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sheson

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Everything posted by sheson

  1. From the DynDOLOD_Manual.html The Reference field defines what happens with the original reference... Replace a reference when the switch from the animated LOD model to full model causes visible interruption. Use as rarely as possible. The less original references need to be changed the better." Original makes a reference a neverfade that always shows regardles of Far/NearGrids settings. Also read the short explanations in the edit mesh rule options window. Use Replace if possible. Use Original if the thing behave oddly with Replace.
  2. You already posted the solution how to fix as part of your post. Install the correct version of DynDOLOD Resources for the DynDOLOD and game version that is being used.
  3. Carefully read the first post of the DynDOLOD 3 alpha test. Do what it suggests and click the "Help for this message" link. The link conveniently will open ..\DynDOLOD\docs\help\DuplicateFormID.html, which explains there is a broken plugin in the load order and how to fix it by loading/saving it CK. If that does not help, then read the first post of the DynDOLOD 3 alpha test what logs to post when making a report.
  4. After setting object LOD level 16 for the tree rule(s) to Non/Empty and you still see trees on the map, then the first troubleshooting step is to make sure that these generated LOD meshes are really overwriting everything. The second troubleshooting step is to verify if these object LOD meshes for LOD level 16 really do not have billboards anymore. If they do, then the wrong mesh rule has been changed (order matters) or the change was incorrect in some way. For the object LOD 32 solution, the troubleshooting step is to make sure the updated setting uLockedObjectMapLOD=32 is actually is being used. E.g. no Custom or plugin INI is replacing it or the wrong INI file is being edited etc. If there are no object LOD Level 32 meshes, then setting this makes it that no object LOD is being shown at all. Once that has been achieved, install in the output.
  5. It is about mods.
  6. Yes, vanilla textures are hardcoded via config files. You can copy the existing LOD models to new unique file names. Then use a tool to mass update the textures on the BSShaderTextureSet to the new ones and then add the LOD models to the base records in xEdit or CK the old way. In order for DynDOLOD to always use the defined LOD models from these base records (instead of the automatic filename matching which takes preference), add a file in Data\DynDOLOD\DynDOLOD_SSE_[pluginfilenameesp].INI (see DynDOLOD_Mod_Authors.html for the correct filename of the INI file) that contains [Skyrim Settings] DefaultLOD=1
  7. That mod would need customized or updated LOD models to use the custom LOD textures atm, because the way Skyrim engine works there is no automatic texture replacement for LOD textures as there is for full textures. LOD will simply use the LOD texture that is defined in the LOD model. There are some workarounds in DynDOLOD to address these things for vanilla texture replacements, but they required manually labor. This will be better addressed in future DynDOLOD versions where eventually this should be more automatic. Use xLODGen to generate better terrain LOD meshes with protected cell borders.
  8. Searching this forum for it finds this posts and answers. 1. As the explanation says, this can help with performance in Skyrim/Enderal., which use the old game version. 2. The effect is better performance in exterior worldspaces.
  9. The LOD models included in DynDOLOD Resources for roads have no sides, they just have the cobble stone. TexGen should update the cobble stone to match. Maybe provide a screenshot.
  10. Great. C:\user is a Windows folder and as such might have stricter security or permissions. If things work, no need to move anything.
  11. BTW c:\users is a special windows folder. Obviously, check if the billboard dds and txt exist in the load order. If not, then double check why the ..\Textures\terrain\lodgen\TexGen_SSE_Tree_Billboards.txt does not exist in the TexGen output or contains billboards that are not part of the TexGen generation. Are you sure the plugins from the tree mods are still active and the load order did not change between running TexGen and then DynDOLOD?
  12. Instead of posting screenshots of text, copy the message to the clip board and paste it. Paste/upload the log too if necessary. When TexGen generates billboards it write a file with the list of billboards to ..\Textures\terrain\lodgen\TexGen_SSE_Tree_Billboards.txt DynDOLOD uses this list to check if the billboard files are available in the load order. Obviously make sure there were no errors when generated billboards with TexGen. BTW, replace the long superseded culling glitch fix by generating Occlusion with xLODgen or DynDOLOD.
