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sheson

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Everything posted by sheson

  1. That is not what is happening. LOD textures are not resized when put on the atlas. The HWOverpassLOD_d.DDS is 256x256, so makes it onto the atlas textures regardless of what "Max texture size" drop down is set to. The "Atlas size" does not matter either. Lower sizes only mean it might create more than one atlas texture. I already explained what is happening. It is caused by loose files, (default) INI or ENB settings or whatever. If I remember right, removing the mipmaps from the textures can be used as a workaround. Then there are no lower resolution mipmaps the game can accidentally fall back to.
  2. This is a general Fallout4 problem with lots of discussions about it. I am not spending much time with FO4. When I did vanilla game tests with no other mods (meaning no physical texture folder) and putting the LOD atlas textures into BA2 it fixed for me. Use player.getpos x and player.getpos y in console and divide by 4096. That will give you the cell coordinates of the area. BTOs have their LOD level (number of cells in one direction) and lower left cell coordiantes in their file name. If all fails, you can try not create an atlas when generating Commonwealth/Sanctuary to see if it makes a difference. It will then use the vanilla atlas. I haven't created the default mapping for other worldspaces yet. Alternatively remove all mipmaps from the atlas texture.
  3. Do not forget to remove the loose files after packing them into a BA2. If you packed all atlas textures into a BA2 and still got this, it could be that the blurry texture(s) are not on the atlas but used directly and probably loose. You would need to check the BTO in nifskope for this. AFAIK the INI settings related to this problem are bForceUpdateDiffuseOnly, iTextureUpgradeDistance0/1 and iTextureDegradeDistance0/1. In case ENB is used verify ENB memory settings are correct. There are a lot of posts for Fallout 4 and blurry textures discussing all the options.
  4. The logs might indicate a problem with billboards (and/or other LOD textures). Maybe a file is corrupt or can not be read properly. Write error usually should produce a more descriptive error message. There is also a possibility that some antivirus or some such is interfering. I would try to disable all tree mods and their billoards and test if you can generate for DLC1HunterHQWorld just with vanilla trees and vanilla billboards (Indistinguishable Vanilla Tree Billboards). Then enable/reinstall each tree mod/billboards one by one. Sovngarde kind of points to other LOD textures though. Check if both D:\Games\Steam Games\SteamApps\common\skyrim\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Flat_Atlas_Sovngarde.dds and D:\Games\Steam Games\SteamApps\common\skyrim\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Sovngarde.dds were created or not. If the second atlas dds file does not exist you could check ..DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_sovngarde_textures_used.txt for a list of textures it tries to read and combine. Some of them are updated by TexGen, but some are also pre-rendered and come from Skyrim - Textures.bsa or mods.
  5. Does it run through if not selecting the Sovngarde worldspace? What happens if generating for Sovngarde only? Unrelated, but I suggest to remove SkyFalls/Mills it is not needed anymore.
  6. First, I suggest to remove all made up, dangerous and wrong INI settings. Do this by removing the current INIs and using the launcher to create default ones. Then use BethINIs. Higher speeds or using tcl turns off dynamic LOD, so nothing weird about things being different. See the readme.txt about how to use debug mode to find problematic nifs causing CTD as pointed out in the FAQ.
  7. You could always use file and folder compression of the OS. At least some storage space benefit without the overwrite order problems.
  8. I have no idea how the game will chose priority in this case. My gut feeling would be first come first serve. I suppose you will find out if you have any other BSAs overwriting any of the LOD and if it is loaded after the esm but before the esp. Let me know what you find out. Because of BSA overwrite order (LOOTing would require manual oversight) and more importantly potentially loose LOD files from other mods, creating BSAs out of the output is not something I consider worth doing.
  9. As explained many times before, LODGen runs longer the more verticies the objects for LOD have. Using full model fallback for 3D LOD trees for example adds a lot of vertices. LODGen will also run longer the more hi-res the terrain LOD meshes are. There might be stuff running in the background taking away CPU cycles or maybe the CPU is throttled due to temps. The vanilla game, just Tamriel takes about 5 minutes with vanilla 3D hybrid LOD trees, less with normal tree LOD obviously. The DynDOLOD 2.36 beta for Skyrim SE with dynamic LOD will not be any faster, rather generating the plugins will take a couple minutes longer, too.
  10. No. Skyrim project optimization only modifies interior cells for that matter.
  11. Yes, you can just merge the folders with the already existing other ones. Everything else worked and generated correctly. You simply started LODGen manually with the very same data collected in the first run. It is the same thing.
