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sheson

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Everything posted by sheson

  1. Did you change anything else than setting TerrainUnderside=1 or why did you post the entire INI?. Check that what we see is actually is the underside NIF. Open console, click it, check its NIF name that More Informative Console prints. Should been part of the screenshot.
  2. You enabled the terrain underside? Is that with quality 10 and -500 height?
  3. Save files do not affect LOD generation. Their data is not loaded. Does the Edit2 apply to the generation where you removed the 2 patch files?
  4. Instead of posting screenshots, use the "Copy message to clipboard" link and post the text instead. It makes technically no sense that there would be any difference between Alpha-22 and 23 in this regard. Nothing changed in the code that applies patches or these two patch files. Which versions of Cutting Room Floor and Provincial Courier service are you using? Which is the last plugin to overwrite 0001A26F, 0001A280 and 0003CDE3?
  5. Thanks for letting me know. Fixed.
  6. Use latest version of tools. If problem persists make a proper error report, with actual information. Which version of the tools are being used, complete logfile etc.
  7. The size of the output depends on the load order and LOD generation options and settings. If those are the same between generations and if there are no warnings, errors or messages about anything being skipped in the log the output should be roughly equal. It is rather easy to compare the contents of two identical folder structures https://www.winhelponline.com/blog/compare-two-directories-files-find-differences
  8. The screenshot shows a CELL record. The XCWT - Water record controls how cell water looks when the cell is attached, e.g. when the player is near. It does not affect LOD. The winning plugin is the last one to the right. The DynDOLOD plugins are build by copying the records from the winning plugin to the left before them. That means, when the cell record was copied to DynDOLOD.esm, it was from an ESM that was loaded before it. That is where its linked water record comes from, probably Update.esm. Doesn't matter, because the record from DynDOLOD.esp is used since it is the winning plugin. LOD water is defined on the record for the worldspace. There is nothing that needs to be done.
  9. How to merge plugins is a basic modding question. There are tools and guides to merge plugins. Deleting records from a plugin is a basic modding question. Load the plugin in xEdit. In the left tree view, unfold the plugin, unfold Worldspace to see the list of worldspaces. Right click a worldspace and select Remove. Not sure what this has to do with Occlusion generation. See the DynDOLOD FAQ and readme how to troubleshoot CTD. If I remember correctly that advice was given 5 years ago for version 1.1 for Skyrim because generating static object LOD for this worldspace would be incomplete. It does not apply to troubleshooting or actually fixing CTD. There are newer versions of the mod and tools, so those instructions to avoid holes in the object LOD are outdated.
  10. FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees A: If the billboard tree LOD seems overly dark or bright, use the tree LOD brightness setting on the advanced options to account for lighting changes made by ENBs or weather mods. A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log. A: Find better matching billboards for the tree mods or create them. See this video Check out the DynDOLOD 3 Alpha. Follow its installation and generation instructions, including not installing any billboards and using TexGen to generate them all for the current load order. For problems and questions about a guide you should ask the guides author(s) on the appropriate forums, discord etc.
  11. For now just un-comment the line DoubleSidedTextureMask=mountain,mtn so all LOD models shapes that use textures that match these are made doublesided, e.g. mountains
  12. This will be fixed in the next Alpha-23
  13. Just generating Tamriel will be enough. The Alpha version is only on the archive filename and the checklog.txt
  14. Typically no plugins should be disabled unless specifically instructed by the manual, like Open Cities for the pass.
  15. These worlds can not be selected. Their entries are automatically added to the worlds files, because they are child worlds that use their Tamriel parent world for LOD and SkyCell. You can update plugins the way you asked, though, it just doesn't apply here. Double check you really have the lastest Alpha and that all the output was generated by it.
  16. Not much else I can tell you. The xEdit code can not determine the coordinates for the cell. That means there is an error in a plugin causing this. Typically it is the last plugin to overwrite the record, but maybe it doesn't have to be. I suppose it also could be a problem with the containing parent (the sub block) See if removing the overwriting plugins one by one changes anything.
  17. The worlds.txt|json are missing an entry for whiterundragonsreachworld=tamriel and katariahworld=tamriel This was fixed in Alpha-21 and I have those entries with Alpha-22 as well.
  18. Are you using the latest Alpha-21? Check the FAQ answers for this message.
  19. The pastebin times out for me. Have a look at this thread https://forum.step-project.com/topic/14754-could-not-determine-grid-cell-of-cell0000b4bb-in-tamriel-skyrim-wrld0000003c/?p=239628 Check the mentioned cell record in xEdit for anomalies. The last plugin to overwrite it is probably broken. Check the plugins for errors with xEdit.
  20. The game ignores values Read the performance part of the second post.
  21. You run TexGen to create billboards. In case an expected billboard was not created you check the log, txt files, object bounds etc. and fix or change whatever causes the billboard not be created or you try to force its creation as explained in the TexGenConfiguration.html
  22. TexGen.html (which opens by clicking the Help button in TexGen) and the already mentioned TexGenConfiguration.html explain the requirements, settings and filters that need to be met for a billboard to be automatically created. It also explains which text file to check to know which billboards were created. Whenever TexGen is used to generate tree/grass LOD billboards, it will also create text files ..\textures\terrain\lodgen\TexGen_[GAMEMODE]_[Tree|Grass]_Billboards.txt which contain a list of all trees or grasses, regardless of any settings or failures. If the line ends in ',False' it means this tree or grass billboard was filtered out. Is there a way to do what without TexGen?
  23. Left: vanilla terrain LOD Right: extended terrain LOD generated with [TES|SSE]-Terrain-Tamriel-Extend.esm
  24. DynDOLOD does not care about screen resolution obviously. DynDOLOD is a LOD generator. It does not change how the engine works. It also does not change how static tree, object or terrain LOD works. Verify the tree LOD distance in the SkyrimPrefs.INI or in SkyUI MCM is high enough to show trees. Otherwise the game might run out of resources.
  25. This DynDOLOD support forum is not part of the S.T.E.P guide. This thread is for discussing questions and reporting problems about the DynDOLOD 3.0 Alpha. Use its first posts and included manual for information about how TexGen/DynDOLOD 3.0 Alpha work. xLODGen terrain LOD beta has its own thread here https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-68-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/ These posts, readmes and manuals are the documentations that explain how the tools work and what the features do. The tools have sane presets. However, these documentations are not modding guides. If you read them you will find they are as generic as possible, regardless of mod manager, mods and plugins. As I keep answering to these types of questions since years, if you want to know which features, options or settings to use, compare before/after settings and screenshots yourself. The best or desired settings depend on the load order, used mods, game settings, hardware and user preference. I would assume modding guide takes these things into account and have tested the offered settings for their particular guide and selection of mods. I do not really check or support any guides. In fact guides often have outdated/wrong usage instructions while at the same time have good settings for their particular selection of mods.
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