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sheson

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Everything posted by sheson

  1. You want to use the second rule, so that the higher LOD levels use the billboards. The first rule can end up using the 3D LOD models (or full models even if fallback is set to it) in the higher LOD levels. That typically will demand too much from the engine. To better understand the 3 different UV conversion scenarios I talked about, it helps to run LODGen for a single tree for example and then check the created BTO for size and in nifskope. To do that, edit DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt in notepad. You can see a "header" part where certain settings are defined and the the "body" with a line for each object or tree that look like 00000E07 00000000 71609.585937 64077.003906 2981.428222 11.4592 0.0000 63.0254 1.0 RockL01Snow 00010800 Snow meshes\landscape\rocks\rockl01.nif meshes\lod\rocks\rockl01_lod_0.nif Just remove all of those lines but the ones you want to be testing. E.g. keep a line that has treepineforestsnow05_026D7A95passthru_lod.nif in it. Now set Export=1 in in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and after starting DynDOLOD, you will see two buttons at them bottom "Execute LODGen" and "Rebuide Atlas". They becomes available after changing the world selection to Tamriel. "Execute LODGen" will use the (edited) LODGen_SSE_Tamriel.txt. Compare size and texture uses of the created BTOs with the new LODGen.exe/LODGenx64.exe I uploaded. Then edit treepineforestsnow05_026D7A95passthru_lod.nif in nifskope, find the [4]BSTriShape with the Name treepineforestsnow01 and change it to treepineforestsnow01 NoReUV. Now Execute LODGen again and compare BTO size and its used textures, it should be smaller, but use the texture atlas. Third option would be to leave the Name in the nif as is (without NoReUV) and install the TexGen rule file I uploaded to Data/DynDOLOD/*.txt. Run TexGen and install its output. Then use the button "Rebuild Atlas", then "Execute LODGen". Again check the created BTOs size and used textures. When generating LOD for a worldspace, the goal is to use a much textures on the atlas as possible, while keeping the file size small. If a shape uses its own single texture then it is preferable that the texture is used by many models combined into one large single shape in a BTO for best performance.
  2. The CRC32 is created from the full model that is installed at the time. Make sure the correct mod and assets are enabled. Collisions are possible of course. If you are positive that two different full models created the same CRC32 upload them. Here is an updated version of LODGen.exe/LODGenx64.exe to replace in the Edit Scripts folder. If will now properly re-UV the trunk with the name treepineforestsnow01 in 3DTP treepineforestsnow05_026D7A95passthru_lod without the error message. Re-UV happens because the UV of the trunk is outside of 0 and 1 and it needs to be converted in order to use the atlassed texture. However, without providing a proper LOD texture you may not really want to let it do it that, as that will increase the triangle count considerably. Your options are to edit the shape name (currently treepineforestsnow01) and add NoReUV to it, so LODGen will skip that step entirely. The case of NoReUV doesn't matter, can be in front or after the existing name, with or without space. You can easily edit the name of a shape with nifskope. If there lots of these trees in an area, there is no huge advantage to use a texture on the atlas (saves draw calls) instead of one large shape (combined from lots of trees) using a single texture. Typically object LOD uses the single mountainslab texture too for example, because all rocks and mountains use it everywhere anyways. So it is either less triangles / more draw calls or more triangles / less draw calls. In order to have a good re-UV without increasing triangles count too much, you can use TexGen to automatically create a LOD texture for the trunk whenever the plugin for the tree mod is in the load order. DynDOLOD_Mod_Authors.html explains how to add rules for TexGen for a mod and place it in the games Data/DynDOLOD folder so it can be shipped with the mod. Since I was testing things already you can download this as an example. If you open the file in notepad you can see some commented (//) rules for 2x1 and 2x2 versions as well the active one for 2x4. Which means the LOD textures uses a "mini atlas" of the full model textures tiled 2 times in U and 4 times in V. Obviously there should be only one "active" rule for each input/output texture. Once TexGen created the LOD texture, DynDOLOD and the LODGen will pick this up and the result of the automatic re-UV will be much better, since less new triangles have to be created to keep the UV within 0 and 1 - since it basically means UV now can be between 0 to 2 for U and 0 to 4 for V while using the object LOD atlas texture, resulting in less draw calls. Without further reduction in triangle count there is no much difference over simply using the full model back. I recommend to further optimize the NIFs by replacing the trunks with billboards if possible (the SFO version for example) and/or trying to decimate 3D models with 3DSMax/Blender or other tools. For "complicated" flora/fauna using Simplygon to create "imposters" seems the way to go though.
