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sheson

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Everything posted by sheson

  1. If you like the vanilla tree LOD textures better, then install the Vanilla Skyrim LOD Billboards from TES5LODGen as mentioned in the install instructions. There is no reason to ever use pre-made tree LODs. Existing tree LOD texture atlasses can be split into billboards as explained in the manual.
  2. There is no difference between the x86 and x64 version other than the memory support. They both run the same and support all 3 version of Skyrim equally. I suggest to pay attention to the log messages to make sure nothing went wrong or address the problems if they did.
  3. I can not support 3rd party instructions. You start looking for the issue by reading DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html If no 3D LOD model exists for a tree it will fall back to use a billboard by default.
  4. Install a better matching billboard or create your own. The log will show the path and filename of the billboard texture. The way LOD works and it transitions is hardcoded into the engine. AFAIK there are no INI settings that can change that.
  5. Nothing is generated into the Textures\Terrain\LODGen. It is the folder where billboard resources are expected. The DynDOLOD log prints which billboard texture it is using to build the tree LOD. If a billboard does not match the full model tree, install the correct billboard for that full model. As explained in the FAQ use the form id of the base record to find the log entry and billboard file name that is used.
  6. It is disabled when the current cell or worldspace has no dynamic LOD data.
  7. ENB/SSE Engine Fixes only fix the bug for tree LOD, but not for object LOD, which is what 3D trees are using. Update: SSE Engine Fixes fixes this for object LOD as well now.
  8. Most lights and objects from Claralux can not have LOD because they are added as temporary objects at runtime when their cell attaches. One obstacle is that it is not possible to create temporary objects with the IsFullLOD flag set. References using the IsFullLOD flag are not culled by the pre-computed occlusion. It also makes no sense to remove the culling data from any cells if they do not have visual problems caused by the pre-computed culling.
  9. https://forum.step-project.com/topic/13029-dyndolod-254-skyrim-sevr-beta/page-70?p=230483&do=findComment&comment=230483
  10. If you do not generate dynamic LOD then there is less data in the plugins and no scripts are used, so that is not unexpected.
  11. Do not use the texture format 565 with Skyrim Special Edition on Windows 7. https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr/?view=findpost&p=217012
  12. If a clean save, or LOD generated with the Temporary=1 option does not improve things permanently, generate LOD with "Generate DynDOLOD" on the advanced options unchecked to not include any of the scripted dynamic LOD.
  13. You could test these updated DynDOLOD PapryusUtil scripts for Skyrim, overwrite the ones from DynDOLOD Resources. Otherwise the ILS is probably memory related. Edit: These scripts are now in DynDOLOD Resources 2.54
  14. No, there is no use to keep old versions with bugs around that have been fixed in newer versions.
  15. I can see how an automatic save while entering a new worldspace might confuse things while data for the worldspace is loaded and scripts are executed. When you do a manual save later, then at that point nothing is active or running unless you do it while moving across cell borders. There is no mod limit. There is a plugin and open files limit (mitigated by SSE Engine Fixes)
  16. 1. no 2. any image program will do, if it doesn't support dds format, convert with an external tool like texconv. 3. maybe, the all sides of the trunks now equally react to light, instead of a too bright and too dark side.
  17. Just disable auto saves? There is something upsetting the engine obviously. It can't be just the OnCellAttach Events and auto saves alone - as we know it works fine without problems for everybody. You would need to start troubleshooting by removing everything else that does not contribute to the problem until only the things that do contribute are left in the load order. Default game, INIs and all. Still assuming you are using the updated papyrus scripts for PapyrusUtil or DynDOLOD DLL. One thing you could try is setting Temporary=1 in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so there are less persistent records, so there might be less stuff to go through when entering a new worldspace.
  18. FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log. The "bottom" of MO is not the same as making sure nothing should overwrite the generated LOD files from the output folder. The sort order can be reversed or alphabetical etc, files can be in MOs Overwrite folder. Use the Conflicts tab from the mods Information.
  19. Enjoy
  20. So those are 3D hybrid LOD trees. You did not mention which version of DynDOLOD Resources was used or if you might be using EVT. By default has no shadows, that is why the LOD trees may seem brighter than the full models in the foreground. The brightness of such flat textures depends on weather mods and ENB. You could try to darken the relevant textures in the atlas texture Textures\DynDOLOD\lod\dyndolodtreelod.dds The latest ENB versions now have "Distant Shadow" you might want to look into.
  21. Any problems with the interface and rules have no correlation to billboards and tree LOD (each tree needs a matching billboard and the log tells you that exactly) or LOD generation hanging (usually resources/files being blocked by UAC or Antivirus) If something is still vanilla, files from DynDOLOD output are most likley being ovewritten, though only a few trees being vanilla is rather impossible with tree LOD as there can be only one *.LST file and texture atlas. They could be old object LOD though.
  22. Using the latest version from the Wrye Bash Discord should be fine.
  23. Trying to replicate. Good thing that there is no need to scroll to the bottom of the rules window before loading them.
  24. There is no reason for full models to randomly change if they show or not show. It depends on their enable parent if they show. References with enable parents can not be enabled/disabled seperately. The dynamic LOD from DynDOLOD is not changing the enable parent or the full models but only independent LOD models. The DynDOLOD plugin only unsets the IsFullLOD flag of the full models and nothing else. As I already suggested, do a clean save in a interior in Solitude, check if this sorts out anything or if all else fails, remove those overwrites from the DynDOLOD plugin.
  25. When you look up the 4 form ids of the enable parents in xEdit, check the tab "Referenced By" at the bottom. It will list the references (at other record) being enabled by it. I think the last one xx34311f is the most important as it lists the main building xx05D6B8 for example. So in console you can try to execute recycleactor xx05D6B8, see if that makes the building show. You can also try if making a clean save in a building in Solitude (could even be the Museum itself), then putting the same plugins back makes a difference.
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