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Everything posted by sheson
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xEdit/xLODGen list all plugins and BSA that are loaded while it starts up. All that is written to the log file after closing the program.
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The DynDOLOD scripts uses the PapyrusUtil.GetVersion() function which returns the version number to check if PapyrusUtil is installed. The function needs to return 28 or higher. Reasons that the function does not return 28 or higher could be that the SKSE plugin StorageUtil.dll is not loaded or an older version or data\scripts\PapyrusUtil.pex is missing or an older version.
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Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
DynDOLOD checks if a few key files exist in the load order. Either the required core files from DynDOLOD Resources SE are not installed completey in the correct location in the data folder / mod manager equivalent or something (UAC, anti virus) is preventing access. Make sure the DynDOLOD Resources SE download is complete. Since you seem to be using a mod manager that supports the FOMod installer I suggest to install the archive the normal way. -
I can only fix so many vanilla LOD issues at a time. The vanilla "base" LOD meshes solitudebase_lod.nif and solitudebasemarket_lod.nif are huge without any regards to cell borders. Maybe some day I make them match their full models and/or split them properly for all the cities. No promises. If you want to edit them yourself let me know. All that Rookery does, it gives you a location to actually see the vanilla issue.
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Since FO4LODGen/TES5LODGen/SSELODGen are just a renamed xLODGen/xEdit the setup and execution is always the same for the different games. The first post explains installation and execution just the same.
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Like always, the first thing to do is to check the log. It prints a line with full path and filename for every terrain texture it generates, or an error message. If the output path is the data folder under control of MO it will either replace existing files, or skip over them because they existed already.
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SSE DynDOLOD Error message ingame: "dyndolod requires esp 2.00"
sheson replied to stanzelot's question in DynDOLOD & xLODGen Support
FAQ: Skyrim: DynDOLOD requires esp version x.xx A: Make sure to generate LOD with DynDOLOD standalone version that has matching or higher version than DynDOLOD Resources. Do not use DynDOLOD Resources with higher version than version of DynDOLOD standalone. Do not use (scripts from) DynDOLOD Resources For Skyrim SE use DynDOLOD Resources SE. Do not use DynDOLOD Resources intended for Skyrim. Verify that all scripts from SKSE and PapyrusUtil are the correct versions and not overwritten. -
I added two versions to bottom of first post. The flat version removes all noise, so the terrain LOD textures should match the loaded cell textures more or less exactly (it might be off by a nudge depending in lighting). The modified vanilla version has only a very light effect.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
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. For Legcay there are already rules included in DynDOLOD and the mod itself. If you are using the new 4.x version which uses an ESM instead of an ESP, copy the rules files in DynDOLOD\Edit Scripts\DynDOLOD\rules\ from old "esp" to new "esm" name convention like: DynDOLOD_SSE_legacyofthedragonbornesp_high.ini --> DynDOLOD_SSE_legacyofthedragonbornesm_high.ini DynDOLOD_SSE_legacyofthedragonbornesp_low.ini --> DynDOLOD_SSE_legacyofthedragonbornesm_low.ini DynDOLOD_SSE_legacyofthedragonbornesp_medium.ini --> DynDOLOD_SSE_legacyofthedragonbornesm_medium.ini Open the new *esm* ini files in a text editor and replace all legacyofthedragonborn.esp; with legacyofthedragonborn.esm; Make sure the new rules are loaded when clicking Low, Medium, High by checking the log for "Loaded x mesh rules for Legcay ..."- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
You can only get form IDs from loaded full models. If there is no loaded full model at this location in the parent world, go to that location in the child world or vice versa. If there is no full model in either world, just generate tree LOD for the current load order.- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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There is no issue with DynDOLOD. There is an issue with a plugin in your load order that needs to be fixed which DynDOLOD tells you about. Since DynDOLOD is just a special version of xEdit, so both telling you about the same problem is expected. It is unlikely that 000095DC, 000095FB and 00009619 do not exist. A mod is overwriting these CELL records, adding a region to the XCLR - Regions list, but the form id (0500A92D) that is linked to does not exist.
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The short answer is no, unless you are willing to spend some serious time (and money probably).
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Higher values means more and more original vertices of coast lines are kept, leaving less "space" (the nif limit for a single shape) for other "important" vertices that for overall good quality should probably not be removed; bumps in the terrain that are not coast line get flattened into larger triangles.
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The vertex limit is to make sure that nif file limits for a single shape are not exceeded as terrain LOD can not have multiple shapes like object LOD for example.
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Press CTRL + Shift + F to start the Cell browser, enter the cell coordinates and change to Tamriel, click OK In the left tree view, unfold the [+] CELL and [+] Temporary, the LANDscape entry should be the first listed. In the right pane CTRL + left click onto the FormID field of the Update.esm column to update the left tree view from Skyrim.esm to Update.esm In the left tree view, right click the LANDscape entry in Update.esm and select Copy as override into or select an existing plugin of your choice, for example SSE-Terrain-Tamriel.esm (I wouldn't use plugins that might get updates as by then you will have forgotten) Once the right pane shows the new overwrite, drag and drop the contents of the VNML - Vertex Normals field from the Skyrim.esm to the plugin with the overwrite. Repeat for other cells and then save.
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This is actually caused by messed up VNML Normal data in Update.esm of the Skyrim.esm version for the LAND records in the cells -16,25 and -16,26. Most of it is covered by Solitude ground meshes. When in the cells in game or in CK it is only visible when disabling those objects first. You could create overwrites with the Update.esm LANDs and then drag and drop the original VNML data from Skyrim.esm to fix.
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DXT1 or DXT5 for diffuse, BC5 for normal and specular.
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You guys are all waay to late telling me this, I have the second endorsement :)
- 2,309 replies
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DynDOLOD 235, Lodgencmd stops working at same point
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
That is great. -
Thanks I will add these to be included in the next version.
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DynDOLOD 235, Lodgencmd stops working at same point
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
You could get the latest LODGen.exe/LODGenx64.exe from latest xLODGen beta and replace the olders ones in ..DynDOLOD\Edit Scripts\ It will probably make no difference for the cause of the problem, but it i might have a better error message. From the DynDOLOD log I can see it reported that the LODGen log for Tamriel is empty, which suggests an early problem and exception. Look at the FAQs There were errors in one or more LODGen logs resulting in incomplete static object LOD and Incomplete static LOD / LODGen.exe crash Use its suggestion to switch to expert mode to just restart LODGen.exe for the problematic worldspace. If it crashes again, bring the LODGen.exe command prompt window to the front and copy and paste / screenshot the entire error message. -
I am not aware of the vfs doing anything else than redirecting any OS API calls to the file, but I only look at things when something doesn't work. You only need to do a clean save if after generating from scratch (or in the rare case that compiled scripts changed properties between major versions, which implies changed plugins).
- 2,309 replies

