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sheson

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Everything posted by sheson

  1. The leafs of the 3D tree LOD trees should match the leafs of the full model trees - without shadows of course since LOD does not cast or receive shadows. ENB has a distance shadow setting you might want to try. Nothing of that changed in a couple years in DynDOLOD for Skyrim.
  2. Nothing changed in DynDOLOD. All features still work exactly the same. I only accidentally left a wrong default setting in the DynDOLOD_SSE.INI If you want 3D tree LOD set TreeLOD=0. If you do not want 3D tree LOD let it stay at TreeLOD=1. DynDOLOD does not change how the engine works. LOD does not have shadows. The only option that changes billboard tree LOD brightness is the LOD brightness setting. If none of the settings changed, but the tree LOD has changed, then it is because you installed different tree MODs or LOD resources. If a new LOD generation does not seem to have an affect in the game, it is typically because the newly generated LOD is not active or being overwritten.
  3. Great that you fixed it. The "Upgrade Near Grid Large Refs" does not change how the LOD windows work. Either generating LOD from scratch for the current load order, making a clean save or testing with new game fixed the wrong state of the LOD windows not unloading when entering Solitude.
  4. 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 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 If you happen to use Open Cities, make sure to the follow the 2 step LOD generation explained in the manual.
  5. The "temp" as installation directory of DynDOLOD seems to be odd. Did you post the complete LODGen_SSE_Tamriel_log.txt? Do what the message suggest, but with the x64 version. Switch to expert mode and try re-running LODGen.exe for these wordspaces with the already exported LOD data. Set Expert=1 in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, start DynDOLODx64, select the worldspace Tamriel so the button Execute LODGenx64 becomes available. If it also does not produce object LOD, check that the file DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt has content similar to the other files for other worldspaces. I suggest to use the x64 version for everything and fix the cause of whatever error happens there. Read the message below and above whatever the error is and follow the suggestions.
  6. Works fine in a new game here. Those main buildings parts seem to be dynamic LOD as well (because they use an EnableParent), so the same troubleshooting steps still apply. See if disabling the bashed patch changes anything. If so, create it anew without the ImportCells. But check for errors in the papyrus log first.
  7. The vanilla pre-rendered object LOD textures that are used by the LOD models for those buildings would need to be updated regardless of the used LOD generator, yes.
  8. For occlusion generation read https://forum.step-project.com/topic/14250-skyrim-tvdt-occlusion-culling-data/. Read the included documentation Skyrim-Occlusion-Readme.txt in the xLODGen archive and the TVDT - Occlusion Data section in Docs/DynDOLOD_Manual.html to learn about TVDT data, how to generate it and the settings. For Tamriel typically use -Flat +Border Make sure to test with a new game, coc whiterun from the main menu console for example. If waterfalls still don't have animated LOD then, enable papyrus logging and check if there are related error messages. If there are no related error message, check if plugins modify the waterfalls. If no plugins modify the waterfalls upload/pastebin DynDOLOD\Edit Scripts\Export\LODGen_TES5_Tamriel.txt DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_dyndolodfiles.txt DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_dyndolod.txt DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_rules.txt
  9. 1. Vanishing LOD is caused by the game broken pre-computed occlusion as a simple test in the vanilla game verifies. FAQ: Game: Rectangular holes in LOD A: Caused by vanilla pre-computed occlusion. Has nothing to do with the LOD data itself. Either use xLODGen or DynDOLOD to update the data. See the 'TVDT - Occlusion Data' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html and https://forum.step-project.com/topic/14250-skyrim-tvdt-occlusion-data/ 2. As explained in the manual, disable SkyFalls+Mills for best results. Install DynDOLOD Resources. Simply generate LOD by clicking Low, Medium, High when using the Wizard option or make sure to load Low, Medium or High rules and to check "Generate DynDOLOD" on the advanced options before clicking the OK button to start LOD generation. Install the generated output as a mod making sure nothing it is not overwritten. Enable the plugin. Once in the game make sure it says "DynDOLOD successfully initialized", check its SkyUI MCM that it is active. Large animated waterfalls are then automatically added for the next 11 "cells" before turning static at higher LOD levels/map. Check if other dynamic LOD shows, like windmill fans, waterwheels, Gildergreen in Whiterun. Read and follow the install instructions: From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation. Do not install the game to special Windows folders like Programs Files x86. Follow any basic modding guide.