  13. Disabling all scaling in the OS should work. Or alternatively use the DynDOLOD 3.0 Alpha.
  14. It should be yes.
  15. Read the first post again what log files to post. How is this supposedly totally expected when running TexGen? Use the x64 version. Close other programs, especially known memory hogs like Chrome, obviously. Ensure page files / virtual memory settings of the OS are default.
  16. DynDOLOD 3 works the same way as DynDOLOD 2 in that it requires LOD assets to be installed in the load order. DynDOLOD 3 requires the exact same 3D tree LOD CRC32 file names as DynDOLOD 2. DynDOLOD-Trees.html lists the mods that are support directly and which are known to have 3D LOD assets (may be incomplete of course). DynDOLOD does not create LOD assets, it requires them. However, TexGen 3 can now create billboard textures and text files in addition to object LOD texures. Together with LODGen it can be used to more easily create hybrid tree LOD models as explained ..\DynDOLOD\docs\trees.ultra\tools\hybrids\DynDOLOD_CreateHybrid.html LOD assets can have 4 levels. They are indicated by the filename _0 _1 _2 _3. STAT base records allow to define models to be used on the 4 LOD levels 4, 8, 16, 32. Skyrim typically only uses 4, 8, 16 for object LOD. The files can be assigned anyway you like. See ..\DynDOLOD\docs\DynDOLOD_Mod_Authors.html and maybe CK wiki for more. For 3D tree LOD there is only one LOD model per tree and usually they have no level indicator in the file name. Hence, the same model is used for level 0 to 2. So setting Level0,1,2 is usually the same.
  17. As the first post suggest, make use of the Help buttons and hover over settings. ..\DynDOLOD\docs\help\TexGen.html which opens when clicking the Help button in TexGen: HD Tree billboards are for the optional ultra tree LOD generation. ..\DynDOLOD\docs\help\Terminology.html: Ultra tree LOD or tree LOD in static Object LOD are LOD trees done as static object LOD. This can be 3D tree LOD, billboards or a mixture of both - hybrid LOD trees. Open these files to read them. They have links to even more explanations, especially ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html
  18. Asking these types of questions is an indication that you probably should not be participating in the alpha test. The first post has a change log. This is early ALPHA to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions.
  19. FAQ: Game: Rectangular holes in LOD A: Caused by vanilla pre-computed occlusion. Has nothing to do with the LOD data itself. Either use xLODGen or DynDOLOD to update the data. See the 'TVDT - Occlusion Data' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html and https://stepmodifications.org/forum/topic/14250-skyrim-tvdt-occlusion-culling-data/
  20. Doesn't matter, could reproduce anyways. Fixed in Alpha 33
  21. Grass cache itself should not matter. This happens while building the texture atlas. I don't think I changed anything in regards to that. is this just default verdant or did you do any changes to it (for example like updating object bounds to generate more grass billboards)?
  22. Ups. Forgot to clean. Does it work with Grass=0?
  23. DynDOLOLOD 2.95 and DynDOLOD 3.0 Alpha 31 should both be working fine now with the Enderal SE from Steam.
  24. Are you certain the screenshot shows LOD? Type tll in console to disable all LOD. If the bridge stays it is the full model. If the full model also has a black texture, then fix that texture. Then update the object LOD textures with TexGen. Then update the object LOD texture atlas in DynDOLOD expert mode. If the full model is fine, check the TexGen log for errors. Make sure the TexGen output is not being overwritten by any other mod.
  25. The Enderal SE Steam version is not publicly available yet and consequently xEdit/xLODGen/DynDOLOD can not have support for it yet. The settings and stuff were done "blind". The next alpha 31 should have working support.
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