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sheson

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Everything posted by sheson

  1. Yeah looks good. The save is starting in an interior, right?
  2. Do the same two tests after enabling logging in Skyrim.ini [Papyrus]bEnableLogging=1bEnableTrace=1bLoadDebugInformation=1 and post each c:\Users\[user name]\Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log it creates. Just want to make sure all is in order.
  3. FXGlow rules are for existing fxglow meshes (Section Load Rules For ... FXGlow in manual) You need to check Fake lights in parent world. Rules won't work with LIGH that have no model. It is just this rudimentary thing with the radius and the neverfade flag. In the DynDOLOD.esp you should find a STAT with the EditorID mannyLanternsOfSkyrimAllInOne_DynDOLOD_LOD that points to DynDOLOD\Lod\effects\fxglowdefault6_dyndolod_lod.nif (or whatever other number you set in the INI), which is then referenced by 620 REFRs in the persistent cell of Tamriel. You need to install the Latern of Skyrim script patch from DynDOLOD Patches for those references to be enabled at night. Depending on weather/ENB you then might need to adjust the color in the NIF manually to match.
  4. Are you sure you are using the papyrus scripts from DynDOLOD Resources 2.54? Is the dynamic LOD (windmill fans, waterfalls etc.) working? Typically the DynDOLOD_.json should have DynDOLOD_Tamriel.json or similar. Can you post the Papyrus Log from starting a new game from main menu and typing 'coc whiterun' into console?
  5. Just unfold Changelog DynDOLOD 2.54 on first post.
  6. Typically these types of problems happen because read/write access to files/folder might be blocked by UAC. antivirus, MO etc. Just do not select the world, but generate all others. Install output as usual. Then start DynDOLOD again with the DynDOLOD plugin(s) loaded and just select the worldspace skipped before. The LOD and updated DynDOLOD plugins will be generated to the output folder. Merge with output from first run, overwrite any existing files, also the old plugins.
  7. From the DynDOLOD manual Fake Lights section: Light sources that light up objects / textures can not be done as true LOD. By using fxglow meshes such lights can be emulated to a degree. Lights eligible need to have a radius larger than a threshold and have their neverfade flag set. The threshold for the radius can be controlled in '..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE].ini' by changing FakeLightsMinScale and FakeLightsChildWorldMinScale. The Neverfade flag on light sources in this context means the effect of the light is visible across all attached cells.
  8. No, of course not. These settings control at which distance the generated files for the LOD levels are loaded. There never is a technical requirement to generate LOD for the load order. Terrain, Object and Tree LOD is just pre-computed files that are loaded. The only requirement is visually. Plugins can change terrain, object and trees, placement or looks. If LOD might be changed by a plugin depends entirely on what the plugins changes and can not be genreally answered.
  9. Double nothing is overwritten by MOs overwrite folder for folder. Check there are no conflicts. Otherwise skip DynDOLOD.DLL and test with the latest DynDOLOD Resources and PapyrusUtil if there is any change.
  10. Yes. They point to a messed clean save update or data mismatch between plugins and txt files, hence the suggestion to test with a new game. BTW: It is best to not install anything at all (game, tools like DynDOLOD etc.) into C:\Program Files (x86) to avoid problems with UAC, antvir etc.
  11. The DynDOLOD Patches are for Skyrim and are working fine AFAIK. You may want to make sure you have latest version of the DynDOLOD Patches. They might work for Skyrim SE as well, but I do not support that at the moment.
  12. That is the correct log. Did you find any messages about NiNode? Was installing .NET Script Framework and checking its crash log any help? Since you already know that removing STATics has an affect on the problem, simply remove half of records and repeat while keeping the half that still causes the problem until you are down to the last being problematic.
  13. LOD water is part of terrain LOD and this not touched by DynDOLOD. Test with a new game, like use coc whiterun from main menu console.
  14. It means there is an old DynDOLOD ESP/ESM plugin in the load order that was generated with DynDOLOD Standalone
  15. Disabling a plugin is a troubleshooting step to test if it is broken. If a plugin is broken, it should be deleted since it will also cause problems in the game. Check https://github.com/Wrye-Code-Collection/wrye-bash/releases for latest WIP-build.
  16. FAQ: Game: ILS or CTD A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause.
  17. If a plugin causes an Assertion Failure it means the plugin is broken. I am not sure what you are asking? Obviously the different presets mean that different things are happening, so it should not be surprising that different things are happening - like it might not require to access certain data in the broken plugin.
  18. The reason is given in then message: ... Skipping ... because file already exists ... From the Readme: If terrain LOD textures already exist in the output folder, their generation will be skipped. This can be used to continue generating terrain LOD textures for large worldspaces in case there was a problem like not enough space left on a drive. Simply restart with the same options. Otherwise move or selectively delete old terrain LOD textures before generating new ones. Take note of the skipping messages. If the diffuse or normal texture for a higher LOD level already exists, then all lower LOD levels that are covered by the higher LOD level are skipped as well. So in order to re-generate a LOD level 4 texture, it is not enough to just delete the LOD level 4 files for the diffuse and normal texture, the higher LOD level diffuse and normal textures files need to be deleted as well. Generating Meshes always overwrite old files. I suggest to use the -o command line parameter to set a dedicated output folder so to not overwrite existing LOD meshe/texture files already existing in the output folder or being linked, or in mapped mod folders.
  19. Good you caught that :) Let us know if there is any change for the other problems.
  20. You never mentioned with version of Skyrim you are using. In case of Skyrim, make sure all the typical optimizations have been made, like INI settings, ENBoost, memory patch etc. It is never a good idea to remove TVDT culling data from all cells regardless if there are visual issues or not. It will cause severe FPS drops depending on which direction the camera is looking. Test if there is any difference if using DynDOLOD DLL instead of PapyrusUtil.
  21. Let me point out the text that is right above the setting which says: ; 0 -> FullModel; 1 -> Billboard, 2 -> Billboard2, 3 -> Billboard3 etc. ; NOTE: This setting changed meaning in version 2.44 I suggest to read the included manual and documentation. At least the explanations in the INIs right above the settings ;)
  22. It seems in the past you changed the setting TreeFullFallBack= in the DynDOLOD INI that controls the automatic fallback to Billboard to fallback to the full model instead. So you can either use that again, but head the warning. As you suggest, you can also add specific mesh rule for the tree treepineforestsnowl03.nif and set LOD4 to Full Model and LOD8/16 to Billboard and thus set it for only the tree that requires it.
  23. Copy and paste the part of the old log were it shows that is uses the 3D LOD model for LOD level 4 for that tree and then the same part from the new version were it doesn't. Maybe the full model NIF is different now, then its CRC32 changed. Maybe you just have to copy the 3D LOD model to the new filename.
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