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sheson

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Everything posted by sheson

  1. Yes that it is what texture flickering between two similar shapes with different textures is called. However, you have no explained or shown with a screenshot what it is that is actually flickering. See FAQ Q: Game: Out of place objects / floating objects / flickering full models
  2. Only if those flowers have LOD already and you notice the LOD not be matching anymore and you want to change that.
  3. The mod that changes the full textures like textures\dlc01\landscape\icelakesurface.dds used by the ice cover would need to supply an adequately updated object LOD texture textures\dlc01\lod\dlc01frozenlakelod.dds to match. It is rather difficult to make one that mimics the ice in the loaded cells, since those models can use shaders that are not available for LOD. The vanilla object LOD texture does not match with the vanilla ice very well either. You can try to use the full texture, remove the alpha channel, resize the texture and then save it as dlc01frozenlakelod.dds. But you will need to tint it to match somewhat... the way the ice shader works it depends on weather/lighting conditions.
  4. 1. The question is not very specific what is flickering. Probably large reference bugs. See FAQ Q: Game: Out of place objects / floating objects / flickering full models 2. The manual has this very nice graphic that shows how many cells around the player the loaded cells (uGridsToLoad), the NearGrid and the FarGrid are. How am I supposed to explain it any way different than I already did in the manual? These are the 2 areas/distances that DynDOLOD adds dynamic and animated LOD to. If you make them larger than those objects will shows even further at the cost of performance. If the visuals are actually any better depends on a number of factors. Just make a second LOD mod with different settings and then compare if the visual and performance impact are acceptable.
  5. Do you know why to set it to 0 or are you just following instructions... For example, the bug report shows Steam running. It is not required for generating LOD.
  6. Truncate the log to the last full generation before zipping/uploading to file service or pasting it to pastebin
  7. Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. Did you clean Update.esm and the DLCs with the latest xEdit and autoclean method? I have no error generating with Cathedral Landscapes installed. There is an out of memory message in the bug report, so check if closing any unnecessary (background programs/services) helps. Also leave the OS page file settings at default. Test if closing the spawned LODGen command prompt window as soon as it spawn helps.
  8. Please post/upload/paste to pastebin the DynDOLOD log (DynDOLOD_SSE_log.txt). That texture is what the LOD for the ice uses. The vanilla textures (also included in DynDOLOD Resources) is more blue, so it probably won't match the full texture either. Which mod is the last one to supply the full landscape texture textures\dlc01\landscape\icelakesurface.dds?
  9. FAILED [compress] (8007000e) TexConv is running out of memory See https://forum.step-project.com/topic/14073-error-executing-texconv-returned-error-failed-compress-8007000e
  10. FAQ: LODGen.exe: Runs a long time / The LOD files generated are several GB in size A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD. A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. Leave Windows page file settings default. Make sure all drivers are up to date.
  11. Instead of being confused by third party guides, read and follow the constantly updated included documentation. It is rather simple: most likely every load order has vanilla trees as not all tree mods overwrite all trees. Billboards for vanilla trees need to be installed if you want to generate tree LOD. AFAIK HD LODs does not contain billboards for all trees. In fact it adds a ton of billboards for small flora like shrubs and bushes that in the interest of performance you probably do not want to have LOD. Now, which individual Billboard you use in case there is more than one option from different mods depends on which you find matches the tree it represents the best. All of them probably look better than the original billboards of the game from available on the TES5LODGen Nexus page.
  12. Let me repeat the Requirements from Quickstart.html: Billboards work the same for all Skyrim versions. Vanilla Skyrim LOD Billboards from TES5LODGen, Indistinguishable Vanilla Tree Billboards, Indistinguishable Billboards for Skyrim Special Edition or Seamless Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. Then in the installation instructions it says: Install Vanilla Skyrim LOD Billboards from TES5LODGen, Indistinguishable Vanilla Tree Billboards, Indistinguishable Billboards for Skyrim Special Edition or Seamless Billboards and let them overwrite any DynDOLOD Resources files. Then overwrite with any LOD Billboards for mods in the load order in the same order as their mods. As you can see, one of the 4 listed options is required to be installed.
  13. Of course reinstalling Windows is obvious nonsense. I don't think that needs to be pointed out. You simply have to install DynDOLOD Resources and billboards for the vanilla trees. If installing textures is a huge trouble then I suggest to take a step back and first learn how to use a mod manager to install such simple mods from Nexus.
  14. The more detail I was thinking about would be things like what game version, the mod list, game INI settings for example. Posting the DynDOLOD log would help answer the first two. Type tll in console, make a screenshot then. See if you can click the remaining objects and check what plugins adds them. There is typically no LOD for the broken ice, it should be just closed and look like before the dragon attack. Check which mod is the last to supply textures\dlc01\lod\dlc01frozenlakelod.dds
  15. Open the load order in xEdit. Pay attention to all log message. Check for errors and fix them and missing or out of date string files.
  16. DynDOLOD, which is a modified xEdit loads all plugins that are active in plugins.txt exactly as the game. Use a mod manager. DynDOLOD, which is a modified xEdit, which is programmed in Delphi, uses the file commands offered by the language which are using standard OS file operations AFAIK. I am not sure what part about installing meshes/textures takes a week. Using a mod manager makes it as simple as downloading an archive and simply installing it. Once the required LOD assets (e.g. the meshes and textures) are installed it takes maybe up to half an hour for DynDOLOD to generate the LOD mod, which is then installed in a minute. From Quickstart.html: "If a texture replacer is used, consider updating a select list of object LOD textures with TexGen.exe for the load order before running DynDOLOD.exe."
  17. Post some more detail.
  18. Yes I have looked into it and those lights illuminate LOD as well. I didn't have any time yet to do anything automatic with it yet though. If you add reference that place such lights with Persistent/IsFullLOD flags, DynDOLOD will automatically add them to the FarGrid, thus improving performance.
  19. I suppose that means that FAQ answer "If there are more triangles in the terrain meshes, it takes longer." applied.
  20. LODGen generates object LOD meshes from models it finds in the load order. Disabling mods that change textures will not influence that. Obviously test generating object LOD without ultra tree LOD.
  21. FAQ: LODGen.exe: Runs a long time / The LOD files generated are several GB in size A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD. A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. Leave Windows page file settings default.Make sure all drivers are up to date.
  22. It sounds like you are talking about terrain LOD textures generated with xLODGen. However, at the same time you mentioned clean saves and TexGen. Obviously a clean save is not required for terrain, object or tree LOD, which are just meshes and textures. Since TexGen updates a select list of object LOD textures it obviously has no impact on terrain LOD generation. If xLODGen generated terrain LOD textures fine before then something obviously changed. Either settings or maybe you installed a mod that changed landscape textures. Identify the change. Post a screenshot.
  23. Read the DynDOLOD_Manual.html "How LOD works in Skyrim" included in the DynDOLOD archive. See https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/page-21?do=findComment&comment=226530
  24. Doing things like using SKSE memory settings that only work for Skyrim potentially means a messy setup. Never mind setting INI values to insane values.... Use BethINIs. Read DynDOLOD_Manual.html "How LOD works in Skyrim" which explains the INI settings.
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