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sheson

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Everything posted by sheson

  1. Since you seem to be using MO anyways it seems like a superfluous exercise.
  2. Without having tested this and knowing how we guys at Bethesda typically program, there is a chance such a BSA might be actually loaded twice for both plugins. However, you need to test to be sure. It should be as simple as putting a manually edited colorful LOD atlas texture into a BSA that loads with a plugin after DynDOLOD.esm. Disclaimer: Obviously, I do not recommend putting generated LOD files into BSA files because for correct operation all files need to overwrite everything else and only people who really know what they are doing and are willing to test the result should do it. If there is any weirdness with LOD, you know what you have to check first... Personally, with an SSD I find the file and folder compression of the OS sufficient to save some space and not have performance issues, it may a bit faster even, but I never really thoroughly tested that either. Mainly because loading for me is fast either way while I have almost no BSAs as I unpack them to analyze and dissect mods all the time. But such development is of course different to just playing.
  3. The floating fires are kind of intentional, since you ever only can see from far away and being elevated. Their purpose is to have tiny islands of light and you won't really notice. You can always add a rule for the braziers to use the full model for LOD. I made a LOD model for the Whiterun braziers because they are used outside the city as well and some can be seen close up near the Dragonstone. Maybe one day I do a LOD model for the Windhelm ones, if I feel they are needed, but by all means anyone could make one :)
  4. Was there an update to the plugins or did their names change (from the SKyrim version even, as that is the last I looked at a good while a ago)? It is likely that this is LOD for objects that are added by th eplugn to the inside of the cities. You can add them to the list of such references to ignore by editing DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_childworldlod_Tamriel.txt in a text editor. The format should be clear just from looking at existing ones: [Plugin Name.esp];[00FormID];[base Record EditorID] e.g. JKs Skyrim.esp;00000D3B;Whatever Then generate again. I would appreciate if you could send the updated lines for me to include int the next update once you confirmed they worked. Is Full LOD on a persistent reference places it in the "SkyCell" which means the reference is always loaded and is always visible regardless of its position. The render distance is defined by fSkyCellRefFadeDistance * fLODFadeOutMultSkyCell, UNLESS the base record has IsFullLOD set as well, then the render distance is always max ~ 100 cells. For references that use LIGH base records it means the light is visible as long as the cell is attached, no fading. In the game, the Visible When Distant flag on a reference or on its Base Record means, the object can not "bleed" into adjacent unloaded cells. Without that flag, references that cross cell borders can load early outside the uGrids. In addition, object LOD for a cell is only unloaded once all objects with that flag have been rendered. In order for an object to actually have object LOD when generating LOD with CK/xLODGen there must be models defined on the base record. This should still be fairly accurate: https://forum.step-project.com/topic/12446-building-custom-lods-exterior-structuresobjects For just DynDOLOD read DynDOLOD\Docs\DynDOLOD_Mod_Authors.html
  5. Check the bto in nifskope or better yet, just upload the bto, the LOD nif (looks like a custom model) for the tower and all its non vanilla textures. Send link in discord if you like.
  6. Over here https://forum.step-project.com/topic/13175-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr/
  7. Use the latest version from https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/
  8. Load order 254 is pretty much after any other plugin. Test load order in xEdit.
  9. The error message is self explanatory, it says exactly what is wrong. You need to make sure ccqdrsse001-survivalmode.esl is loaded before SkyTEST-RealisticAnimals&Predators.esp. However, I am not sure that an ESP should use an ESL as a master.
  10. Don't worry about the posts. The entire LAND record defines the terrain of the cell, like the elevation changes and the terrain textures and grass for example. Specifically, the Alpha Layers define how much of the terrain texture (dirt, tundra, snow etc.) for that layer is blended onto lower layers. Changing the alpha itself is save and can not cause CTD (unheard of) It is what xLODGen use to make terrain LOD textures.
  11. DynDOLOD uses the installed billboards you installed to generate tree LOD. So if there is pre-made tree LOD with better looking tree LOD textures it means better looking billboards where used to make that tree LOD. Try to acquire those billboards or split that pre-made tree LOD into billboards as explained in the manual (with videos)
  12. The cause can be something else entirely and does not necessarily be one of those things printed to the papyrus log. It is just one of the possible things to test more "easily". I will test the mod myself in the next days. In the meantime you could also test to keep the mod in the load but just not select the worldspace in the drop down, so nothing is generated for it.