  3. "Untile" the textures manually so that the UV is >= 0 and treepineforestsnow05_026d7a95passthru_lod.nif I can have a look.
  4. You can always PM me on a discord server for the current Mega link if you are in urgent need...
  5. FAQ: Skyrim: DynDOLOD can not read data from *.json / DynDOLOD can not find master data in *.json A: Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game data directory. Make sure these files and DynDOLOD.esp are in sync from the same generation process. A: Can also be a save game update gone wrong. Test with new game, if successful, repeat clean save procedure. The first step to troubleshooting is to reproduce exact messages, for example by copy/pasting theem from the papyrus log.
  6. To see files in the data folder use a file manager or maybe xEdit Asset Browser. If you mean you do not see a worldspace name in the list of worldspaces to generate LOD for, then make sure there is a matching *.lod file in the data/lodsettings/ folder for the EditorID of the worldspace and that the settings and flags of the worldspace do not set it to use another parent worldspace for LOD.
  7. TexGen is creating textures and nothing else. Read the included manual "Load/Overwrite Orders" section.
  8. The vanilla textures\dungeons\ships\shipwoodside01.dds is in the vanilla Skyrim - Textures.bsa, which according to the log is not loaded. This typically happens because the Skyrim.ini is not default and does not contain sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa in the [Archive] section.
  9. No screesnhot or log linked/attached. The reason files can not be found is that those files do not exist or can not be accessed.
  10. Sounds like the input are NIF in Skyrim SE format, while the output is now in Skyrim format. Try ConvertSSE. Check the created NIFs in nifskope, they should only have the relevant NiTriShape/NiTriShapData (or BSTriShape) For NIFs that are used to build object LOD meshes the format does not really matter.
  11. I case the GameMode does not exist it will default to creating static object LOD for TES5. You either want to use Merge5 or Convert5 or maybe try ConvertSSE. Each mesh you want to convert needs a line in the file. Using the windows command prompt with the command "dir /B > file.txt " you can "export" all filenames in a folder into a text file. Then edit the text file to add the other required data.
  12. Don't worry about it. The docs are a bit scattered here and there, since they are grown over the years. PathData requires a trailing \ So if you set PathData=C:\trees\ it should work I think. I will add that info to the DynDOLOD_CreateStaticTree.html
  13. DynDOLOD works perfectly fine with 3D Trees. DynDOLOD never "breaks" a game. Reinstalling/verifying the game is only required when vanilla files were deleted or modified, which DynDOLOD does not do. The LOD models included in DynDOLOD Resources can be used with xLODGen, however without the automatic rules and file name matching most of the them would not be used and the created object LOD will be incomplete and not improved. xLODGen is a tool to replace CK to create vanilla style LOD.
  14. Loading a save is not the same as testing with a new game. For testing, start a new game with coc whiterun / windhelmexterior01 from main menu. When testing such a new game with the LOD generated with DynDOLOD standalone 2.44, make sure that none of the files in the scripts folder form DynDOLOD Resources SE 2.44 are overwritten by anything. Also just in case, check the Papyrus Log for errors when testing such a new game. As explained in the readme, dynamic LOD uses trigger boxes that do not work when using tcl.
  15. Set the Large Object Distance Slider in the game launcher to the very left. Or set uLargeRefLODGridSize=5 in SkyrimPrefs.INI. Go into an interior and uncheck Large References Fix on the DynDOLOD SkyUI MCM Main page. If windows build into the full models give you problems, then this is not a DynDOLOD problem as it does not change the full models of the college. DynDOLOD Glow LOD Windows are meshes that only contains windows with no building parts. When doing Windows High, references are added for them into the DynDOLOD plugins. In this case the models are winterholdexttower01glow_lod_2.nif and winterholdexttowerring01glow_lod_1.nif. When the LOD model of their building shows, the Glow LOD Windows are supposed to show only. If you look up the form ID of the floating windows they should point to these references in the DynDOLOD plugins. The EditorID of these references contains the plugin filename and form id for the reference of the building these windows belong to. For example Skyrimesm_0CA730_DynDOLOD_GLOWLOD What plugin and which form id(s) is that? Is any other plugin than ICW changing those references for the original buildings? BDS changing the material of the base record should not matter as it does not change the the original model. This might be a save game update going wrong (always test with new game) or that not all Papyrus scripts from the matching DynDOLOD Resources SE version are used. When you take a form id of floating window for a reference in a DynDOLOD plugin, remove the first two digits for the load order. For example 1013C62B -> 0013C62B, convert from hex to decimal, so in this example it would be 1295915. Search this decimal number in the output skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json and you should find a lines like "1295914":["","1","1","1","","1295914","DynDOLOD.esp","-1","-1","1","1","WinterholdExtTower01:10","829162","Skyrim.esm"], "1295915":["1","1","1","1","","1295915","DynDOLOD.esp","-1","-1","1","1","WinterholdExtTowerRing01:10","829232","Skyrim.esm"], Do it for both generations, the 2.43 and the 2.44. They will have different form ids you need to convert to decimal. The 2.43 should be missing the "WinterholdExtTower01:10" / "WinterholdExtTowerRing01:10", but otherwise be the same? In that regard, are only the windows of the two small towers floating, or is it also the large windows on the large main tower?
