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sheson

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Everything posted by sheson

  1. Temporary disable Fall of the Space Core portal2mod.esp to generate LOD.
  2. Grass can only render in loaded cells. fSplitDistanceMult multiplies the object LOD level distances (fBlockLevel0Distance, fBlockLevel01istance, fBlockLevel0Distance, fBlockMaximumDistance) and applies it to the terrain LOD levels. So multiplier > 1.0, terrain LOD switches to next LOD level further away than object LOD.
  3. Those screenshots make it look a terrain LOD problem. See if disabling anything that adds *.BTR files helps, so it falls back to vanilla terrain LOD meshes. Check if Data\lodsettings\tamriel.lod is overwritten. Use xEdit assets browser (CTRL+F3) to check if Data\lodsettings\tamriel.lod is overwritten. Check if the world record 0000003C Object Bounds are overwritten. Assuming INIs are vanilla.
  4. FAQ: Tree LOD: LOD trees show in child worlds / towns A: This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static or dynamic LOD which don't have the limitation. See the section 'Custom Settings For Specific Mods - Mods that add trees to the same area as child worlds' in the DynDOLOD_Manual.html for more information and how to use DynDOLOD rules to address the issue.
  5. It moves even when using tfc? Have you figured out which mod actually adds this by enabling plugins one by one?
  6. The pre-computed occlusion data disables LOD quads. It does not add cell wide water LOD. If you can not get a form ID when in the same cell, then it might be CELL water. However then there should be no ocean level water in the same cell anymore. Just open the cell in xEdit and see which plugins are modifying it. You get the cell coordinates from DynDOLODs SkyUI MCM You Are Here. In xEdit use CTRL+Shift+F to start Cell Browser and look up the Cell.
  7. Settings are stored in the Plugins.[AppMode]ViewSettings file which is in the same directory as the games plugins.txt. For example c:\Users\[username]\AppData\Local\Skyrim\Plugins.TES5ViewSettings c:\Users\[username]\AppData\Local\Fallout4\Plugins.FO4ViewSettings The file has a ["AppMode" LOD Options] section like [TES5 LOD Options] or [FO4 LOD Options] You can either delete the entire file or just remove the LOD Options section. Deleting the entire file will also reset all other settings including screen position and all settings for xEdit.
  8. You need to upload or paste the log to some server in the internet. It can not be accessed here. Check the papyrus log for error messages.
  9. The OS is preventing overwriting/access because the file is still being accessed by something else. A reboot typically clears that up in case you can not close or kill the other process in task manager. If a reboot does not fix it, it typically is UAC or antivirus interfering.
  10. This should be all fixed in DynDOLOD Standalone 2.39 beta, get it from first post.
  11. DynDOLOD has version numbers, don't use dates. In order to have fires, waterfalls and other dynamic LOD, you need to either use the wizard mode or make sure to check the checkbox Generate DynDOLOD in advanced mode. No log was posted so it is not clear if LOD was completed without problems or if there were error messages. Check if a ..SKSE\plugins\StorageUtilData\ folder with *.json files was created. Make sure the DynDOLOD.esp is activated. Make sure the papyrus scripts from DynDOLOD Resources are installed. In the game check if SKSE and PapyrusUtil are installed, check for the DynDOLOD successfully initialized message. Then check the DynDOLOD SkyUI MCM Main page if it is activate or what the last message was. Check the Information page there are "Activators" and if the bunch of numbers in the right pane match between plugin and json files.
  12. There shouldn't be any injected records in DynDOLOD plugins, only overwrites or new ones. Looks like a bug. I will fix ASAP. It can be ignored if you do not care about large reference bugs. The reference overwriting causes texture flicker. It could be fixed by changing the plugin to an ESM or ESL for example. In addition the reference links to a movable static MSTT, which does not have a certain flag set, which will also cause texture flicker. Setting the flag 0x4 fixes that. Go close and see if you can get a form id. Look it up in xEdit. If it is a reference in a DynDOLOD plugin check its EditorID for pluginname_formid to find its source.
  13. Get DynDOLOD Standalone 2.38 beta 1, it should tell us the nif filename in the error message. Let us the know the mod it is from if you can or upload the nif directly for review. Unrelated to that problem, it is recommended to remove SkyFalls/Mills for best visuals and performance. It is not needed anymore when generating dynamic LOD.
  14. After doing some testing with the used SKSE function and discovering it to not always return the expected values, I reworked the plugin detection. DynDOLOD Resource SE 2.38 beta updates two papyrus scripts that you can just overwrite. No special save game updates should be required. Also DynDOLOD Standalone 2.38 beta 1 fixes the exception when not having an ESP after the unofficial patch.
  15. As we know there really is no such thing as a true clean save. Typically, there should be no need to remove unattached scripts if you intent to add DynDOLOD again. They will "reattach".
