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sheson

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Everything posted by sheson

  1. If the line is the alt texture file, then the next thing to check is the logfile from LODGen ..DynDOLOD\Logs\LODGen_TES5_Tamriel_log.txt Make sure LODGen is a new version so the log should say Skyrim Object LOD Generator 1.8.5.0 on top and then also has a line that references the alt texture file Using Alt Textures: ..DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_alt_textures_tamriel.txt
  2. There is no need to do that. The replacement textures are discovered and exported for LODGen to do that replacement automatically. Too bad you didn't check contents of DynDOLOD_TES5_alt_textures_tamriel.txt to troubleshoot the problem.
  3. Read the "Compatibility" section in the DynDOLOD manual to check for mods that have been specifically tested already, but note the limited support for Skyrim SE and also this post and this one maybe. When generating LOD, the load order should typically contain all mods that affect LOD, like plugins adding objects like landscape features, buildings and trees and their LOD meshes and textures. If LOD for a plugin is not desired, disable that plugin. If a mod in the load order causes problems with LOD make a post about it so it can be solved.
  4. DynDOLOD generates tree, static object and a new optional dynamic LOD. Buildings are static objects. Flora can be billboard tree LOD or static object LOD depending on the source assets and settings. DynDOLOD can generate all these supported LOD types in one session with the currently installed LOD meshes and textures in the load order. Not sure what mods you are referring to with "all the cities expansions, flora changes". Check the "Compatibility" section of the manual and maybe search this subforum for a mods name. When generating LOD the load order should typically contain all mods that affect LOD, like plugins adding objects like landscape features, buildings and trees and their LOD meshes and textures.
  5. I suggest to read D:\DynDOLOD_Manual.html section "How LOD works in Skyrim", "Generating" and "Updating". Also read DynDOLOD_TexGen.html "Update Texture Atlas". This has been as asked a few times already. Precompiled means that changes need to be generated if they should show up in the game. Technically it is safe to set any number to the tree LOD brightness setting. They will either be darker or brighter but nothing else will happen. If the weather and ENB combination messes badly with individual billboards, I suggest to edit or create better matching source billboards.
  6. There is really no reason those markers being disabled by anything once they are enabled. There is probably something else at play. Maybe a patch or other mod. Maybe you can compare difference to your brothers setup. It could be just different order of plugins. If you find the time, do a test with a new game.
  7. There is no mod support for Skryim SE by me as long as it has game breaking engine bugs. I can not recommended using large references at all the second the game is modded. I suggest to read the manual, for example (4) Scan the world in DynDOLOD_Reference.html. The Compatibility section in DynDOLOD_Manual.html may also have some clues, but it applies to SKyrim, if it mentions rules you could try to copy them over to a corresponding SSE file, but without dynamic LOD support they only have limited use.
  8. That texture change is not correct. That "cave rock" texture is the default texture from the full model. When LOD is generated it is replaced by the textures from the mountainslab texture sets defined on the base record xx1665e5 that you can see on the lower part. It is fine for me with DynDOLOD 3.25. Make sure there are no old versions of any of the files in the standalone installation. Maybe try removing all files ..DynDOLOD\Edit Scripts\DynDOLOD\cache\ before the next generation. After generation check that ..DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_alt_textures_tamriel.txt contains a line for the reference xx43DE96 that places the pillar into Tamriel. xx43DE96 2=CaveGEPillar01:11=textures\landscape\mountains\mountainslab02.dds,textures\landscape\mountains\mountainslab02_n.dds,,,,,, 0=CaveGEPillar01:3=textures\landscape\mountains\mountainslab02.dds,textures\landscape\mountains\mountainslab02_n.dds,,,,,, 1=CaveGEPillar01:9=textures\landscape\mountains\mountainslab02.dds,textures\landscape\mountains\mountainslab02_n.dds,,,,,,To make the museum appear on the map, these are the LOD meshes shipping with the mod ..meshes\lod\dbm\museum_lod_1.nif ..meshes\lod\dbm\slgcdome01ext_lod_1.nif You need to extract them from the BSA, then rename _1 to _2 and just leave them as loose files.
