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sheson

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Everything posted by sheson

  1. I suggest to merge the data from the DynDOLOD plugin with the main plugin. If creating a special 'create mod' version without scripted dynamic LOD, there are updated base records with the Has LOD flag set and may be Has Full LOD flag (neverfades) references depending on settings. While you could ignore the references if you do not want them, the Has Distant LOD flag on base record should match with the created static object LOD in order for objects sitting on cell borders to load/unload correctly in sync with the LOD. The data will be different depending on low, medium and high and other settings. The merged data should work perfectly in case user generates LOD with DynDOLOD. In case you want to ship scripted dynamic LOD (not recommended), I suggest not to merge, so users can disable the DynDOLOD plugin(s) and generate LOD from scratch on their own. See DynDOLOD_Mod_Authors.html for more
  2. That happens when LODGenx64.exe does not get to write a log because an error is stopping it prematurely. Run it manually by starting LODGenx64.exe from a command prompt and check for error messages. If it works ("Nothing to do") without command line parameters, copy an execution line from the log that is right beneath a line stating Executing LODGenx64.exe and starts with "C:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD\Edit Scripts\LODGenx64.exe" --inputfile ...
  3. Great that you were able to sort out the windmills. Could you elaborate what you mean by "the small manual for updating Dyndolod in MCM is not completely readable"? Are you using a custom font maybe? Maybe post a screenshot if you can. I do not recognize the that stucture from Dawn Star Overhaul. Must be a new model shipping with the mod and there is no dedicated LOD model for it. You could try to create a mesh rule for static object LOD for it. See the manual Custom Settings For Specific Mods / Revamped Assets Skyrim, Sexy Azura Statue for how to add a mesh rule for a full model nif to receive static object LOD. To save time when you do test generations with different settings/options just generate the one worldspace you need for testing. When you test new mesh rules for static object LOD, uncheck tree/DynDOLOD. Use mod manager profiles to have minimal load order only with essential mods and the one(s) you are testing LOD generation for. Disable hi-res terrain meshes for quicker LODGen.exe. Once satisfied use normal profile with everything and do the full LOD generation from scratch as usual. You will be closer to 5 min just for Tamriel for testing things.
  4. See the last few message at the end of the log that say Gave up waiting for C:\SteamLibrary\steamapps\common\Skyrim Special Edition\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt to become available. This is rather odd, as it didn't even seem to waited at all (should be at least some minutes). That indicates there was a problem with the spawned LODGen64.exe that generates the static object LOD. Check the LODGen logs like ..DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt for clues. They should end with Log ended at xx:xx:xxCode: 0 Unrelated, you should probably clean the UDRs from EconomyOverhaulandSpeechcraftImprovements.esp
  5. Is the dynamic LOD even working at all? It seems really weird that you would not have fans on the silos but other dynamic LOD, regardless of the contents of the mesh_replace file. With just dyndolod\lod\architecture\solituderotor.nif=architecture\solitude\swindmillrotor.nif in DynDOLOD_SSE_mesh_replace.txt, the silo fans are done as they are always done without any additional fuss: DynDOLOD uses the nif defined by the base record (000FC611) Architecture\Farmhouse\FarmhouseWindmill\FarmhouseWindMillFan.nif. It just makes a copy of the base record but uses the same nif. In this case, it doesn't matter if SMIM is installed or not, as SMIM simply replaces physical nif file with its sail version. Adding or removing SMIM makes no difference. You might have another mod interfering with the fan references or the base record. Just check if a plugin other than DynDOLOD overwrites either. The Solitude fan is different as it is part of the building nif it is attached to. Since we only want LOD for the fan, but not the building, the fans textures are disabled on the base record with a texture replacement. Then a "hard-coded" single fan base record is created that uses dyndolod\lod\architecture\solituderotor.nif, defined by DynDOLOD_SSE_manual_base_Tamriel.txt Then a "hard-coded" reference that places this fan onto the Solitude building is added, defined by DynDOLOD_SSE_manual_refr_Tamriel.txt This is where the mesh_replacement comes into action, it detects if the alternative fan architecture\solitude\swindmillrotor.nif from SMIM is installed and uses it instead of dyndolod\lod\architecture\solituderotor.nif. This entire procedure happens if "generate DynDOLOD" is checked and LOD for Tamriel is generated. Disabling the fan in the Solitude building nif and replacing it with a new single nif file is how SkyMills did it and how compatibility is maintained with SMIM. It was done this way because the building itself has static object LOD and one couldn't just simply make it a Full LOD (neverade) without both full model and object LOD showing at the same time, with texture flicker. So, I wonder if dyanmic LOD works at all, or if any other plugin might be changing the references of the fans or the base record. Maybe something happened to the other DynDOLOD config files I mentioned above.