  10. DynDOLOD generates LOD for object for which matching LOD models exist or for which rules are included to use the full model in case the mod itself does not define anything. The details are explained in the included manual. DynDOLOD only includes rules for the older Skyrim version of the mod. Next version of DynDOLOD will include updated rules for changed Skyrim Special Edition version of the mod. Edit: DynDOLOD 2.80 now includes the updates rules.
  11. What happens when you run xLODGenx64 directly? What happens when you start xEdit from MO? Make sure nothing, not the game, MO, xLODGen is installed to special Windows folders like Program Files x86. Do not install xLODGen into MO, data, game or Steam folders. Make sure the OS, UAC, anti vir or other 3rd party crap ware is not intefering.
  12. Looks like I accidentally left TreeLOD=0 in DynDOLOD_SSE.INI. Set it to TreeLOD=1
  13. The error message is Executing TexConv returned error C0000005: "S:\Modding Utilities\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -f R8G8B8A8_UNORM -o "C:\Users\Jonathan\AppData\Local\Temp\SSEEdit" "C:\Users\Jonathan\AppData\Local\Temp\SSEEdit\044653B5ADB54814B7284D4F07FEEC11.dds"> Make sure the OS, UAC, anti vir or some other 3rd party crap ware is not preventing TexConv from running. Install latest Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 Do not randomly disable mods. This is not how any of this supposed to work or how to troubleshoot a problems with executables.
  14. I can not not support issues with third party tools or guides. I suggest to read the DynDOLOD manual on how to install and use DynDOLOD. From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation.
  15. It is not a single buildings, but at least 3 parts. It is possible that not all parts are in the loaded cells, hence some parts might be already LOD. DynDOLOD only places objects if t hey already exist in other plugins. The reference form id (the number shows in the game console when clicking a loaded object) will solve the mystery in seconds: The first two digest are the hex load order of the plugin that adds it. If that happens to be DynDOLOD, look up the form id in xEdit and check the EditorID which will be [plugin name]_[original form id] Based on that either remove the mod entirely if you don't like it, or create rules for DynDOLOD so things are ignored for LOD.
  16. Do not install DynDOLOD Standalone into mod manager folders Use a different installation path. For example c:\DynDOLOD
  17. The building appears to be perfectly. Why do you believe DynDOLOD adds it? Have you looked up the form id in xEdit to find its true source?
  18. Read the log message above and especially below the exception and follow the suggestions.
  19. If you upload the plugin I could have a look why xLODGen Optimize Unseen is not able to adjust those parts.
  20. This happens with vanilla LOD as well. The quality of the terrain LOD meshes is too coarse. In addition without DynDOLOD there is no LOD for the water which helps to cover it up.
  21. Changing the terrain height data affects the terrain LOD meshes generation, obviously.
  22. There seems to be shallow water yes. It is because the terrain heights on the LAND record are shallow. For unknown reasons the Optimize Unseen is unable to do anything about it.
  23. That seems to be a custom worldspace. So I am not have no idia what "output being slightly off" is supposed to mean, since it depends on the input which I don't have. If you can make the mod/plugin available to me I can have a look.
  24. You are asking about SKSE.INI settings for Skyrim Special Edition and Skyrim VR. Ask on an appropriate support forum / Discord for SKSE. Everybody knows that Skyrim Special Edition is an x64 executable which means no more artificial main memory limits. Hence SKSE64 does not have Memory settings in its INI anymore, obviously.
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