  9. The dragon born museum not showing on the worldmap is by design, since it is a rather large nif it is not assigned to LOD16. You could either add rules for it or change the filenames of the LOD models from _1 to _2 if you really want to. Windmills not showing on the worldmap should be normal, not even sure if that is even possible, I never looked into it. What is wrong with the pillar? Does it not have the same texture between LOD and full model or is it just that transistion from LOD not having shadows while the full model has?
  10. That is just the thing, DynDOLOD is not overwriting or changing the "markers" to enable the 4 guild house stages that can be build. Verify you entered all 4 form ids correctly, you can just repeat the prid and enable. You might want to disable first and then enable again, to see which parts belong to which "marker" If you still have stuff missing, load the game where it shows, click on one of those objects that show now and note its form id. Look up that form id in xEdit "FormID" top left and press enter. In the right window find the row XESP - Enable Parent / Reference and use that form id to do the same prid xxxxxxxx / enable in console. If there is no XESP - Enable Parent, enable the reference form id you found via console.
  11. This was an existing save where the explorer guild house was already build? Did you update an existing DynDOLOD and followed the clean save routine or is this the first time DynDOLOD was introduced to the save? Where you in an interior when updating / introducing DynDOLOD? I tried to replicate the different scenarios and could not, once the everything is build it is there across saves etc. I will try to test some more. DynDOLOD should not interfere with the enable states of the full models in the cell. You should be able to fix by enabling these form ids (xx is the hex load order of Legacy of the Dragonborn, 13 based on the log) in console: prid xx3431b7 enable prid xx34311d enable prid xx34311e enable prid xx34311f enable
  12. DynDOLOD and TexGen are the same executable and they simply run different pas scripts based on their executable name. If the filename is TexGen.exe/TexGenx64.exe it executes ..Edit Scripts/DynDOLOD TexGen.pas Any other executable name like DynDOLOD.exe/DynDOLODx64.exe for example defaults execution to ..Edit Scripts/DynDOLOD Worlds.pas This should be impossible to change or overwrite. Make sure the filenames are correct and remove any additional command line parameters.
  13. Sorry but not sure what you are trying to say. If there is an error either post the log or a screenshot of the problem.
  14. What and miss out on messing around with Terrain LOD generation?
  15. LOD does not "receive" shadows. That feature was added to FO4 but not Skyrim SE. The terms "receive" and "cast" shadows are shader flags used in nifs, however setting them in LOD bto, btr meshes has no effect. If anything can ever do shadows on LOD it would be something like ENB or SKGE I suppose.
  16. None of these settings have anything to do with LOD past the load cells. They are about level of detail in the loaded cells / full models. These settings affect object, terrain and tree LOD. If traditional tree LOD is not used, 2D/3D trees are done in object LOD, then fTreeLoadDistance has no effect. These settings are explained in the manual and can be set from the DynDOLOD MCM Settings page.
  17. How to install DynDOLOD Standalone from 0:00 to 0:22 How to install DynDOLOD Resources from 0:33 to 0:44 Best to watch entire video though for how to install other requirements and how to use the tools to create and install a LOD mod for the load order. There is also an extensive DynDOLOD Start To Finish video and a detailed manual in the DynDOLOD Standalone archive in case you prefer the written word or need to do a bit more customization or choose different options when using the tools. All in all, this is 666 times easier than anything that came before it.
  18. Generally yes, you should generate tree LOD after changing the load order, but technically, you only need to generate LOD again if JK also adds trees outside the cities that should have LOD - I didn't check if it does that. So you could skip and only do it when you notice different trees having stuck LOD now. The important part to take away from this right now is, to sort plugins that modify/add references for TREE records in child worlds to load after plugins that modify/add references for TREE records in the parent world.
