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Everything posted by sheson
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LOD is meshes and textures. If the output generated by xLODGen is removed from the load order, then it can not affect anything anymore, obviously. As you already found out, the problem is caused by something else. There is no need to reinstalling the game. I suggest to learn proper modding practice using MO2 by following a modern modding guide.
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This is an error in a plugin linking to a record which does not exist. xLODGen is a renamed xEdit. As such it reports all the same errors in plugins. These errors should all be fixed.
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open cities & surplus tree for open cities
sheson replied to pattesfolles's question in DynDOLOD & xLODGen Support
You did not post a DynDOLOD log or a modwatch. Make sure to not generate static and tree object LOD in the second pass with Open Cities enabled. Do not use or install any LOD meshes that might have been accidentally generated in the second pass. Make sure all of DynDOLOD Resource Core Files are installed and they are not overwritten by vanilla LOD files included in other mods. You might have plugin (enabled in the first pass) that modifies parts of the castle. -
Then most likely the load order changed between generating LOD and now. Generate LOD for the current load order.
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It must be a different file in NifSkope. Use xEdit asset browser to open the file from the winning container location.
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Check the last overwrite in the load order of the mentioned LOD mode for Level0l. That is what is being used for LOD level 4. meshes\dyndolod\lod\trees\reachtree02_af4e809bpassthru_lod.nif using textures\dyndolod\lod\dyndolodtreelod.dds, textures\dyndolod\lod\dyndolodtreelod_n.dds, textures\lod\gkbbranch1lod.dds, textures\lod\gkbbranchlod_n1.dds, textures\lod\tundradriftwoodbranches01lod.dds, textures\lod\tundradriftwoodbranches01lod_n.dds
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LOD does not cast or receive shadows in the vanilla game. The "not" must be missing in the post. Post the link so I can update it.
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The underside is basically showing behind everything else. it is a static mesh, it doesn't change anything with doors or does anything else. When I generate the second pass with Open Cities and Cutting Room Floor in the load order, there is no extra door and no teleportation to the wrong worldspace. Have you accidentally changed any INI settings beyond WarnModFileName? If you believe DynDOLOD has any affect on this, there has to be a reference or a change from a DynDOLOD plugin with the objects involved in this.
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Error accessing C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\meshes\dyndolod\lod\trees\treepineforestsnowl05_b9d29a34passthru_lod.nif Unable to read beyond the end of the stream." There might be problem in the with crown NIF that gets copied to the final hyrbid NIF or something happens while creating the hybrid NIF. See if running the crown though a NIF optimizer and then creating the hyrbid changes anything. Make it so all crowns use the SSE format. Also whenever you see shapes being RE-UVd, see if you can update the crown NIF UV to be inside 0 and 1. Moving UV coords slightly to be inside is not really visible in the distance. (WinterAspen01 will be fixed in the next DynDOLOD Resources)
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A reference that is not added or overwritten by a DynDOLOD plugin can not be affect by DynDOLOD, obviously. See if you can find out if there is a second door in the exact same location. Use the mousehweel to cycle through references under the mouse pointer. Or try tcl and check if you can select a different reference from the other side.
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SKYRIMSE SSE - Dyndolod+Open Cities=overlapping LODs for Whiterun
sheson replied to DankTemplar's question in DynDOLOD & xLODGen Support
It sounds like you are confusing No Grass In Objects showing full meshes/textures render up to the edge of the large ref grid with grass LOD. DynDOLOD 3 alpha can generate grass LOD in object LOD with automatic billboard generated by TexGen. The grass LOD in object LOD can either start beyond the loaded cells or beyond the large ref grid size, regardless of its setting, e.g. if large ref grid is disabled, it simply means that grass LOD that was generated with the large ref option now also starts beyond the load cells. Grass LOD in object LOD goes away with all other LOD if typing tll in console. 1. DynDOLOD does not control or do anything with the fully rendered grass inside the loaded cells or the large ref grid. 2. No Grass in Objects can also extend grass beyond the loaded cells regardless of the large ref grid size -
SKYRIMSE SSE - Dyndolod+Open Cities=overlapping LODs for Whiterun
sheson replied to DankTemplar's question in DynDOLOD & xLODGen Support
That sounds exactly like large reference bugs. 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_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini. -
SKYRIMSE SSE - Dyndolod+Open Cities=overlapping LODs for Whiterun
sheson replied to DankTemplar's question in DynDOLOD & xLODGen Support
A list of plugins is not really a load order. Use modwatch for that which typically contains the list of plugins and the list of mods. You have not described the issue very well. It is unclear which objects flicker or when they flicker. Search the forum for similar threads. Often people only believe they followed the instructions correctly or the issue is something entirely unrelated to DynDOLOD, like the large reference bugs. Make sure to click low, high, medium in step 7 to load rules for the Open Cities plugin and check the log that they actually loaded. Check the answers for DynDOLOD FAQ: Game: Out of place objects / floating objects / flickering full models. -
The option for generating tree LOD in DynDOLOD 2.x is grayed out when editing the DynDOLOD INI and setting TreeLOD=0 in order to generate ultra tree LOD.