  6. This really is a self explanatory error message about a missing model. Just make sure all meshes of tpos are installed properly. The nif is part of the standard tpos installation You should also check this post for a fix for the Windhelm gate wild edit problem of tpos. No need to disable tpos or to worry about existing LOD as it will be overwritten. Just make sure all assets of the mods you are using are installed properly and completely.
  7. Remove the first line architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif=architecture\farmhouse\farmhousewindmill\smfarmhousewindmillfan.nif from DynDOLOD_SSE_mesh_replace.txt and generate from scratch again. See if that works better for you. LOD works fine for me with a full SMIM installation and copying DynDOLOD_TES5_mesh_replace.txt. It should also work for you, since you reported you have smfarmhousewindmillfan.nif in that folder, but maybe something happened to that nif in your case. All 3 files have the size and date for me. The first replace is not needed anymore (was for SkyMills), only the second for the Solitude Mill.
  8. SMIM? Copy DynDOLOD_TES5_mesh_replace.txt to DynDOLOD_SSE_mesh_replace.txt and generate again, let me know if that works
  9. Changing the Scale on the BSTriShape with nifskope should do the trick.
  10. Looks like the mod only changes things inside the cities without caring about how things looks from the outside. The best action for now is to not have such plugins in the load order when generating LOD. I usually may add such plugins to an ignore list which has the same effect.
  11. Looks OK to me. You could try 3D tree LODs with tree mods that support it properly. Like the Skyrim version of EVT for example.
  12. Dynamic LOD like animated LOD, quest enabled LOD, glow LOD, full models depending on the selected options and mesh rules in the advanced options. DynDOLOD adds LOD for everything in the current load order it has found a LOD model or a rule for, if technically possible. Simply load entire load order if unsure. No idea. Probably not. Maybe for pre-rendered textures used by the walled cities for example, because you can get pretty close to those. Requires to use of the different resolution versions of HD LODs Textures since these can not be automatically created. The texture atlas for a worldspace can be rebuild in expert mode with different settings without redoing everything as explained in DynDOLOD_TexGen.html Update Texture Atlas section. Then install atlas separately as a new mod to make comparison screenshots. The layout of the atlas probably changes because of different max sizes of the single texture. In that case "Execute LODGen.exe" to redo static object LOD with the changed atlas as well.
  13. FAQ: Exception in unit xxx line xxx: Duplicate FormID [xxx] in file [xx] xxx.esp A: There is a plugin in the load order that duplicates an existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. Error message is not related to the message about the wild edit in White River Priory.esp Could be a broken bashed patch. "Ignoring Bashed Patch, 0.esp. Please remove from load order if generating LOD does not complete successfully!"
  14. We are mostly talking about newly introduced game engine bugs that exist on all platforms and consequently need to be fixed on all platforms if Bethesda is serious about modding support. Porting already existing game data fixes or mods from Skyrim to Skyrim SE is a bit different, but USLEEP consequently should make it to locked platforms via official updates if needed. The reality is that Skyrim SE and Fallout 4 are different, because they are micro transaction platforms selling paid mods. That means the obligations of Bethesda have changed. I feel bad for consumers buying Skyrim in 2018 that is still on the same bug level as the last DLC update in 2012 or so with new bugs added in 2016. Like that alone is not bad enough, Skyrim SE got plenty of updates in the past 12 months to support paid mods, but no game engine updates to at least fix the new bugs, despite repeated reports on the official forums and beta test threads. This seems like a rather clear message from Bethesda to this free modding community and its paying customers. There is no fix for the large reference bug.
  15. FPS issues because of plugins existing in the load order, visual issues because of plugins modifying large references, broken tree LOD reflections, the "improved" snow shader that is an incoherent and incomplete mess, game randomly not starting because of CC connection issues or whatever. Also stuff like hardcoded key bindings, sprint toggle, enemy perks applying twice after loading, plants not re-spawning after loading etc. The issue is that Bethesda is actively updating the game to serve as a platform for paid mods and yet there still seems to be a believe that it is acceptable to rely on the community to provide free fixes to make this game version somewhat usable for modding. On the other hand, there is a perfectly stable and tons of better looking and feature rich Skryim without any such dilemmas. My point is, as long as there are so many severe bugs which need to be fixed by Bethesda, there is no reason to waste any more time than necessary for things that should/can change over night. In particular, there is no use testing any mods/plugins that modify large references. Unless the large reference bugs are fixed, those plugins are incompatible with Skyrim SE.
