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sheson

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Everything posted by sheson

  1. Billboard brightness applies for all LOD Levels as they all use the same object LOD texture atlas. As explained in mentioned section of the manual, the map uses object LOD Level 16. Instead change the INI settings to not have trees on the map as explained in the manual or adjust the ENB weather settings.
  2. I can not help with 3rd party instructions or guides. You need to ask their author for help. Actually read the section Trees on the Map in DynDOLOD-Trees.html. I couldn't make the explanations and instructions any more clear or direct here than they already are. You would need to ask a specific question about the options or the instructions if you require more in-depth explanations. Choose one of the 3 options and just follow what it says to do.
  3. Read the section Trees on the Map in docs\trees.ultra\DynDOLOD-Trees.html
  4. It seems the BTT file is truncated.
  5. Cutting Room Floor is fine because it just contains updated vanilla tree LOD. Concentrate on loose pre-made tree LOD included for tree mods for entire worldspaces first.
  6. Remove or hide any existing *.BTT tree LOD files in the load order from mods.
  7. The OS or some 3rd party tool is probably preventing xLODGen from running. Check if LODGen_log.txt contains any useful information. Do not install anything into special Windows folders like Program Files x86. Make sure to set a dedicated output folder with -o
  8. Instead of trying to randomly find a mod, look up which mod is the last one to supply the model of the tree. Load the entire load order in xEdit. Enter the form ID 000B8F53 of the tree into the FormID field top left and hit Enter. In the right window find the row Model, unfold it if required so it shows the path/to/model.nif If there are other plugins than Skyrim.esm listed in the columns, then the most right one is the last one to overwrite the record. Any of the plugins is a candidate which might replace the vanilla tree model. Start the xEdit Asset Browser with CTRL+F3 Enter the found filename like TundraDriftWood01.nif into the Filter field Check the Containers column for the sources. The first one to be listed is the winning one. If it says "Data", then it is a loose file. If it is a loose file, use MOs right window data tab to drill down the path to the file. It will then tell you which mod supplies the file. If the changes to the tree are minuscule, you could just simply copy the 3D tree LOD model included in DynDOLOD Resources to the new filename. Read DynDOLOD\Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html to learn how 3D tree LOD can be created and about the CRC32 of the full model tree being used to match them.
  9. You have a mod that replaces the vanilla tundradrifwoood01 tree. If you want 3D tree LOD for it you need to install the required 3D tree LOD billboard for it that matches the shown name tundradriftwood01_04E4DBCF. Use a proper mod manager like Mod Organizer. Installing things manually will just end in confusion.
  10. FAQ: DynDOLOD.exe: Note: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d_n.dds normal map not found, using flat replacement A: Ignore. A handful of trees can not have traditional tree LOD for technical reasons and will be done as static object LOD. Static object LOD uses the normal _n.dds textures, but LOD tree billboards do not have one so the flat replacement is used, just as traditional tree LOD does. As the manual explains, billboards for the vanilla trees are always required. Obviously only choose one of the listed options. Again, check the DynDOLOD log for the "Static tree LOD used meshes and billboards" report that tells you exactly for which tree 3D LOD models and billboards have been found. As explained in DynDOLOD-Trees.html, it looks like this: TreeAspen01 [TREE:0006A9E6] meshes\landscape\trees\treeaspen01.nif Billboard found, 3D LOD found LOD4: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif LOD8: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6.dds using internal LOD16: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6.dds using internal If some trees do not have 3D LOD it typically means that a 3D LOD model was not was not installed for them. Check the description/instructions of the 3rd party tree mod.
  11. Check the DynDOLDO log tree report what tree LOD assets are found. You do not need to generate 2D tree LOD before 3D tree LOD. There are no hidden or missing steps in the instructions.
  12. Read DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html Make sure 3D tree LOD assets are installed for the tree mod(s) you are using. Change the INI setting to disable traditional 2D tree LOD. Set the 'tree' rule to Static LOD 4 for LOD4. Then check the DynDOLOD log for the tree report that the 3D tree LOD models were found.
  13. To replace the existing tree and object LOD with object LOD and 3D tree LOD in object LOD, the currently installed output should be removed first. Then generate from scratch. TexGen only needs to be run again if full textures changed. DynDOLOD Resources or Patches do not need to be reinstalled if nothing changed them in the first place like when using a proper mod manager like MO. Install mods according to their instructions. Do not randomly disable plugins unless you understand exactly why. The error message is: File not found: textures\lod\ictowerlod01.dds File not found error message are self explanatory... The file is part of the required DynDOLOD Resources installation.
  14. Exception in unit userscript line 350: Can not copy ForelhostExterior02 [CELL:0000BD52] (in Tamriel "Skyrim" [WRLD:0000003C] at 44,-28) from Unofficial Skyrim Special Edition Patch.esp into DynDOLOD.esm Load order FileID [01] can not be mapped to file FileID for file "DynDOLOD.esm" Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors. If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5VR_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ FAQ: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option. 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. If the error happens without a plugin in the list then it makes no sense to add that plugin for troubleshooting. Start by check the mentioned cell 0000BD52 in xEdit. It may have unresolved links. Remove one by one any plugin that overwrites it.
