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sheson

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Everything posted by sheson

  1. Try, modified data should always result in the same problem. So a save/reload can fix it?
  2. Probably ENB/Weather combined with the "Emissive Multiple" setting on the BSEffectShaderProperty(s) of the nif. The values are based on plume of the original Skyrim version. You can change them easily with NifSkope.
  3. Error optimizing unseen triangles for LOD level 32Set Optimize Unseen for LOD level 32 to off or use x64 version Try what the message suggests. Use the x64 version. It needs more memory do the calculations. Things go wrong after that.
  4. There it is: The ? in front of the output path. It most likely gets picked up as part of the -sse -o:"D:\SSExLODGenOutput\" argument. Make sure the double quotes at the beginning and end are straight ones. It is also possible there is an invisible character code right before the D:\ from copy pasting. Maybe just retype the entire argument.
  5. Great you found it. No worries.
  6. Can you also please upload/pastebin C:\Games\ModdingTools\xLODGen\Edit Scripts\LODGen_Terrain_Tamriel.txt
  7. Did you check the WRLD, CELL and WATR records in xEdit seen in the screenshot to verify. Maybe there is a drastic mismatch between the terrain LOD water defined on the WRLD record and the water used for the loaded CELLs. There only can be one type of LOD water per world. Usually water in the loaded CELLs needs similar reflection properties. Someone more versed with water in the game might have more insight how this works. The WRLD record defines the default WATR base record CELLs and terrain LOD water uses. Usually 00000018 for both. CELL records can overwrite the default WATR base record. Checking what plugins changed any of these records might reveal something. DynDOLOD does not change any of these records, it just copies WRLD/CELL records from the winning plugins at the time of the generation. DynDOLOD does not change WATR base records. DynDOLOD does not change how reflections work or their settings.
  8. Use pastebin.com or zip and upload the entire log to a file service.
  9. The message log is what you copied the message from. Check the lines above. The message log is saved to the log file when the application is closed.
  10. From first post: Starting with 2.44 there is now full ESL and ESPs flagged as ESL support for Skyrim SE - based on the latest xEdit updates. I suggest to carefully read the error message instead of letting it fly away.
  11. The number of plugins is all fine with the ESLs. OK, so you are generating 3D tree LOD. The DynDOLOD_SSE_log.txt shows which tree base record uses which 3D LOD model and which billboard. For example: TreePineForestSnow02 [TREE:0005C071] meshes\landscape\trees\srg_treepineforestsnow02.nif Billboard found, 3D LOD found LOD4: meshes\dyndolod\lod\trees\srg_treepineforestsnow02_c38e4e28passthru_lod.nif LOD8: textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnow02_0005c071.dds using internal LOD16: textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnow02_0005c071.dds using internal TreePineForestSnowL02 [TREE:0005D2DA] meshes\landscape\trees\srg_treepineforestsnowl02.nif Billboard found, 3D LOD found LOD4: meshes\dyndolod\lod\trees\srg_treepineforestsnowl02_f8a896ffpassthru_lod.nif LOD8: textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnowl02_0005d2da.dds using internal LOD16: textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnowl02_0005d2da.dds using internal You can look up each reference and which LOD models/billboard it uses in LODGen_SSE_Tamriel.txt. The first hex number is the load order form id. The list models are full model from its base record, then LOD4 8 and 16 for that full model. For example: 000170E8 00000000 57021.003906 -19728.703125 4036.987793 1.1915 4.1147 307.9124 0.930000 TreePineForestSnow02 00000001 meshes\landscape\trees\srg_treepineforestsnow02.nif meshes\dyndolod\lod\trees\srg_treepineforestsnow02_c38e4e28passthru_lod.nif textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnow02_0005c071.dds textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnow02_0005c071.dds 00018673 00000000 -133633.984375 79911.023437 -4941.164551 0.0000 0.0000 326.3573 0.540000 TreePineForestSnowL02 00000001 meshes\landscape\trees\srg_treepineforestsnowl02.nif meshes\dyndolod\lod\trees\srg_treepineforestsnowl02_f8a896ffpassthru_lod.nif textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnowl02_0005d2da.dds textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnowl02_0005d2da.dds Look up the references you changed in the log. The LOD models/billboards should always be ones for the full model defined by its base record at the time of the generation.
  12. Without any information it is impossible to speculate what is wrong.
  13. Aha.
  14. You need to generate LOD after changing plugins.
  15. Yes. And then make sure the second to last "tree" mesh rule in the advanced options is set to Billboard for LOD4 in case you do not want to do 3D tree LOD - which would require much more resources obviously.
  16. It is possible that more odd things happen with tree LOD and that engine. It already had cell border issues in Skyrim. It seems the best bet is to disable it and have trees done in object LOD to avoid any of these issues.
  17. The tree LOD files in Meshes\Terrain\Tamriel\Trees\* are not true meshes though, they are rather a type of simple data files. If they are the problem, then the issue is most likely the bug with many plugins causing FPS drops that is fixed by SSE Fixes/Engine Fixes. Try lowering the tree LOD distance. Install less billboards, so some groups of trees simply do not have LOD (like the vanilla game) so there is less LOD trees for the engine to deal with. You could try resizing Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds to make it smaller, but I doubt that is going to help much. Crazy idea would be to merge as many plugins as possible to reduce their number. As an alternative to 2D tree LOD, use tree LOD in object LOD. You can set Billboards for every LOD level. Then it is just mostly like the 2D tree LOD, but with out that bug. Not much else I can think of without a patch for VR and that bug.
  18. Trees in child worlds are always ignored for LOD by default in the line Ignore=treereach, treepine, treeaspen, ... remove the one(s) from the list that match the names of the trees in the child worlds.
  19. You use the normal Dawn Of Skyrim that adds stuff into the walled cities for the first pass when generating static object and tree LOD. Then with the Dawn Of Skyrim patch for Open Cities installed generate the second pass dynamic LOD.
  20. A: Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. A: If problem persists post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt or a screenshot of the error to https://forum.step-project.com/forum/101-shesons-dyndolod-support/
  21. DynDOLOD plugins do nothing to racemenu directly. The readme has more suggestions what to do than just checking the papyrus log. However, it should make no difference if the loading was initiated after entering a carriage or after manual fast travel.
  22. Yes, no need.. However, there never is a need to generate LOD because of a new version. Only generate it there was a change in the load order that affects terrain LOD or a visible problem that needs to be fixed.
  23. So the next step would be to see if it can be narrowed down. In the meshes you have object and tree LOD folders. Hide them each once so it falls back to the vanilla LOD and see if that makes a difference.
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