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sheson

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Everything posted by sheson

  1. https://www.take-a-screenshot.org/windows.html FAQ: Game: Out of place objects / floating objects / flickering full models A: If LOD was generated for a different load order generate LOD for the current load order. A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this object originates. A: Deleted record by a dirty plugin. Check the log for messages about deleted references by dirty plugins. Clean all UDRs and ITMs from dirty plugins. A: Sometimes LOD objects are placed on top of other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD. A: Game engine limitation. If the game enables objects that have static object LOD, the entire static object LOD for a cell may briefly show with the full models at the same time. Since now more objects have LOD this might be more obvious than before, especially while playing the intro. Consider installing the generated LOD mod after completing the intro. A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000. A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true with mods modifying the walled cities. Users are asked and welcome to provide feedback to https://forum.step-project.com/forum/101-shesons-dyndolod-support in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with console / form id) about issues if possible. A: Flickering textures (full and LOD model showing at the same time) in the LOD area outside the active cells in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini. A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini.
  2. There are no such error reports with the legal game version. https://wiki.step-project.com/Guide:STEP_Community_Citizenship#Piracy.
  3. Use the legal version of the game. Upload bugreport.txt
  4. You have a plugin modifying (moving) 0010CB9C? Add a line Skyrim.esm;0010CB9C;SCWgateto DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_childworldlod_Tamriel.txt, so it gets ignored. Generate LOD from scratch.
  5. Check task manager if it still uses CPU. Use the x64 version, so it can use as much memory as it needs to. Let Windows handle the paging file settings automatically. Make sure the Tree LOD billboard textures do not have insanely high resolutions. Make sure to follow installation instructions and nothing, not even the game is in special Windows folders like Program Files x86 where things like Windows UAC, antivir or other crap ware prevents files access.
  6. Looks like mipmap artifacts caused by tree LOD billboard textures that are not divisible by 2. Add 1 or 2 pixel transparent border to tree LOD billboard texture(s) used for the tree(s). Then generate LOD from scratch.
  7. The screesnhots seem to show billboards in object LOD. If the billboard txt files are missing, then the object bounds from the tree base record are used to determine the dimensions. It sometimes happen that the bounds are wrong. If the txt files exists and sets width= but does set a depth=, add a new line setting depth to same value as the width.
  8. Does the Solitude Expansion LOD go away when typing tll in console? In that case it is stuck object LOD because of fBlockLevel0Distance=60000 or maybe uLockedObjectMapLOD=32. If it has a form ID in console and can be disabled, find out its source. If it is added by a DynDOLOD plugin, look up the form id in xEdit and check its Editor ID, which should be [pluginnameesp]_[formid]. In case of RiftenThiefEdition.esp, you want to add RiftenThiefEdition.esp=RiftenWorld to DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_mod_world_ignore.txt, so its additions to the Riften child world are ignored for copying to the Tamriel parent world. Then generate LOD from scratch.
  9. Test if it runs through without the Bashed Patch. If that is the case the Bashed Patch plugin is broken, get the latest WiP from their Discord to create a new Bashed Patch. What do you mean checking for errors didn't work? Did the checking for error function not work or were there no errors in any plugin? If there are no errors and it also happens without the Bashed Patch, install the Unofficial Patch and see if it runs through then.
  10. From Docs/DynDOLOD_Mod_Authors.html A LOD model with the file name house_lod.nif will have LOD in level 4, 8 and 16. To assign models to specific levels use house_lod_0.nif for level 4, house_lod_1.nif for level 8 and house_lod_2.nif for level 16. Applies to 3D tree LOD models as well. Typically the 3D tree LOD files have no _0/1/2, so they are used for all LOD Levels and setting Static LOD 4 is the same as Static LOD 8 or 16. In any case, the log shows which LOD assets is used for which LOD level to confirm the settings.
  11. In case a 3D tree LOD model does not exist for a tree it falls back to use its billboard in object LOD. It does not fall back using the traditional tree LOD system. Tree traditional tree LOD is being disabled by creating the empty *.LST file. If a tree reference does not have a LOD representation it means that neither a 3D tree LOD model or a billboard were found for it. The log details which 3D tree LOD model and billboards were found for a tree base record. The manual/FAQ explain how to find out if a billboard for a tree is installed. Basically, just search the log and textures/terrain/LODGen folder for the zeroed form id of the tree base record for a tree that does not have LOD. Zeroed means the first two digits of the form id are zero.
  12. Ultra tree LOD always replaces traditional tree LOD. Ultra tree LOD simply means that all tree LOD is done in object LOD. As the manual explains, ultra tree LOD uses either 3D tree LOD models or the same tree LOD billboards that are required for traditional tree LOD generation. If no 3D tree LOD model is available, it automatically falls back to use the tree LOD billboard instead. Which means, if certain trees have no LOD, no tree LOD billboard and no 3D tree LOD model is installed for that tree. The log details what resource were found and used. Simply install the missing tree LOD billboards. See https://forum.step-project.com/topic/11997-dynamic-distant-objects-lod-dyndolod-227/page-13?do=findComment&comment=204312
  13. As is well known, LOD in the far away areas can not be generated because the data for the placements is missing from the plugins, not because of missing LOD resources. Traditional and ultra tree LOD generation can only cover the same area and ultra tree LOD makes use of tree LOD billboards. So if there are no tree LOD billboards they will be missing for both LOD types. Only generate ultra tree LOD and keep using the tree LOD included in the mod that covers the areas that were cut from the plugins and LOD can not be generated for. In that case an "empty" *.btt needs to overwrite the existing included BSHeartland.bsa for the areas that have ultra tree LOD to disable traditional tree LOD just for that area. So, for every meshes\terrain\BSHeartland\Objects\BSHeartland.4.*.*.bto in the output, an "empty" meshes\terrain\bsheartland\trees\bsheartland.4.*.*.btt needs to exist. You can use meshes\terrain\bsheartland\trees\bsheartland.4.0.56.btt from BSAssets.bsa as a template. Its file size is 4 bytes - which equals to "empty".
