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Everything posted by sheson
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Can not read Root block from meshes
sheson replied to Dreifels's question in DynDOLOD & xLODGen Support
Upload entire log not just a few lines. Also upload bugreport.txt in case it exists. -
https://forum.step-project.com/topic/15348-dyndolod-300-alpha-27/?p=244872 https://forum.step-project.com/topic/15348-dyndolod-300-alpha-27/?p=244899 https://forum.step-project.com/topic/15348-dyndolod-300-alpha-27/?p=244903
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Some far distant Mountains lod are white
sheson replied to delweyn's question in DynDOLOD & xLODGen Support
The mountain under the crosshair looks like the max object LOD distance is reached and then only the terrain LOD shows. Increase fBlockMaximumDistance in the DynDOLOD SkyUI MCM Settings or in the SkyrimPrefs.INI -
Do not rename the plugin to esm. Just set the flag. If you rename the plugin then rules added for the ESP file name won't match and not apply anymore. Also, any patches that require the original filename as master would need updating as well.
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Do I need to keep the billboards OUTSIDE a BSA file?
sheson replied to lupus_hegemonia's question in DynDOLOD & xLODGen Support
Standard tree LOD of Skyrim only uses a diffuse texture atlas, so normal map textures are not required. TexGen 3.0 creates billboards automatically for DynDOLOD 3.0 - with optional normal map textures for ultra tree LOD if so desired by the user. -
I don't think you need to anything about the planes. Occlusion planes really block the view, as in everything that is completely behind just vanishes. As such, they are typically only inside structures and objects that would naturally block the view. You do not need to generate the grass cache for the WhiterunWorld before running DynDOLOD, as the *.cgid files for the WhiterunWorld space are not used for any LOD generation.
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Either that, or create a patch/mod that copies more or less every reference that is missing (or make the walls higher)
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Child worldspaces replace the same cells of the parent worldspace with their own version. Bethesda did not place (m)any objects outside the walls into these cells for performance/memory reasons. Beyond the active cells, they use the LOD of the parent worldspace. Hence the parts just outside the wall look barren and worse than LOD.
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I just uploaded DynDOLOD Resources SE 3.0 Alpha-7 which includes a new Whiterun Exterior Grass patch. After installing the DynDOLOD output, the grass is active and No Grass in Object should typically just create the few missing cgid files. You can then move them from the MO2 Overwrite folder into your usual grass cache mod. Since the Whiterun worldspace itself has no LOD, the grass cache cgid files for the Whiterun worldspace are not required for Grass LOD generation with DynDOLOD.
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Do I need to keep the billboards OUTSIDE a BSA file?
sheson replied to lupus_hegemonia's question in DynDOLOD & xLODGen Support
Yes. xEdit/xLODGen/DynDOLOD/LODGen support BSA files since a very long time. -
Lods always reset after I changed it.
sheson replied to Tensar's question in DynDOLOD & xLODGen Support
Of course he does. -
Do I need to keep the billboards OUTSIDE a BSA file?
sheson replied to lupus_hegemonia's question in DynDOLOD & xLODGen Support
There is no requirement for billboards dds/txt to be loose. -
Thanks. Alpha-26 should fix that.
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To enable grass in the Worldspace, edit 0001A26F and unset the No Grass flag on the DATA - Flags Upload bugreport.txt too please.
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I added more debug information between versions. The patching process somehow forgot that all patches/overwrites for an ESP can only go to the DynDOLOD.esp, which caused adding required masters sometimes being added to DynDOLOD.esm instead of DynDOLOD.esp. Then it copies a record that requires that master while the master is not already present in the destination plugin ends in that error message. I suppose this only makes sense if you have extensive knowledge of xEdit and scripting. No changes to grass or billboards in any way.
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It is failing at printing a message of some kind that explains what is going on. Next version should fix it. I think that helped me find and fix the problem with applying the patches. Test with next version once it is out.
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BSOD are caused by hardware, BIOS settings, driver or OS problems. There seems to something wrong with the graphics card or the drivers for it. This is the xLODGen/DynDOLOD support forum. It is not part of any modding guide. If you have problems with a guide you need to ask its author(s) on the appropriate forum.
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Upload the debug log and bug report. Errors should not be be ignored. Errors message means that there is a problem that needs to be fixed. Test if the problem can be repeated. Provide the logs as explained on the first post. They are intentionally different. I guess it doesn't work out in all circumstances. This should be better again next version.
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It seems you have a problem using a third party tool or there is a problem with the third party tool. You need to ask questions or report problems on an appropriate support forum for the third party tool. The error message does not seem to be about any problems with plugins. There is nothing special about the generated Occlusion plugins.
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Try again with Alpha 24 and upload new bugreport and debug log if this still happens. I could not replicate this yet just with the 3 mods/plugins.
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The terrain LOD settings for that worldspace make it so there is usually no LOD level 32 terrain mesh/texture It doesn't need a texture to block the sun. Not there is any terrain elevation in that worldspace anyways.
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Cool, that will help with the next update. In the end I will probably have to add a script that enables/disables them so they are only active for their worldspace. SkyCells are shared both ways.
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Probably a worldspace that is a childworld of Tamriel, but with its own static object LOD, but uses the Tamriel SkyCell, just like Markarth.
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I you renamed the NIF which should clearly remove the terrain "mountains" in the distance and this thing stays it is something else. Most likely an underside that is supposed to be for another worldspace. Probably Markarth, try to rename that one, too. Edit: Markarth is not it.
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I guess the underside reference doesn't like to be clicked. Open console and disable LOD with tll. It should look like this: You must have a plugin that modifies the terrain in the area also affecting the normal terrain LOD generation, maybe more obvious on the map. Try lower TerrainUndersideQuality values in the INI. Do not enable new feature added in Alpha-23 if you want it to work like Alpha-22.