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The map just uses the highest object LOD level 16 and highest terrain LOD level 32 If you want to keep the map texture with the roads, delete the terrain LOD level 32 textures (..\textures\terrain\tamriel\tamriel.32.*.*.dds) after generation so they are not part of the installed output or overwrite them with the terrain LOD level 32 textures files from map mod. The map mod does not make changes regarding object LOD or any of other things DynDOLOD does.
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Looks good.
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Trunk NIFs are not 3D LOD models. Trunk NIFs are a special NIF to be rendered by TexGen into textures. TexGen render object LOD textures or render billboard texture feature does not care about files that are not in ..\DynDOLOD\Edit Scripts\DynDOLOD\Render\[Objects|Billboards] or ..\Data\DynDOLOD3\Edit Scripts\DynDOLOD\Render\[Objects|Billboards] The feature simply renders all the NIF files found in these folders into textures. As I explained, the output path for the generated textures is supposed to be textures\ + the subfolders below the ..\[objects|billboard]\* part.
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The output path still containing "DynDOLOD\render\billboards" is a bug that I will fix with the next version. The textures are supposed to end up in \Textures\ + whatever subfolders are below data\DynDOLOD\Render\Billboards\* just the same as whatever is below ..\DynDOLOD\Edit Scripts\DynDOLOD\Render\Billboards\*
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Texture error on Windhelm Bridge
sheson replied to ThomasKaira's question in DynDOLOD & xLODGen Support
So do the same fix. Fix the broken full texture, then run TexGen gain, then generate DynDOLOD object LOD atlas texture again. Should be textures\architecture\windhelm\whruinstonedark.dds Also form the screenshot it looks like there are large reference bug causing the full model and LOD model the loaded at the same time? -
Missing textures on the map have nothing to do with any plugins or the save games. The LOD meshes and textures on the map are just loaded directly from the data folder (or BSA if there are no loose files). It means LOD textures were removed from the load order but not the LOD meshes that require them. Simply use MO2 right data tab to find out which mod supplies the current LOD meshes. In case there are no loose files, use xEdit Assets Browser (CTRL+F3). On the other hand you do not really have to worry about it. Once you generated the new output from scratch and install it last so it overwrites everything, the LOD and map will be fine again and not have any missing textures (unless there were warning/error message in the log)
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Copy the loadorder.txt and plugins.txt from teh MO2 profile folder into that standard folder. If tools are started from MO2 it will still redirect to the files in its profile folder, but at least the this ensures that original paths and files exist even before that. Other than that, I can't help much other than the already given pointers. See what happens when you clean and error check with xEdit, which should be done before generating LOD anyways.
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The OS, UAC, antivir or some other 3rd party crapware is blocking access. Find out what it is that is blocking access and change it so that access is allowed.
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As mentioned "This most likely is not directly affecting the plugins.txt file not existing where it should or programs being blocked from accessing it." xEdit/xLODGen/DynDOLOD use standard OS function to access files. There is nothing a program can do if a file does not exist or the OS, UAC, antivir or anything else prevents access through the standard OS functions. The program can only relay the error message returned from the OS function so the user might be able to fix the cause of the problem.
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I can not really help much with OS setup, its native or 3rd party programs, but you might want to check the built-in Microsoft Defender Antivirus and maybe add an exception or something. MO2 adds an exception to it for itself. Check the MO2 log. It should show everything its virtual file system does, including redirecting plugins.txt and all accesses to it.