  16. FAQ: LODGen.exe runs a long time A: The selected configuration options require a lot of work. Wait for all processes to complete before closing DynDOLOD. A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer. A: Do not use the experimental TreeFullFallBack=1 setting without understanding what it does and what it is for. Proper 3D tree LOD requires dedicated 3D tree LOD models. That is not a fix. LOD generated by the different versions is almost the same. First step of trouble shooting is to find a repeatable CTD. Then do some detailed testing by disabling only the ESP, or the generated meshes to narrow down possible causes. Or if the game actually loads into the world and only crash after a couple seconds in the world check DynDOLOD-README.txt for invalid nifs.
  17. Any such Skyrim INI setting are inconsequential for LOD generation. LOD generation just uses the textures from the load order as is, unless you use xLODGen settings to change brightness etc. The only important INI setting is the sResourceArchiveList that points to the Meshes BSA which contains the lodsettings files which are needed to fill the worldspaces list for example. Object LOD mountains make use of LOD snow/ash shaders, which are applied in the game. The snow/ash shaders are not changed by xLODGen/DynDOLOD.
  18. There can be no plugins at load order 254 because that load order is reserved for paid mod while 255 is for temporary form ids. By definition, if GetModByName returns 255 it means the plugin is not present. In reality I should also check if it returns 254 and print appropriate messages. Edit: Doing some test with the SKSE papyrus function it is seems to be buggy and not always report the correct load order of the plugin - which might result in wrongly reporting that the plugin is not loaded. I will change the scripting to use different methods.
  19. Doh! WTH is modwatch not showing vanilla plugins? Oh well, enjoy then.
  20. The windows Desktop is a special windows folder in C:\Users\[username]\Desktop\. The OS or antivirus may object to executables being executed there or reading/writing. The exception happens because there is no additional ESPs after the unofficial patch. That will be fixed in the next beta. Now all of this is unrelated to the scripting not being able to find the expected data in the plugins. Actually, check if the DynDOLDO SkyYU MCM Information page is able to show the version and bunch of numbers for the plugins and jsons.
  21. There is nothing strange about it loading DynDOLOD_Tamriel.json or DynDOLOD_Tamriel_Objects.json. That is not the error. The message "DynDOLOD.esp not found" happens because either the SKSE papyrus function Game.GetModByName("DynDOLOD.esp") returns 255 or the native papyrus function Game.GetFormFromFile(0x00000910, "DynDOLOD.esp") returns an empty string instead a bunch of numbers. So if DynDOLOD.esp is activated and unless DynDOLOD.esp is at load order 254 or 255 and since SKSE installation does not change just because you use different standalones, it is unlikely that this triggers the message. It is more likely the second function triggers the message. So, with xEdit check if both plugins contain the form id xx000910, a Keyword KYWD with a random bunch of numbers that both should be equal. The same bunch of numbers should be in the json files. If there are no errors reported in papyrus log we can assume the functions work correctly. Compare with plugins generated by 2.36. Compare the DynDOLOD_World.json, only the random "bunchofnumbers" should be different. You probably need reboot - the plugins.txt seems to be just a base install too and not the full mod list. Make sure to have at least one ESP in the load order in addition the unofficial patch. Do not install DynDOLOD into windows folder to avoid problems with UAC or antivirus. That includes C:\Users\ and C:\Users\[username]\Desktop\
  22. Check the papyrus log for additional error messages. What happens with LOD/plugins/json generated by 2.36 and changing nothing else? Keep using papyrus scripts from DynDOLOD Resource 2.37 beta. Then, as already mentioned, check if both plugins contain the form id xx000910, a Keyword KYWD with a random bunch of numbers that both should be equal. Compare with plugins generated by 2.36. Compare the DynDOLOD_World.json, only the random "bunchofnumbers" should be different.
  23. If 2.38 still has errors compare with generation from 2.36
  24. The instructions are mod manager agnostic. Users are expected to know what "install to game directory" means for their setup. The FAQ answer is just to reiterate that *all* of the output needs to be installed. If the DynDOLOD.esp is active and the "DynDOLOD.esp can not be found" message is shown it means either the SKSE papyrus function Game.GetModByName("DynDOLOD.esp") returns mod load order is 255 (seems unlikely in this case) or that that a specific record is missing from the plugin or returns no data. Open the DynDOLOD plugins in xEdit and check both for errors. Then check if both contain the form id xx000910, a Keyword KYWD with a random bunch of numbers that both should be equal. Maybe compare with plugins generated by older version. They will have different numbers. They are generated each time new plugins are generated from scratch. I would assume if you compared the DynDOLOD_World.json files created by different version they should be similar and only the random "bunchofnumbers" would be different. You generate from scratch with no existing DynDOLOD plugins in the load order, correct? Post/upload the DynDOLOD log from the last generation.
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