  16. There are no patches available for Skyrim SE at this time as I do not pro-actively test compatibility with mods while Skyrim SE is a broken mess of bugs that are not fixed by Bethesda. If Lanterns of Skyrim is a straight port to SE without changes to the script that the patch updates, it could probably work.
  17. You merged notice board.esp Using old or modified script are both OK.
  18. I had that mod installed too in Oblivion. The error message is self explanatory. Make sure the referenced model ..\meshes\stroti\tree house\clutter miscitem\bookdeco.nif that is used by base record TPOS_JOKE_06 [sTAT:954FFB47] is available in the load order. The file is part of the standard tpos installation.
  19. Insert a 24 hours wait right after going indoors before the first save. If the successful message does not show, there usually should be some other error message instead. If no message shows at all, it would usually mean the save already has a saved script instance for the DynDOLOD Master script, e.g. it is already in the running state. Try a new game with coc whiterun from main menu. Those success/error messages are not duplicated to the papyrus log right now, which they probably could for extra verbosity.
  20. Regarding the LOD of the Windhelm bridge, The image shows the vanilla LOD model. Make sure DynDOLOD Resources, which contains a better version, overwrites the LOD source models (the ones in ..\meshes\lod\*.* and subfolders, especially ..\Meshes\lod\windhelm\windhelmbridge_lod* Sounds you did 3D tree LOD with full model fallbacks which often have the problem that there alpha channel and threshold setting for the leaves textures is not suitable for the hardcoded LOD transparency at 128. Best would be to only use tree mods that ship with proper (hybrid) 3D LOD models and only use the default billboard fallback. Great. The xEdit screenshot you posted was all I needed, really to know that I need to doublecheck. I never use CK really for anything really. In game console/click object for form id and xEdit to look them up. If you build references info, it is easy to find all references which use a base record, in this case the WHmaingate.
  21. What "effects" are not seen? What are the DynDOLOD and LODGen logs saying?
  22. Enthusiast modders know that Mod Configuration Menus (MCM) require SkyUI. However, the DynDOLOD SkyUI MCM is not required to generate LOD or use dynamic LOD in the game or to make "clean" saves. The final requirements of the LOD mod that a user creates with the tools is up to the users decisions and discretion. The "clean" save is to make sure position/rotation information for references is removed from the save. The instructions to disable and to "check MCM DynDOLOD is still deactivated" when indoors is mostly a clever way to make sure that enough time has passed to make sure there is no active script anymore. Disabling before-hand shortens that time. I think in the past 3 years there was only one question what to do if SkyUI is not used. Which is what they were before the DynDOLOD SkyUI MCM was added: just wait a bit / use in-game wait menu for 24 hours (again, just a way to make sure enough real time has passed for active scripts to complete) Waiting 10/30 days is usually not required either, as references added to DynDOLOD plugins can not be reset anyways (they would lose their current LOD "state"). If the message "DynDOLOD successfully initialized" does not show top left the very first time a worldspace is entered with DynDOLOD, it either means something is wrong obviously, or may be the message passes to quickly because of other messages.
  23. The tpos plugin adds a duplicate gate inside the city. Considering that the vanilla gate with form id 0009A272 is not deleted/disabled and the new gate (xx765A72) has exactly the same position it seems like a wild or unintentional edit of sorts. Both gates show right on top of each other, so there are no visual errors when inside the city. New objects added to cites are picked up by DynDOLOD to receive LOD and a facsimile in the parent world. Before generating LOD, either remove the duplicated from the plugin (together with the reported wild edits near cell 0,0 - which are curiously initially disabled) or add a line to ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_childworldlod_Tamriel.txt tpos_ultimate_esm.esp;00765A72;WHmaingate which will instruct DynDOLOD to ignore the gate. This will be included in the next update. I am curious about something else, unrelated. Do you have any mod overwriting any meshes from tpos?
  24. The MCM requires SkyUI. Then click on "Mod Configuration" in that screen. The message "DynDOLOD successfully initialized" *should* show regardless of SkyUI being installed or not.
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