilizes texture set replacements, so atm the LOD is using the default object LOD texture as is typically defined by the full bade model. The fact that the LOD model is more or less just boxes is of secondary concern. It just so happens that I am working on an update to the automatic texture set replacement with DynDOLOD 3.x alpha. If you have the patience to wait a few more days or a couple weeks and then could re-test with the next DynDOLOD alpha 34 it might just automatically create better matching LODs without having to do anything. To add a mesh rule, switch to advanced option. It should look something like this Mesh mask = part of the full model.nif path you get with more informative console LOD4 = Full LOD8 = empty/none or Static LOD4/8/16 or Level0/1/2 (option names depends on DynDOLOD 2.x/3.x) LOD16 = empty/none or Static LOD4/8/16 or Level0/1/2 (option names depends on DynDOLOD 2.x/3.x) VWD=checked Grid=Far Full Reference=Unchanged
  10. I suggest to not use insane texture resolutions without testing they actually result in a visual improvement and not just waste VRAM because the game never uses the higher resolution mipmaps since they are never required. From the DynDOLOD manual: "Billboards are a simple 2D texture representation of trees and an optional text file defining width, height and other parameters used for tree LOD." Object LOD uses 3D LOD models and object LOD textures. Object LOD models are simplified versions of the full model with less triangles and other optimizations. DynDOLOD generates object and tree LOD with the assets found int the load order. In particular, object LOD uses the LOD models that are found/matched/defined for objects with the LOD object textures either already installed updated by TexGen from full textures. Without a second screenshot that shows the full model (and its reference form id) for comparison it is hard to tell what is "wrong" with the LOD. If higher quality LOD models are desired they need to be created or alternatively use the full model for LOD by adding rules as explained in the manual. If better matching object LOD textures are required or the existing ones could use a higher resolution requires more information.
  11. There are updated TexGen configs in DynDOLOD 2.96 for Majestic Mountains. It will be included in the next alpha version as well. Simply copy it over for now. From 2.x: ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_majesticmountains_landscapeesm.txt ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_copy_majesticmountains_landscapeesm.txt to 3.x: ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_majesticmountains_landscapeesm.txt ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_majesticmountains_landscapeesm.txt
  12. Read the first post of this thread carefully and post the mentioned log files etc.
  13. Read all log messages and follow the common sense suggestions, like searching the forum for the error message:
  14. Post the log and bugreport if it exists if you require help determining the cause of the problem.
  15. If the OS tells a program that a path can not be found, then it means the path or file does not exist or read/write access has been denied. This might happen because of antivir, trying to write to special windows folders or virtual mod folders etc. Always use a dedicated output folder. Unpack the program into a dedicated folder as well. Do not run from the download folder... if there is no options file, then the log will print a line so users know where to put it in case they require to add custom settings. From the first post of the xLODGen thread: Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse Obviously use latest xLODGen terrain LOD beta version.
  16. FAQ: Game: Out of place objects / floating objects / flickering full models A: If LOD was generated for a different load order generate LOD for the current load order. A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this object originates. A: Deleted record by a dirty plugin. Check the log for messages about deleted references by dirty plugins. Clean all UDRs and ITMs from dirty plugins. A: Sometimes LOD objects are placed on top of other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD. A: Game engine limitation. If the game enables objects that have static object LOD, the entire static object LOD for a cell may briefly show with the full models at the same time. Since now more objects have LOD this might be more obvious than before, especially while playing the intro. Consider installing the generated LOD mod after completing the intro. A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000. A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true with mods modifying the walled cities. Users are asked and welcome to provide feedback to https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with console / form id) about issues if possible. A: Flickering textures (full and LOD model showing at the same time) in the LOD area outside the active cells in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini. A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini. Use xEdit to lookup the reference Form ID and to find out its Editor ID which should lead to the source where the object originated from. Also check the log which might have messages about wild edits added by plugins.
  17. The error message very likely already tells you what is wrong: VikingShipPlayerHome.esp expects a different version of Update.esm. Update.esm sometimes gets updated with Skyrim SE game updates and you need to update the cleaned version as well. Maybe the plugin needs to be updated for the latest game version of Updates.esm or maybe it is a bad Skyrim LE port. Either fix the broken plugin or permanently remove it from the load order until it is fixed by the mod author.
  18. Truncate logfiles to the last meaningful generation (debug is always just the last one), zip them and use a file service if they are to large for this forum or pastebin. DynDOLOD copies base records and updates a LOD flag if necessary. If the load order changes after generating LOD - for example a mod is added or removed that changes such a base record - the copy will still exist in the DynDOLOD plugin(s) with the old data. Obviously look up the base record of the reference in xEdit to find out and to easily resolve data discrepancy or just generate LOD for the current load order. If hat is not it obviously check the full model and full texture paths that are being used and see if they somehow became part of the DynDOLOD/TexGen output. Unlikely though but again, there could really only be difference in case mods are added or removed.
  19. Obviously, the log shows a different file that can not be loaded: Meshes\cotn\dawnstar\dawnstarwalkway.nif Maybe files got corrupted while downloading, unpacking or while being written to or being read from from the disk into memory.
  20. Obviously, there seems to be a problem with loading Meshes\dungeons\dwemer\facades\combined\dwefacadetowerpt.nif Let me know which mod replaces it.
  21. Terrain LOD textures are made from the full landscape textures installed at generation time and the data on the landscape records that define which landscape textures to use for which areas. Snow shaders, noise texture, INI settings do not affect terrain LOD generation. All these are applied in the game.
  22. Read the first post which log files to include when making posts.
  23. Neither of the two screenshots seem to show anything related to LOD or what could be caused by DynDOLOD. DynDOLOD does not change full models or textures. DynDOLOD does not change material object shaders. DynDOLOD does not cause missing textures.
  24. Correct, the output path of rendered billboards will be fixed in the next version. The order of the grass cache does not matter since it has no conflicts, obviously. Refer to the installation instructions of EVT, however no billboards should be installed when testing the DynDOLOD alpha.
  25. From the first post of the xLODGen thread: "For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads." If you check the thread further on this topic, it also mentions to keep this setting bEnableProjecteUVDiffuseNormals=1, which is the default.
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