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Everything posted by sheson
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Yes it is still possible, but it still isn't a solution, but for testing only. Instead create static and optimized tree LOD models. Also, generate HD billboards. They are better than normal ones. The warning above the fallback setting to billboard/full model has always been in the INI.
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Use the legal Steam version of the game. Make sure there is enough space on the drive where DynDOLOD is installed and where the output folder is. Make sure the standalone archive is installed completely into an empty new folder. Make sure the tools can write and read files. There are obvious issues with files, the file system, antivir, UAC, crapware etc. Fix the underlying issues to avoid such seemingly random problems.
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There error messages form the logs you posted tell a completely different story. Unsurprisingly, LOD generation works fine with the mod. It is even requiring DynDOLOD for proper LODs.
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This will be fixed next version.
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If the scaling causes issues in other programs it seems to me the OS is not doing it very well. Do you have a multi monitor setup with different resolutions? You can always try to disable scaling on the Compatibility tab of a programs properties. xEdit is compiled with Delphi.
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Are you just guessing or is there an actual issue with scaling in xEdit/xLODGen/DynDOLOD3?
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I added a link to the noise texture mod to the first post. xLODGen is a renamed xEdit. xEdit is an advanced multi purpose modding tool replacement for CK. It allows every freedom and responsibility to use it as anyone wants. DynDOLOD is the advanced and easier version of xLODGen for object, tree LOD (and Occlusion) generation for Skyrim. It enforces the output path to protect users from themselves and their laziness to read or follow instructions. e.g. it makes the use of advanced modding tools easier. The different versions of the same tool have different philosophies and goals. At some point in the future an easier terrain LOD generation might be part of the DynDOLOD version.
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About Winterhold College LOD flicker
sheson replied to WYH77787980's question in DynDOLOD & xLODGen Support
DynDOLOD should print a message if it makes the plugin obsolete. Edit: It's a different structure in a different cell that is not addressed by the mod, which seems unnecessary for the vanilla game. -
About Winterhold College LOD flicker
sheson replied to WYH77787980's question in DynDOLOD & xLODGen Support
This is a vanilla bug that is caused by initially disabled large references. For now the easiest and most compatible workaround is to replace the flickering large reference with a non large reference copy, which is what the next alpha version will do. -
It creates an overwrite in a DynDOLOD plugin that has the ignore flag set and thus is pointless, since the overwrite is ignored.
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Grass LOD that is added to object LOD does not affect the grass that is loaded in the cells and up to the distance it has been set to. Read the second post to learn how to generate LOD for grass in object LOD and how to troubleshoot it.
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Until next alpha is out, make sure to change the line to WarnModFileName=Occlusion
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It is very unlikely to have this problem with a default INI. Upload the one you have so I c an make it more error resilient.
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The vanilla game does not have billboards for tree LOD generation with xEdit/xLODGen/DynDOLOD. As explained in the manual, they are dds and txt files. Unless you are alpha testing DynDOLOD 3 alpha, they are installed with mods, often included in tree mods.
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About Winterhold College LOD flicker
sheson replied to WYH77787980's question in DynDOLOD & xLODGen Support
This seems to be a vanilla bug. I will add an automatic workaround for the next DynDOLOD alpha version. DynDOLOD does not cause large reference bugs, some causes are even fixed by DynDOLOD. They may become more obvious because more stuff has LOD. Make sure to check the DynDOLOD log for messages about plugins/references overwriting large references. -
Is there no log or debug log? Post them as well as explained on the first post. You changed any of the DynDOLOD INI settings?
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Short or changing LOD distances
sheson replied to Alexanderman95's question in DynDOLOD & xLODGen Support
You have a mod like SSE FPS Stabilizer that shortens LOD distances or a plugin that unsets the "Use LOD Data" flag from the WhiterunWorld worldrecord 0001A26F. -
About Winterhold College LOD flicker
sheson replied to WYH77787980's question in DynDOLOD & xLODGen Support
Make sure the game's data folder is truly vanilla. No other plugins or meshes etc. -
Meshes rules apply to object LOD. The bushes look like tree LOD. Delete their billboards, then generate LOD.
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About Winterhold College LOD flicker
sheson replied to WYH77787980's question in DynDOLOD & xLODGen Support
This flicker happens in the vanilla game without any mods at all? -
About Winterhold College LOD flicker
sheson replied to WYH77787980's question in DynDOLOD & xLODGen Support
The large reference bugs are well explained, documented and discussed since years including the causes and the solutions. Read the documentation included in the DynDOLOD archive. Pay attention to the DynDOLOD log which lists every reference and plugin overwriting large references triggering these bugs. Remove the overwrites from the listed reference or make sure that only ESM flagged plugins overwrite large references. In case it is a missing flag on MSTT base records, add the missing flag. -
Unresolved FormID 01003055 Item CNTO - Item Item [01003055] - < Error: Could not be resolved 2 > Item Update.esm might be the wrong version. Error in Unofficial Skyrm Patch.esp MerchantSolitudeFletcher "Chest" [CONT:000B2035] Read everything in the message carefully. As the first post of the alpha test suggest, click onto "Help for this message" link for further information and help. https://dyndolod.info/Messages/Unresolved-Form-ID Pay attention to the part of the message that says "Update.esm might be the wrong version." Use "Copy message to clipboard" to post the error message on forums instead of making screenshots of text. Screenshots can not be searched.
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If you use the low or medium preset the LOD for the sovngardestatutes is done as static object LOD just like CK/xLODGen. However, the high preset has a rule for "sovngardestatue0" which forces the statues to be done as dynamic LOD, so the LOD can rotate to face the player just like the full models. That limits the distance to the Far Grid, which is no problem in the vanilla game and the Sovnguard worldspace. If the statues are used by mods elsewhere, consider just removing the rule for "sovngardestatue0" from the mesh rule list in the advanced options or add reference rules for the statues that you want to have static object LOD. The rules should be setting Level0, Level1, Level2, None, VWD, FarLOD, Unchanged just like the last \ rule.
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That is because this is a fake light in child worlds. The source reference is a LIGH and not a base record with a fxglow*.nif which is what the FxGlow rules are targeting.