  14. Any billbord with the same file name but without a number indicator is ignored. Correct, this is what happens. This Internal Billboard model supports normal maps and different lighting options The internal billboard has 2 planes and makes use of _1 and _2 and normal map textures just the same. You know that the normal map textures are used because the messages "Note: textures\terrain\lodgen\*\*_n.dds normal map not found, using flat replacement" do not show up. The log message only shows the first billboard texture found, not the additional ones, because that tells all we need to know. It fond the numberd billboards and uses them instead of the traditional one. Traditional tree LOD uses the unnumbered billboard. Ultra tree LOD prefers the numbered billboard(s). If tree LOD billboards have a normal map etc., then their diffuse texture should be made properly with no to little direct lighting as already explained. Object with normal vectors and maps should react different to ENB, weather mods like traditional tree LOD that does not have any of the lighting information which require diffuse brightness adjustment based on load order.
  15. Cells can overwrite the default water type from the worldspace record. Also make sure the [Water] INI settings are set to reflect all LOD types and sky. Other than that you might want to check or ask someone that has more expertise about WATR records, reflections, influence of weather settings etc. Like a water mod forum/author.
  16. The LOD water type has nothing to do with LOD generation itself, it is applied live in the game. If the edge matches the border of the active cells (the uGridsToLoad), then it is probably because the LOD water type defined on the worldspace record is different to the water type used in the cells.
  17. Does that mean ALL plugins (but the official game files) have been checked for errors and there are none? Both SergGrey Patch.esp and Lootable Firewood Piles Output.esp sound like they are patches that were created for the load order rather that plugins part of a downloadable mod. In that case I suggest to test which of plugins specifically causes the error and recreate the patch.
  18. Not sure how else to say this: check ALL plugins (but the official game files) for errors.
  19. As the FAQ explains, check ALL plugins (but the official game files) for errors. The error is most likely not caused by the plugin at load order 57. The error is most likely in a patch or merge plugin that has an internal form ID that starts with 57 hex, but the plugin header does have master listed for that index.
  20. If there is traditional tree LOD showing together with 3D tree LOD models, it probably means the traditional tree LOD is not "disabled" for that worldspace. If ultra tree LOD was generated correctly, there should be an empty (1 byte file size) meshes\terrain\BSHeartland\trees\BSHeartland.lst in the output folder and no other files.
  21. FAQ: DynDOLOD.exe: Load order FileID [xx] can not be mapped to file FileID for file xxx.esp A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. See if checking the plugins reveals any unesolved form ids or similar errors
  22. In NifSkope uncheck "Frontal Light" to enable the sun direction sliders.
  23. The most likely reason is that LOD generation was incomplete. The log(s) most likely have the answer. Pay attention to the message window and all its messages. It is saved to the log folder when closing DynDOLOD. The log folder will also contain the logs from the object LOD generator LODGen. Post/Upload the log if you need help with reading the messages that probably say what is wrong and what to do.
  24. Check the DynDOLOD manual for "How LOD works". It includes that picture of different colored terrain LOD textures I keep posting. See https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/?view=findpost&p=242727 and https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/?view=findpost&p=226539 which also includes my standard answer: you should test different settings yourself so you generate LOD that looks just the way you want with exactly the resource requirements you want it to have. It highly depends on the hardware and mod setup. There are many modding guides that include instruction for xLODGen (and DynDOLOD) with settings catered to these guides.
  25. The internal billboard is a data construct (think of classes containing variables and methods that contain the raw data for vertices, UV coords, shaders etc. and what to do with them) in LODGen.exe while it generates object LOD. Correct, the DynDOLOD.INI contains the default settings and definitions after unpacking from the Standalone archive. This ensures third party mods giving specific instruction to set Billboard2 or Billboard3 will always have the desired result. Setting Billboard2 for a LOD Level in the mesh rules means the object LOD model for that tree uses the DynDOLOD_flat_2x2_lod.nif model, since it is assigned to Billboard2= in the default DynDOLOD INI. From DynDOLOD-Trees.html: See the existing DynDOLOD_flat_2x2_lod.nif for how vertices are defined with coordinates 0.0 and 1.0 respectivly. The values will be multiplied with the width for X, depth for Y, height for Z to scale and the values shiftX, shiftU, shiftZ added to them in order to translate the coordinates. The width, depth, height, shiftX, shiftY and shiftZ values are defined by the Object Bounds of the tree base record or the optional txt of the billboard. That means Width= is used for the front/back and Depth= is used for left/right plane. If no Depth is defined in the billboard txt it will use the object bounds. _1.dds, _2.dds replaces .dds of the billboard texture filename. There is only one txt file per billboard. There is no look up for _1.txt or _2.txt. See the included '..examples\2-textures-billboard-example\textures\terrain\LODGen\skyrim.esm\' folder for how to setup a 2-side billboard with normal maps. The example txt contains the depth value and the texture files show the correct use of _1.dds and _2.dds Again, billboard diffuse and normal map textures for front and side view can "soon" be rendered automatically with TexGen. That process will create a txt file with correct dimensions from full model NIF not from sometimes wrong object bounds, too.
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