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sheson

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Everything posted by sheson

  1. The first troubleshooting step would be to see if the full model building itself still has glowing windows and if they are yellowish. The second test would be to see if the glow LOD model is still being loaded. For that use tfc in console and fly close to the building. Do that with with working glow LOD windows first, you will see the windows are hovering right before the LOD model of the building itself. If they don't check if a mod/plugin other than DynDOLOD changes the building itself.
  2. I have explained this many times: DynDOLOD copies the highest overwrites to create records in its own plugins. This includes the worldspace and cell records that define the default water in the world and the water in each cell specifically. If a mod that changes any of these is added later, it will have to be loaded after DynDOLOD plugins or you need to create new DynDOLOD plugins for the changed load order.
  3. The scale of references is applied to each model in the LOD so it matches the width and height.
  4. Hmm, I guess I need to make sure those options are reset.
  5. If something does't work with racemenu my first guess would be memory problems. In regards to CTD after fast travel - which I assume is not limited to fast travel by carriage only but any fast travel - is most likely due to a invalid or missing mesh. The FAQ entry about CTD points to specific troubleshooting tips in the readme.
  6. xLODGen Terrain LOD beta 0.36 fixes a bug with baking normal textures in Fallout 4 that caused dark spots.
  7. Typically billboard downloads come as loose files. The LOD generated by DynDOLOD is loose files. Loose files win over files in BSA. MO has a data tab that shows the winning loose files and from which mod they are. For everything else there is the well known xEdit Asset Browser Zilav already mentioned.
  8. Do what is explained in Custom Settings For Specific Mods / Revamped Assets Skyrim, Sexy Azura Statue for the path\to\model.nif of the new model included in the mod.
  9. The vanilla LOD models in meshes\dlc02\lod\mushroomtrees\*.nif are already 3D. There is no use making any part a flat billboard/hybrid.
  10. The update archive contains just 3 textures that are all in a valid format. Maybe the download or more likely the extraction of the textures from the archive might have been incomplete resulting in corrupted files. Opening the files in an image viewer or program that supports dds textures would be a way to test if they look OK. Also comparing the file size of the extracted files with the ones in the archive would help to notice incomplete extraction.
  11. See ..DynDOLOD\Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html
  12. https://forum.step-project.com/topic/13894-dyndolod-beta-for-skyrim-special-edition-and-skyrim-vr-254/?p=230483
  13. It turns out those errors are something that I will have to fix in DynDOLOD - it's a game engine oddity rearing its head. Nothing wrong with your data.
  14. Judging by the form IDs the plugin an data files are newer than from the time you posted the DynDOLOD.log? If you could just enable DynDOLOD DLL and the most recent generation and test with a new game to check if you still get so many array errors. The files work without such problem here.
  15. No program window ever shows up regardless if starting the x86 or x64 version? Is there an icon in the Taskbar? Hold Shift while executing to reset settings to default or manually delete c:\Users\[user name]\AppData\Local\Skyrim\DynDOLOD_settings.ini You made sure not to install DynDOLOD Standalone into a game, MO or Program Files folder and that no UAC or Antivirus is interfering? Did you try run as admin? The "kind of thing" is explained in the DynDOLOD FAQ as "trees textures cut off". The only proper solution is to generate tree LOD for the load order and to make sure none of it is overwritten.
  16. Looks like one or more of the textures being used for the atlas have a problem of some sort. Could be an invalid file format. It could also be a problem with extracting valid data from BSA. The file ..DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_tamriel_textures_used.txt contains a list of all textures used for the atlas to check. Might have to do with Skyrim potentially not being a valid Steam game.
  17. In any case the next version of DynDOLOD will add the textures to the atlas again with proper mipmaps. Great you were able to fix it. Enjoy.
  18. It looks like you might be using a tool that does not support the BC7 format to view the atlas. The texture is most likely perfectly fine when viewed with a program that supports BC7. Since you already found the suggestion what to do I am not really sure what else to say? The EVT Aspen LOD trees currently use the textures for the leafs directly from its mod, not from the flat atlas. You need to update or replace the files in Textures\lod\treeaspenbranchcomplod0*.dds of EVT
  19. Start the games launcher SkyrimLauncher.exe once, so it updates the path info in the Windows registry. See https://dyndolod.info/Messages/Windows-Registry-Key
  20. Great. Enjoy.
  21. Is this with Open Cities? Can you test what happens if just disable the meshes (the static object/tree LOD) from output? What happens if you just disable dynamic LOD from MCM?
  22. Yeah those messages are a bit odd. If you like you could upload the plugins and the SKSE folder from the output with the txt/json files and I can have a look some time.
  23. Great. But yeah, that switch is pretty obvious. For me the option is only really useful for screenshots.
  24. Oh yeah right. It's OK when in loading a save in an interior. It has no world to pre-load then.
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