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sheson

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Everything posted by sheson

  1. I suggest to ignore all third party instructions. The sticky says to set TreeFullFallBack=0 without any explanation or warning. Do not do this unless you understand what the setting does. Read and follow the included manual instead. You are using an older version of what? The log prints a line for each tree which LOD assets were found and which are used. If a tree does not have a 3D LOD model, make sure the mod and its LOD assets are installed correctly. If the mod is missing require LOD assets I suggest to notify the author.
  2. There are quite a few meshes and textures with warnings in the vanilla game. Their messages should only show in the debug log.
  3. Ultra tree LOD is LOD for trees is done in object LOD. The normal tree LOD is disabled. fTreeLoadDistance has no effect.
  4. DynDOLOD does not change how LOD or these settings work. As explained in the manual, typically the object LOD has three LOD levels 4, 8 and 16 and how far the highest levels shows is defined by fBlockMaximumDistance. From the manual: [TerrainManager] fTreeLoadDistance=distance for tree LOD fBlockMaximumDistance=distance for object LOD level 16 fBlockLevel1Distance=distance for object LOD level 8 fBlockLevel0Distance=distance for object LOD level 4 fSplitDistanceMult=multiplier for landscape LOD levels
  5. Obviously the underside NIF just gets in the way of the view angle. If DynDOLOD is doing something with 0005D2BE, make sure to click low, medium, high in the second pass, so that the 2 rules for Open Cities are loaded. Check the debug log if there is a line <Notice: Loading G:\Skyrim\DynDOLOD3\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_opencitiesskyrimesp.ini with 2 rules> or set Notice=1 in the DynDOLOD_SSE.ini to have notices in the normal message log.
  6. As I already suggested, read the second post "Troubleshooting" and then also ..\DynDOLOD\docs\help\TexGenConfiguration.html for more details.
  7. Typically the problem is with cells that are not yet printed. It might have even already completed Tamriel and tried starting one of the child worlds, WindhelmWorld is next for me. Check the load order for errors with xEdit and fix as many errors as possible, especially unresolved form id errors. Upload a modwatch and also let me know all plugins that overwrite the Tamriel worldspace record with the form id 0000003C. Use xEdit to look that up.
  8. DynDOLOD adds only new reference for LOD for actual references that are added by other plugins. Are you saying the same lanterns (with the same form id) change position? If you look up the mentioned reference in xEdit, its EditorID will tell you the source plugin and form id of the source reference responsible for the lantern at this location. Let me know the form ids. Make sure LOD was generated for this exact load order.
  9. As the ultra tree LOD manual explains, each tree for which you want 3D tree LOD requires a 3D tree LOD model, otherwise it will use a billboard as fallback. As the manual explains, the log prints a list of each tree and which LOD assets were found. The log tells you everything that DynDOLOD does. Look at the log and check what it tells you. Also pay attention to warning or error messages.
  10. I have to assume you are talking about the base record being changed by DynDOLOD the last, because you did not provide that kind of information. Just because DynDOLOD is the last plugin to change a base record doesn't mean it has anything to do with the references being spawned in the world. The culprit is the plugin mentioned for the references.
  11. "LODGenx64.exe failed to generate object LOD for Tamriel" means that the output is incomplete, obviously. 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.
  12. If the full model NIF changes, its CRC32 changes. Are yous saying that the full models are the same between the two generations and that one version of DynDOLOD is calculating a wrong CRC32?
  13. If TexGen/DynDOLOD report that it can not find a file in the load order e.g. the games data folder, it means the file does not exist in the loader or maybe access has been denied by OS, antivir or other 3rd party program. Make sure to start the tools from the mod manager and any virtual system is active. Splitting existing tree LOD atlas only works if tree LOD already exists. It is for really old tree mods that were made before xLODGen and billboards were a thing. You need to hold the shift button all the way through any message in order for the option to become available.
  14. If the sun appears to shine through the ground maybe, otherwise no.
  15. If a 3D tree LOD model with the filename *sfotreepineforest05_DA7F1B12* is required for a tree to have 3D tree LOD, there is nothing any version of DynDOLOD can do about the fact that the file does not exist in the load order. Every version will report it as not being found. You need to post about the missing 3D LOD model on the mods page.
  16. Instructions and guidelines exists because of common sense, basic modding practice and decades of experience supporting the tools and users troubleshooting their problems. A reason is even printed right under the output folder selection of TexGen/DynDOLOD Wizard. LOD generation creates thousands of files as fast as possible. MO only puts new files into the overwrite folder. It replaces existing files in their respective mod folders. Trying to write into the data/virtual folder directly/indirectly consistently ends up with file read/write access issues, especially if the affected mod folders are currently enabled / files are being accessed by other tools or the mod manager itself while processing are running. The virtual file system has consistently been overwhelmed and croaked, sometimes so bad that unrelated files were corrupted. Avoid common and easily avoidable mistakes and issues by following the instructions.
  17. If there is hardly any difference what is t h point of a smaller texture. In any case, if you want a model to use a specific texture be it smaller resolution or show what you like, update the texture path in the model. You can also make the texture darker for example. It will have some kind of brightness settings for the crown and trunk in the near future. It easy enough to update the 3D hybrid tree LOD models included in DynDOLOD Resources since they are created programmatically.
  18. See the readme how to troubleshoot CTD. Post the .Net Framework Crash log if more help is required.
  19. The grass cache does not change how the grass looks in the game. Read descriptions of 3rd party mods to and ask questions about 3rd party mods on their appropriate forum, discord or wherever support for the 3rd party mod is provided.
  20. You can always edit the 3D LOD model NIF with NifSkope for example to use different textures. Then generate LOD again.
  21. If you believe there is something that can be done with textures in order to adjust LOD for your personal preference , first create them with whatever means you have at your disposal (e.g. edit the texture atlas in an image program) to see if any ideas have the desired result in the game.
  22. 2.45 is the "API version" of the scripts and their data files. It didn't need to change in a long time. You need to ask questions about third party mods on their appropriate forum/discord etc. I suggest to be a bit more descriptive than using the term "not working". You can start troubleshooting grass LOD generation by reading Troubleshooting on the second post. Obviously it requires a "working" No Grass In Objects setup.
  23. The problem is to programmatically target only the leafs, but not the 2D or 3D trunks of tree LOD models at the same time, while leaving other object LOD models alone. Also not all models require being modified. Maybe just a few select LOD models always need to be modified. In the end a LOD model should only require to be created once and should work for every occasion, just like the 3D LOD models for buildings or rocks. The tree LOD models included in Alpha 3 are combined from two resources as explained in the manual, maybe that step just needs a feature to avoid manual editing. I have been pondering over such an feature for quite some time. We will see. I sort all 3D tree LOD models included in DynDOLOD Resources into meshes\DynDOLOD\trees. The models for the vanilla trees are all in the main folder.
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