  19. You actually do not have to wait for that. It should be enough to sort the JK plugin to load after the Whiterun Forest, so its tree references are loaded first.
  20. Bingo, I can replicate this now. It seems the engine limitations (engine bugs that only show when the game is modded) of the tree LOD regarding child worlds and duplicate form IDs is a bit more complex than we have discovered so far. This can be worked around just as well, we just need to extend the discovery of duplicate form IDs it seems. I need to do some testing and programming the next days, which will probably result in a new test version.
  21. Using just a simply setup with this mod does not cause any problems here, also no duplicate form id reported. That probably means that most likely another plugins is required to reproduce this. The other plugin(s) also add trees in the same or adjacent (5x5 uGrids) cells where this is happening. You could try this to compile a hopefully short list of potential plugins: Enter any of the form ids into xEdit top left FormID field and press enter. In the right window where it shows all the reference data of that tree, find the top row "Cell", CTRL+CLICK the entry in the whiteforest.esp column [CELL:xxxxxx] (in Tamriel "Skyrim" [WRLD:0000003C] at... and once in the Cell data shows, take note of all other plugins than the vanilla+DLC or unofficial patch. You can also click the cell entry in the left tree view and if no other plugin is listed in the particular cell record find adjacent cells by looking at the coordinates in the Name column. You also could just quickly click or arrow key through all couple dozen cells whiterunforest changes in the same Sub-Blocks and note any other plugin. There probably won't be many.
  22. Also make sure to disable all LOD generated by DynDOLOD for the test. Overwrite folder *should* work, but please verify that LOD generated by DynDOLOD is not in the load order at all. We want to be sure tree LOD generated by latest xEdit and DynDOLOD match. It is the same routines, i just made them multithreaded. Since LOD trees generated by xEdit are only using the tree LOD engine, all their lighting reaction will be same. Since there are no rules and settings like in DynDOLOD preventing trees in Whiterun to be done as tree LOD, that engine limitation shows up again. That was to be expected of this test. What numbers is report for the duplicate form ids in the xEdit log? Can you give me some of those form ids? I will then install that mod and see if I can replicate.
  23. SSELODGen.exe = renamed xEdit.exe = renamed TES5LODGen.exe Just get the latest xEdit, then start the *.exe with -tes5 -lodgen -o:"c:\output" Or rename *.exe to TES5LODGen.exe -o:"c:\output" same thing.
  24. 1 duplicate form id should mean only one such tree exists, or maybe several different plugins use the same form id for tree references. So this seems odd. I only really know of these two engine limitations (duplicate form ids, trees inside cities) reasons for tree LOD to do this. Could be something new in Skryim SE. In any case, make sure that all plugins are cleaned of UDRs and ITMs. This bug is about tree references, not tree mods like EVT that only changes tree base records / changes meshes. Also the order of billboards is irrelevant. Those known bugs are all about the references that are then used to create the data in the *.btt files. Lets do some tests (1) Disable the generated object LOD by renaming/hiding the Meshes\Terrain\Tamriel\Objects folder. If the error then still happens, unhide the objects folder and hide Meshes\Terrain\Tamriel\Trees folder. If wrong LOD trees are now gone continue. (2) Disable all output from DynDOLOD and generated tree LOD with SSELODGen. Use the -o:"c:\output" command line argument so it doesn't generate into the data folder. Then just install as you would out put from DynDOLOD. Check how many duplicate trees it reports. Check if the problem happens too or not. Maybe my multithreading update to that code is doing things. If the wrong tree LOD also happen with SSELODGen then continue. (3) Look up which mods add or change the trees themselves for which this happens. Open console and click on the full model and take note of the form id. First two numbers are load order ID of plugin in hex. You can also look the form id up in xEdit. Do this for all trees where this happens, since the tree generation in xEdit is supposed to not create LOD for duplicate form id of trees this will not necessarily discover all form ids / mods, but for now lets see what mods you find.
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