  16. Great you worked it out. You are welcome.
  17. The dynamic LOD (also for the magic lights) adds references and base records into the DynDOLOD plugins. There won't be any files for it in the DynDOLOD / meshes as the LOD will be using the full model wit the never fade flag. It all depends if the plugin ends up as master or not.
  18. By editing mesh rules, LOD can be added for most objects and effects. See the included manual "Configuration" how to add a mesh rule. In this case it this should work Mesh mask = filename.nif LOD4/LOD8/LOD16 = empty VWD = not checked Grid = Far LOD Reference = Unchanged I also suggest to read the included documentation "DynDOLOD Mod", "How LOD works in Skyrim" and https://forum.step-project.com/topic/13696-new-game-with-disabled-mods-that-have-dyndolod-lods/ If the plugin ends up as a master in a DynDOLOD plugin, then try to update existing DynDOLOD plugins once the plugin was added to the load order. Best would be to just enable the original objects again, which might be possible by manually enabling the XESP enable parent from console.
  19. FAQ: Skyrim: DynDOLOD requires PapyrusUtil x.x or newer A: An outdated version of PayrusUtil is installed last in the load order. A: Make sure you have the correct PapyrusUtil version for the Skyrim and SKSE versions you are using. A: Check the c:\Users\[username]\ Documents\My Games\Skyrim Special Edition\SKSE\skse64.log that plugin PapyrusUtil.dll loaded correctly. A: Make sure PapyrusUtil is installed correctly and none of its file are overwritten by other mods.
  20. A current MajesticMountains.esp installed with the the current game version does not have unresolved errors in my load order. My hunch would be that at least the Update.esm is outdated or that cleaning it went wrong. Other than that I can not really help with errors in 3rd party plugins. You need to ask the mod authors for help with their plugins.
  21. The Windows High option works perfectly fine with Skyrimn SE and DynDOLOD 2.43 or DynDOLOD 2.44 and using heir the matching DynDOLOD Resources SE here. I posted suggestions and questions for trouble shooting the problem.
  22. As I keep mentioning every chance I get, different folders do not matter, only different filenames. See DynDOLOD_Mod_Authors.html "How to add your own LOD models" which explains the scanning of subfolders in meshes in general for different LOD objects. So for 3D tree LOD, it tries to find LOD files with part of the full mesh file name + the full CRC32 in any subfolder of "meshes" unless the folder path matches the IgnoreLODMesh= list defined in the DynDOLOD. You can create any folder structure that makes sense to you as long as it is in meshes and not accidentally matches the IgnoreLODMesh list. The instructions how to run the DynDOLOD_CRC32Gen.pas should still be valid.
  23. Have you check load order in xEdit for errors and fixed the ones that are possible to fix? Is this error repeatable? Your Majestic Mountain installation contains several different plugins. Check if you can narrow it down to a specific plugin. I have no problems with MajesticMountains_Landscape.esm and MajesticMountains.esp.
  24. That is great. It would be helpful if you could look up with xEdit if any plugin is overwriting form id 000B11EC, though.
  25. Apparently you tested with new game already as suggest by the FAQ for "out of place LOD objects" Double check everything looks fine in DynDOLOD SkyUI MCM. Check for script errors in Papyrus Log. Test with disabled large references and adjust DynDOLOD SkyUI MCM Large Reference Fix accordingly. Get form ID of windows, look up in xEdit, check EditorID to find out for which plugin + form id the windows are added. Check which plugins overwrite that. What version of DynDOLOD and ICW is used? No double windows here with 2.44 and just ICW 5.2. However I suggest to remove the unnecessary overwrites as reported in the log.
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