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sheson

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Everything posted by sheson

  1. There is a bug that makes it try to use dyndolod\edit scripts\dyndolod\rules\dyndolod_sse_legacyofthedragonbornesm_tamriel.patch despite it being for Skyrim SE. Just delete the patch file for now. Will be fixed next version.
  2. Low GPU usage means it is waiting for the CPU to do things. I suppose the last message means that the real culprit was found, but in any case DynDOLOD is a set of tools to generate a LOD mod based on user settings and selected options. Check the manuals Performance section for pointers if the generated LOD causes requires too many resources.
  3. DATA - Flags is a row/setting on MSTT base records with form version 44. 0x4 stands for bit 4 set. xEdit currently names it Unknown2. It needs to be set, or else large references using this base record will trigger large references bugs.
  4. Ops, yes I mean uLargeRefLODGridSize. z-fighting in the distance between object and terrain LOD is caused by floating point precision errors in the z-buffer. LOD generated by DynDOLOD does not change or fix this engine issue. Large Reference bugs texture flicker (which happen right beyond the loaded cells) can be caused by many reasons and not all are scanned for or reported in the DynDOLOD log. It is easy to test though, toggle LOD with tll in console, if the full object in question still shows past the loaded cells and the flicker is gone, then it is that bug. The flag is a new addition on forms version 44. It seems it should be set on all MSTT base records that are used by large references to avoid the bug to be triggered. In this case there is only a point settings that flag if the plugin is converted to an ESM to also fix the bug being triggered by the overwritten references that use the MSTTs.
  5. I know of Lexy's: Legacy of The Dragonborn Special Edition has xLODGen instructions incorporated and TUCOGUIDE is working on a video.
  6. I am assuming the tree model used for LOD is a custom one and not from a mod. LOD does not support all shader settings/types when using "PassThru". It is probably caused by shader flags. Carefully compare shader type/flags/setttings and texture list with 3D LOD tree models included in DynDOLOD Resources to spot differences.
  7. Different version means the code was changed. It is no mystery that different code behaves different and then there is the undeniable fact of life that new code means new bugs. Just send/upload the nif so I can check whats happening.
  8. Clouds typically do not z-fight since they are transparent. DynDOLOD does not change cloud references or their base records. DynDOLOD does not change how the engine works. If plugins cause the large reference bugs texture flicker, solutions are to set uLargeRefGridDistance to 5, convert the plugin to an ESM or to remove the plugin. In case of converting to ESM the data flag 0x4 needs to be set on the MSTT so that the large reference bugs are not triggered.
  9. See https://forum.step-project.com/topic/13442-xlodgen-icow-skyrim-vr Needless to say, using DynDOLOD to generate object LOD with the mod in the load order should be fine.
  10. 1. If a tree is changed so that its billboard does not match it anymore, it requires a new billboard that matches that changed tree. Tree LOD Billboard Creation : Start to Finish 2. Since banners have no LOD models and no mesh rules included they never have LOD regardless if a vanilla plugin or a mod adds them. You would need to create your own mesh or reference rules - like the one that is included for the one vanilla banner on the western watchtower.
  11. Documents folders should not contain executables. Not sure what UAC or anti virus think about that. Nowadays a typical path for steam is x:\steam library\ where X is the drive of your choice. In any case, the log shows that the registry settings for Skryim has the games data path defined as [00:00:00.002] Using Skyrim Data Path: C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\ and then later the log shows you that it can not find or read the games BSAs [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: To update the registry with the correct path run the games launcher once.
  12. The game is installed into C:\Program Files (x86) which can create problems with UAC or anti virus prevent access to files. Any good modding should mention that and give instructions how to change it. [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: [00:00:02.681] Background Loader: Warning: You can try to run everything as administrator or create an exception in the anti virus. Use the latest version 2.41, maybe test the x86 version.
  13. The included ..DynDOLOD\Docs\trees.ultra\tools\re-uv\merge.txt is typically fine. It sets the output filename Worldspace=merged It sets DontMergeShapes=False as you figured out. It sets PassThruMeshMask=nif, so that any input model keeps its current shader and does not set the default LOD shader settings. It sets PathOutput=.\output\, which means the file "merged.nif" will be created in a subfolder "output" of the current folder. It sets PathData=.\ to the current folder, so it expects the input files in the current folder. It then has one object line 0 0 0.0 0.0 0.0 0.0 0.0 0.0 1.0 file.nif which means it expects the input file.nif in the current folder. You can test it by copying your source nif to ..DynDOLOD\Docs\trees.ultra\tools\re-uv\file.nif and the run merge.bat in the same folder. The new subfolder output with the merged.nif should appear.
  14. LOD tree billboards are a LOD resource for generating tree LOD so they are only required when generating tree LOD. The different LOD types are briefly explained in the DynDOLOD manual. The features of DynDOLOD are explained in its description and manual. The tools can update a select list of LOD textures so that LOD objects match better. It generates LOD for objects (that includes buildings) added by mods if LOD resources exist or by using the full models. None of these tools change how LOD works in the games. There is always be a more or less visible transition between LOD model and full model, because so far these game engines switchs/fades different models the moment a cell attaches instead of morphing between them.
  15. Thanks for testing and letting me know it fixes that bug. That will help to update xLODGen to have correct water levels without the plugin in the load order.
  16. See what happens if you add the recommended optionals TES5-Terrain-Tamriel.esm or SSE-Terrain-Tamriel.esm for generating terrain LOD. You do not need the plugin when running the game.
  17. Do not rename the exe files. TexGen mode only works when the executable is named TexGen.exe or TexGenx64.exe, any other executable name will run the DynDOLOD mode. Command line arguments are supposed to be added after the file name. See ..DynDOLOD\Docs\DynDOLOD-Shortcut.txt for help.
  18. Ah that one, were I hope someone would tell me which mod/plugin is modifying those cells so I can reproduce the problem. Or did I miss that post?
  19. I have no idea what problem or report you are referring to. A link / screenshot / video would be helpful.
  20. No, you can just restart LODGen for each worldspace in expert mode with the already existing export file for object LOD. Set Expert=1 in '..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE].ini' Start DynDOLOD.exe. Select the worldspace. The Execute LODGen.exe button at the bottom should become available, click it to restart object LOD generation. If it still stops/crash bring command prompt top foreground, check error message and fix problem or copy/screenshot error message for us to troubleshoot. If DynDOLOD.exe and LODGen.exe both crashes randomly check CPU cooling etc.
  21. If it happens after saving DynDOLOD.esp you can ignore it. Otherwise post screenshot and content of DynDOLOD\Logs\DynDOLOD_TES5_log.txt and DynDOLOD\bugreport.txt if it exists.
  22. xLODGen was used by T4gtr34um3r to create the Terrain LOD redone diffuse and normal textures. xLODGen has 3 checkboxes to select creation of terrain meshes, diffuse or normals. It is up to the user to decide which of the terrain LOD files to generate and which ones to use.
  23. DynDOLOD generates tree and object LOD. Use xLODGen - Terrain LOD beta for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR to generate terrain LOD meshes/textures.
  24. Based on the error message it looks like you installed DynDOLOD Resources (for Skyrim) instead of DynDOLOD Resources SE (for Skyrim SE/VR) Also get latest 2.41 version from first post.
  25. I have yet to find any other world space that uses placed water like this. Just for some more testing and verifying. The different LOD water types based on height in WastelandNV were already correct with last update. The reflections of the LOD water match the loaded cell water in both cases.
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