  12. When you say it "doesn't seem to fix" does that mean the missing pieces showed after executing enable or that the missing pieces never showed? I believe not all 4 form ids need to be enabled once the whole build process complete. The second one might be just frames that usually get disabled again when the house is complete. Just leave the ones not needed disabled. Besides from that the screenshot shows everything loading. Doesn't it stay like this now? The problem is that the pieces have the IsFullLOD flag set and this is still in the save game. Since they have better performing dynamic LOD now the flag was unset by DynDOLOD. When DynDOLOD.esp is introduced into that clean save it resets the references while it initializes, which usually works to make such objects show again. Something seems to interfere here. You could also try waiting 10+ in game days away from Solitude to see if the normal cell reset fixes that. If all else fails, you can remove the overwrites of these references which unsets the IsFullLOD flag. You can use xEdit, build references info for Legacy of Dragonborn (do not press shift at start up) and then look up the 4 form ids from the enable markers. xEdit will list all references using them on the Referenced By tab. Right click the ones in DynDOLOD.esp and select remove.
  13. Please check the other thread about the enable parents for the references added by Legacy of the Dragonborn and disable/enable them from console without doing anything with DynDOLOD. See if doing these commands helps resetting the references added by Legacy of the Dragonborn. Replace xx with the hex load order of Legacy of the Dragonborn. prid xx3431b7 disable enable prid xx34311d disable enable prid xx34311e disable enable prid xx34311f disable enable If you make screenshots, make them in daylight and with default weather (sw 15e from console) so we can see something. If that does not help, when you added DynDOLOD.esp to the clean save, were was that save made? Maybe you could try a clean save in a house in Riften, far away from Solitude, or try a building in Solstheim, actually. This is just an idea.
  14. So everything is fine now? Or does it go back to look incomplete. What Game version and what DynDOLOD version are you using? Check Papyrus log for errors. See this thread for a discussion https://forum.step-project.com/topic/12662-having-issues-with-dyndolod-and-legacy-of-the-dragonborn/
  15. See if executing LODGen.exe just for these two worldspaces again lets it run through. Change Expert=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Start DynDOLOD Select Worldspace Click Execute LODGen.exe button at the bottom If that still fails, upload/pastebin ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_DLC2SolstheimWorld.txt and ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_QaarlWorld.txt
  16. This is something to troubleshoot and solve between SKSE64 and PapytusUtil (potentially any other DLL plugin probably), so it is good you reported this to Ian. I would also check the SKSE logs for clues. The script in DynDOLOD simply uses PapyrusUtil version check to see if it is there. If it fails it means the new papyrus functions from PapyrusUtil are not registered (or returns a too low value - which is unlikely in this case)
  17. FAQ: Exception in unit xxx line xxx: [xxxxxxxx] A: There is a plugin in the load order that links to a non existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. The form with the ID 0300A92D is missing, but a plugin is trying to use it. Doing the suggested error check in xEdit usually reveals the plugin. The plugin may have its masters confused.
  18. It's great that the log helped to sort this out and you got it working.
  19. The log is reporting deleted references and missing models (just above the long list of plugins modifying large references causing texture flicker) Clean the reported plugins and make sure the missing models are installed. Then generate LOD again. If that does not fix it, see the readme.txt how to use debug mode to check for meshes used by dynamic LOD causing a problem. If that does not help, it is usually quick to find the cause of a consistent problem by removing chunks of data from the plugins. We can go into more detail of the above did not help.
  20. See https://dyndolod.info/Messages/INI-Files
  21. This is how vanilla tree LOD works. There are no INI settings that can increase the quality of pre-computed LOD data. Either use higher resolution or simply better matching billboards or use the ..docs/tree.ultra/DynDOLOD-Trees.html option from DynDOLOD for 3D LOD trees.
  22. Use xEdit to remove the erroneously added duplicate xx000800 DLC2SolstheimWorld and all its children from Genesis Watchtowers Reborn.esp. You should probably clean the UDRs from Kato's Ivarstead.esp, also. Then LOD generation should work without a problem.
  23. Don't worry about it.
  24. Then it should also work when started from within DynDOLOD. Possible causes this does not happen are UAC or antivirus. Either add exceptions or try running everything as admin. Installing DynDOLOD into its down dedicated folder instead of any game folders might help. You can also just install the BTO meshes created in the output folder from the manual run. Just repeat for the other worldspaces.
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