  15. Without any shifts the exact bottom center of the texture is placed at the position values defined on the reference. If the full model has z vertices below 0.0 than that delta should be the ShiftZ. Best to create textures so there is not need to **** x or y. That might mean empty pixel spacing on one side to keep the trunk centered. Oh yes! If a billboard has a normal map texture, then the diffuse should have no lighting at all or maybe very minimal indirect lighting depending on your tests. Ah, so you mean the lines in re-uv.txt and not DynDOLOD rules. Sorry for the confusion. The miniatlas.txt / texture replacement is only needed if you create a dedicated LOD texture that repeats the texture (tiles) with TexGen for example. If the LOD model works correctly with the full texture already then no need for that step anymore. As a bonus it will continue to if the full texture is later replaced.
  16. 1. ShiftX/Y/Z from the billboard.txt is added to the position of a tree reference. 2. when illuminating a 3D model for normal map there should be no indirect light, only one direct light sources from left, top, right, bottom. 3. I'll have to look into that and see if it can simply keep the alpha block 4. Rules for DynDOLOD are about defining which object should have object or dynamic LOD and use which LOD model level for with LOD quad level. Running LODGen direct or via a bat does not use these rules. There is no need to create or define LOD textures rif they are just a simple resize. DynDOLOD will do that on the fly now. I only updated the hybrids shipping with DynDOLOD Resources SE for Skyrim Special Edition, though. We discussed trees 3D or billboards a few times before, but it seems you might be not asking the correct question about "rules". However I also keep updating DynDOLOD-Trees.html from time to time.
  17. I haven't found the motivation/time/money yet to somehow render complex models to textures automatically or create new LOD models that do not need pre-rendered LOD textures. FAQ: DynDOLOD can not read data for [worldspace name] from DynDOLOD_WorldsDynDOLOD_[worldspace name] A: Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL/PapyrusUtil above. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors. There are posts this here and it is always something like SKSE / PapyrusUtil not working / installed completely (missing/outdated scripts), the output not being installed correctly or users ignoring error messages and trying to use incompletely generated LOD.
  18. As already mentioned, remove half the records in a binary search until the problematic one remains.
  19. It is not setting the vertex color flag properly it seems. This is fixed in 2.82
  20. FAQ: Game: Tree LOD: LOD trees show in child worlds / towns A: This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static object or dynamic LOD which don't have the limitation. See the section 'Custom Settings For Specific Mods - Mods that add trees to the same area as child worlds' in the ..DynDOLOD\Docs\DynDOLOD_Manual.html for more information and how to use DynDOLOD rules to address the issue.
  21. We discussed this before https://forum.step-project.com/topic/14565-help-me-to-understand/?do=findComment&comment=238649 DynDOLOD uses the LOD meshes/textures it finds in the load order. TexGen updates a select list of object LOD textures from full textures. It can not update pre-rendered object LOD textures, typically used by the walled cities or far away mountains. If a mod updates the full textures it also should update the related pre-rendered LOD textures.
  22. You don't want quests to enable/disable objects? That either would mean Helgen is never destroyed or already destroyed. Or you don't want any object LOD in the cells which quests enable/disable objects in that one time the quest happens to be active? DynDOLOD does not change how the engine works.
  23. FAQ: Game: Out of place objects / floating objects / flickering full models 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. Also see the other answers in the FAQ
  24. Downloaded and tested. I get this in the expert file. 0001774F 00000000 33175.957031 106024.375000 -13772.250000 0.0000 0.0000 89.2804 1.0 Farmhouse02Snow 00018800 Snow-LargeRef meshes\better dynamic snow\snowy farmhouses\bdsfarmhouse02snow.nif meshes\lod\bdsfarmhouse02snow_lod_0.nif meshes\lod\bdsfarmhouse02snow_lod.nif meshes\lod\bdsfarmhouse02snow_lod.nifIt uses meshes\lod\bdsfarmhouse02snow_lod_0.nif for LOD 4 and meshes\lod\bdsfarmhouse02snow_lod.nif for the higher LOD levels as it should. The automatic filename matching works. However, bdsfarmhouse02snow_lod_0.nif is only the glow LOD windows. Rename it to bdsfarmhouse02snowglow_lod_0.nif like the others and everything should work as expected.
  25. DynDOLOD can not access or find a few key core files in the data folder it is looking in. The files are not installed correctly or OS/third party program prevents finding the files. From your explanations it seems you did not really compare the contents of the archive to the physically installed files. Like open the archive in 7zip and the mod folder in Explorer. Use a proper file manager like Total Commander that allow comparing folder and subfolders. For example check for meshes/lod/iclod_lod.nif and textures/DynDOLOD/lod/dyndolodtreelod.dds
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