  13. You can always use the max vertices to limit max file size in case there are unusually large outliers.
  14. Looks lovely. Enjoy.
  15. Sorry I am getting old, I misread that. Personally for diffuse I go with 512 or 1024 right now for LOD4 and 512 for the rest. 256 is what the both Skyrim versions use and that is for sure too blurry for LOD4. Fallout4 uses 512x512 for all LOD levels, so that seems to be a more suitable size for Skyrim SE. Based on that it seems Bethesda has still not realized what it means to have a micro payment platform that requires constant updates, care and communicating/working with the community for years to come. Well at least we can turn off/disable most of the "new and improved" non working crap that was added to Skyrim SE to make it somewhat usable again. No worries.
  16. It checks if a resource exists at Game data path + Textures\Terrain\LODGen\OdysseyAct1.esm\AppleTree01_00DB8A22.dds in the load order (BSA or loose). The contents of the texture *.dds file has to be a valid texture that can be read by the internal imaging program (up to BC3/ DXT5) or by the external tool Texconv.exe, which pretty much should be supporting any current format including BC7. So if the file exists, but it still says LOD not found, then the texture format is not valid. Use dds format with DXT5 or maybe uncompressed 888 for the billboard *.dds texture.
  17. The vanilla normal sizes are 256x256 for all LOD levels. If you do not bake normal-maps yo can leave the size for normals at 256 as for LOD4. Consider using no compression and compare with screenshots. Though the noise added by compression may actually be beneficial. If you bake normal-maps it is probably a good idea to use 512 or higher even for LOD4 to keep more of the extra detail. The higher LOD levels are probably always OK with 256x256 for now, but consider tesing 512x512 and compare with screenshots. I actually saw that post/link to the bug report too. Lets see if anything happens from your reports. In case you ever get a reaction to any at let me know, as it might motivate me to submit things myself. You need to create the billboard texture Textures\Terrain\LODGen\OdysseyAct1.esm\AppleTree01_00DB8A22.dds See Tree LOD Billboard Creation : Start to Finish
  18. With the latest 2.36 beta there is nothing special to be done as far as I know. I tested the Skyrim version (v32 I think) to check for visual problems and all was fine. Crashes means something is wrong. Obviously the first test is to check if the problem stops without DynDOLOD plugins in the load order, since if it continues it is something else. It is could be a missing/broken mesh. With Skyrim, Crash Fixes would have a nice error message. With Skyrim SE it is a bit more involved to test if that is the problem. Check the DynDOLOD log for reports about missing meshes. If that does not help, do the debug test explained in DynDOLOD-README.txt (Read online version https://www.nexusmods.com/skyrim/mods/59721?tab=docs as it newer) Let me know how this goes, I will try to check Skyrim SE version myself in the next days.
  19. It seems to me that the LOD loads, but does not unload when a cell attaches. Check if this is object LOD not unloading. Open console and type tll to check if the objects go away. If the object is still visible then, it is dynamic LOD and should show a Form ID in console when clicked on. This is probably static object LOD as it stuck around when dynamic LOD was disabled from the MCM page. Static object LOD not unloading is typically caused by memory problems or wrong INI settings. If you use Memory Patch, try Crash Fixes USeOSAllocators and vice versa. If you use Crash Fixes, make sure CustomMemoryBlock is setup and not hitting 100%. Use BethINIs. Post/upload DynDOLOD log from last generation.
  20. With the next update all paid mods will be ignored for now, regardless of the outcome.
  21. Yeah, that does not sound right and is likely to cause problems. Best to generate new DynDOLOD plugins without that paid mod (you can just temporary move it out of the Data folder before starting DynDOLOD and then put it back)
  22. Instead of removing the nif a better test is to remove the reference from the plugin (I need to update the instructions) Find the first Form ID from mentioned, the one after [sHESON_DynDOLOD_LODObject ]) and remove it from the DynDOLOD plugin with xEdit. Start with the last one and work your way up. You only need to look at nifs mentioned in the last second that is reported to the log. You can assume that nifs from DynDOLOD Resources SE do not cause CTD, but might test them as well just to be sure nothing happened to them. Check the DynDOLOD log for messages about missing nifs. I can not say anything about models from CreationClub or having such plugins in the load order as I am not able to test paid mods. The meshes are probably safe, since they are enabled a second earlier, but I do not know what ESL plugins do to the load order. It might be a good idea to do a test without them. It seems likely the cause of the CTD can not be found this way. You mat need to remove batches of references to find the culprit. See https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/page-20?do=findComment&comment=219732
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