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sheson

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Everything posted by sheson

  1. See ..\DynDOLOD\Docs\DynDOLOD-FAQ.txt "FAQ: Game: ILS or CTD" and ..\DynDOLOD\Docs\DynDOLOD-README.txt how to troubleshoot CTD.
  2. Because LOD models exist for the ships, the VWD flag needs to be checked. Typically there is no need to set full models for the higher LOD levels.
  3. Rendering side views of tree models for billboard textures means we can render any model to textures. Simple create models that show what you need. Read "Rendered Object LOD Textures" in DynDOLOD/docs/help/TexGen.html and DynDOLOD/docs/help/TexGenConfiguration.html I am currently doing the Solitude object LOD textures.
  4. DynDOLOD MCM just read/sets the INI setting with the usual papyrus commands. Nothing that can be changed about it.
  5. Are you sure you have generated LOD for the current load order and that the plugin order did not change afterwards? As far as I can tell these trees are all outside the walled cities in the Tamriel worldspace, so typically this applies: FAQ: Game: Tree LOD: LOD trees show in loaded cells A: Make sure that nothing overwrites the generated LOD files. A: Make sure all plugins with ITM or deleted references are cleaned. See https://tes5edit.github.io/docs/5-mod-cleaning-and-error-checking.html A: If the load order / priority of plugins adding or changing tree references was changed, generate tree LOD again so it matches the new load order.
  6. Because the settings that I have painstakingly explained on the second post are for vanilla grass, no ENB and vanilla weathers. Search this thread for related posts.
  7. Explained and discussed to death in the past, for example: However, with DynDOLOD 3.0 Alpha, it is finally possible to automatically generate some (slowly growing list) pre-rendered object LOD textures.
  8. The MCM changes any INI settings directly via the papyrus command, but it's possible the game needs to restart for the engine to use the new value.
  9. When I say resource issues, I mean memory resources, reference cap, plugin limit, file handle limit etc, could be unstable CPU/memory/overclock too for example. Disable only BTO with grass LOD, maybe it is just too much. You might want check the fSkyCellRefFadeDistance, as clouds will start to fade beyond that. DynDOLOD should be not modifying the cloud references, base records or meshes in anyway. Just double check it doesn't.
  10. On a quick glance at the crash logs this might be a problem with facial expressions. If adding just one plugin makes a difference, suspect resource issues of some kind, especially since DynDOLOD.esm is nowhere near doing anything to any characters related records. Maybe investigate plugins/mods overwriting 00013EE4 - if there are any...
  11. Two mods adding tree references do not cancel each other out. A full model tree can only not show if the mesh is missing, textures are transparent or if the reference is being deleted/moved by another plugin. All three things are easily verified. These things are not affected by DynDOLOD. If two different plugins add objects to the same position so they clip/intersect each other is not caused by DynDOLOD. Post a screenshot of the LOD artifacts. If possible with a open console and form id of the full model tree. Make sure to use latest alpha version.
  12. I will release this as Alpha-30 shortly
  13. Check if this version of TexGenx64.exe doesn't have the issue.
  14. DynDOLOD does not affect full model tree placement. The full model trees should always load if the plugin and the resources it requires are enabled.
  15. This happens with the latest Alpha-29 version? Are you sure you updated it? I tried with the first three mods and it all worked. Do not post screenshots of text. Post the logs as explained on the first post.
  16. 5. What do you mean xLODGen was stuck? The log shows it stopped with an assertion error, which are typically caused by problems in a plugin - could be memory related. What process message?
  17. What tree mod are you using? Include the non debug log as well when posting.
  18. DynDOLOD Resources SE does not really contain full textures. Neither does HD LODs I believe. The most likely texture in question is textures\cubemaps\ShinyBright_e.dds Check which mod is changing it. Just go with the standard ultra tree LOD setup of with LOD4 set to Level0 and LOD8/16 to Billboard 1. It will automatically use the HD billboards for higher LOD levels. If you are feeling experimental set only LOD4 to Full, but if the 3D tree LOD models were done well you will not notice much difference. Can always fine tune to only have select trees use full models.
  19. The questions is what it is that you/poster are trying to achieve. If you set Specific chunk to 4 (3 must be a typo), then it won't generate object LOD for Level 8 and 16.
  20. If you know the LOD texture it is trying to render we can manually determine the used textures, then you could check the mods changing them and I could try to replicate. It renders textures in the order below. Check which textures were generated in the TexGen output folder. Then let me know which is the last in the list that was generated and and its *_n.dds it look OK when loaded in an appropriate viewer. I can the let you know the list of full textures that are required to render the next in the list. TexGen_Output\Textures\dlc01\lod\dlc01dawnguardcastle01lod.dds TexGen_Output\Textures\dlc01\lod\dlc01dawnguardcastle02lod.dds TexGen_Output\Textures\dlc01\lod\dlc01seruinslod01.dds TexGen_Output\Textures\dlc01\lod\dlc01seruinslod02.dds TexGen_Output\Textures\dlc01\lod\dlc01seruinslod03.dds TexGen_Output\Textures\dlc01\lod\dlc01_castleextlod01.dds TexGen_Output\Textures\dlc01\lod\seruinswindowslod.dds TexGen_Output\Textures\dlc02\lod\dlc2dweruins01_lod.dds TexGen_Output\Textures\dlc02\lod\dlc2dweruins02_lod.dds TexGen_Output\Textures\dlc02\lod\dlc2dwewall01lod.dds TexGen_Output\Textures\lod\bridge01lod.dds TexGen_Output\Textures\lod\dweobservatoryexteriordomelod.dds TexGen_Output\Textures\lod\dweruins01_lod.dds TexGen_Output\Textures\lod\dweruins02_lod.dds TexGen_Output\Textures\lod\dwewall01lod.dds TexGen_Output\Textures\lod\sbardscollegetowerlod.dds TexGen_Output\Textures\lod\sbridgelod.dds TexGen_Output\Textures\lod\stonewall01mixlod.dds TexGen_Output\Textures\lod\whfrontgatelod.dds TexGen_Output\Textures\lod\whmaingatelod.dds TexGen_Output\Textures\lod\whwallwulfharthlod.dds TexGen_Output\Textures\lod\wrbuildingslod01.dds TexGen_Output\Textures\lod\wrbuildingslod02.dds TexGen_Output\Textures\lod\wrcastlelod01.dds TexGen_Output\Textures\lod\wrterrainlod.dds TexGen_Output\Textures\lod\wrwallslod01.dds
  21. If you do the rather insane setup of setting full models for LOD level 4,8, and 16 there is obviously no point in generating or having any billboards. Obviously that silly setup was already possible since ever ultra tree LOD was added years ago.
  22. Check the FAQ. Use search. See the first post what logfile to provide. Use modwatch if you want to provide a modlist.
  23. Thanks for logfiles. Alpha-29 fixes that.
  24. Previews of some pre-rendered Whiterun object LOD textures that TexGen can now update automatically. They are set to scale 2x, so if the texture size drop down is 256, they are already 512x512
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