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Everything posted by sheson
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Check that none of the generated tree LOD files in Meshes\Terrain\Tamriel\Trees\*.btt is overwritten by other mods or something in MO overwrite folder.- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
It does not matter if there is a DynDOLOD.esp already in the load order. When tree LOD is generated it will write a You should also generate/update object LOD, since it will add those excluded trees as object LOD.- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
If this is true tree LOD (goes away when typing tll in console) and this is in a parent world space (not inside a walled city), then this happens because the load order of plugins adding tree references changed after generating tree LOD. Simply generate tree LOD for the load order. If this is dynamic LOD object (has a form id in console, can be disabled, does not happen when starting new game), then this is because the clean save routine was not properly followed when updating. This only applies to Skryim atm. FAQ: Tree LOD: LOD trees show in loaded cells A: Make sure all plugins with ITM or deleted references are cleaned. See https://ck.uesp.net/wiki/TES5Edit_Cleaning_Guide_-_TES5Edit A: If the load order / priority of mods adding or changing tree references was changed, generate tree LOD again so it matches the new load order. FAQ: Skyrim: Out of place objects / flickering full models A: Test with new game, if successful the updating of existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM.- 440 replies
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There should be a line right above the fatal message that says "Using ini: c:\Users\[user name]\Documents\My Games\Skyrim\Skyrim.ini" - that is where it should be. Start the game through the launcher once to update all settings. If the ini is there, then something might preventing read access or some windows function is returning a wrong result. You could also test with xEdit.exe You can use a command line parameter to define where the ini is -i:"c:\Users\[user name]\Documents\My Games\Skyrim\Skyrim.ini"
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My hunch is that you have Skyrim SE and didn't set the -sse command line parameter and so instead of Skyrim SE Skryim.ini it is looking for the ini of Skryim which you do not have.
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TexGen and DyndoLOD errors since 2.30
sheson replied to filmguy93's question in DynDOLOD & xLODGen Support
Make sure all old files are overwritten with the ones from the latest standalone archive. For example, the function ResourceOrFileExists is defined in ..DynDOLOD\Edit Scripts\DynDOLOD\lib\functions.pas, if it can not be found, the function.pas is from an old version. -
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Yes- 440 replies
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Exception in unit userscript line 324:
sheson replied to BlacksburgNick's question in DynDOLOD & xLODGen Support
You should probably use the latest version from the fork found at https://github.com/LePresidente/modorganizer/releases as this bug has not been fixed in the original version, but it was fixed in the fork. -
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
"bunch" :) I would suggest to look at the files that are overwritten to better understand. Most likely it will be architecture in Riften. DynDOLOD Resource contains updated versions of ENB particle patch version the Riften buildings. This is merely to ensure better continuity for glow LOD windows when the full model loads. If you use ELFX you probably want to use those version instead, since I believe they work around so the 4 light limit and you rather won't have that close up with all the additional lights from ELFX. I suggest to only load mods that are known to affect LOD when generating LOD. That is to minimize unrelated mods being added as a master, just because they also might add/change references in the worldspaces but unrelated to LOD. The general rule is not to have a merge patch in the load order when generating LOD - because there was a version that sometimes generated plugins with errors. Typically it should not matter if its created before or after DynDOLOD. You should clean all mods before generating LOD. I am just saying this because of the deleted references in Perfect Whiterun that the log showed. Also thanks for helping finding a couple bugs.- 440 replies
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Exception in unit userscript line 324:
sheson replied to BlacksburgNick's question in DynDOLOD & xLODGen Support
What version of MO are you using? -
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Great that we finally fixed all that! FlatLODLightingEffect only affects billboards that are done in object LOD. You can set any number you like, but negative numbers should have no effect, and the increase in brightness is less and less the higher the value. I don't think anything beyond 10.0 makes a visible difference anymore. Doing those trees in object LOD is the way to work around the engine limitation the normal tree LOD has with showing LOD trees in cities. The manual sections Installation Skyrim and Overwrite Orders explain it already: Install the Core Files from DynDOLOD Resources [...] Install Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards and let them overwrite any DynDOLOD Resources files. Then overwrite with any LOD Billboards for mods in the load order. Billboards for mods need to have the same overwrite order as their mods - which is rather obvious, since the last mod to overwrite a full model tree requires its matching billboard. Since some mods contain their billboards within their main download and not always in a separate install, separate billboards should always be right after their mod. Mod A Mod A billboards Mod B which includes billboards MOD C MOD C billboards That should ensure the correct billboard is used for each full model. I generally make no recommendations about the order of individual mods. The order of different tree mods is up to the user.- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
This test version should fix the height problem. Let me know how that works out. The brightness difference is probably because those trees are using object LOD while the other trees are traditional tree LOD - in conjunction with ENB or weather mods. In vanilla setting the it seems fine, but a small difference might be amplified in other circumstances. See if setting FlatLODLightingEffect=2.0 or higher in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini helps with that. You could also try to manually adjust the brightness of the LOD texture used by the object LOD trees ..Textures\DynDOLOD\LOD\DynDOLOD_Flat_Atlas_Tamriel.dds but not modify the tree LOD texture ..Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds The brightness drop down changes both equally. Another option to have all tree LOD be done as object LOD, just like ultra tee LOD, but just leave the tree rules set as Billboard for all LOD levels.- 440 replies
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DynDOLODGen Not using enderal despite passing the parameter
sheson replied to Jimmon's question in DynDOLOD & xLODGen Support
For future reference: Enderal is discovered by checking for the Vyn worldspace in the Skyrim.esm that was loaded by loaded by DynDOLOD/TexGen. There is no command line parameter -enderal. -
Exception in unit userscript line 324:
sheson replied to BlacksburgNick's question in DynDOLOD & xLODGen Support
That's it. Check if deleting all files from ..DynDOLOD\Edit Scripts\DynDOLOD\cache\ before running DynDOLOD helps. If that does not help, see if you can scroll the text back up to show what happened before the error. -
Exception in unit userscript line 324:
sheson replied to BlacksburgNick's question in DynDOLOD & xLODGen Support
If the spawned LODGen.exe command prompt windows have errors, static LOD has not been generated completly. You keep mentioning some windows error. What is the message exactly? When DynDOLOD spawn the child process LODGen.exe it has a a white text on black background command prompt window. Click the icon in the task bar to brink it to the front so you can see/screenshot the messages printed to it. LODGen.exe also writes logfiles to ..DynDOLOD\Edit Scripts\Export\LODGen_*.txt, but exceptions will most likely not be printed to it, only the console window. It is possible that something is preventing LODGen.exe to write these logfiles and that it is the reason of the errors. You should also clean plugins and check them for errors in xEdit. -
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Upload the new log, so I can check, maybe the assignment is still not entirely correct. Also upload ..DynDOLOD\Edit Scripts\Export\LODGen_TES5_Tamriel.txt- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
If a tree LOD does not match the full model, the wrong billboard dds/txt is installed for that full model tree - or there simply is no better billboard dds/txt available. It really is that straight forward. The txt file defines the size among other things. For example, if you selected the "large" option of EVT when you installed the full models, you also need to select the "large" option when installing its billboards from the "billboard generator" archive. Works for me without problem in the tests.- 440 replies
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Exception in unit userscript line 324:
sheson replied to BlacksburgNick's question in DynDOLOD & xLODGen Support
Check the LODGen logs in ..DynDOLOD\Logs\ for errors. If there is no meaningful message in there, bring one of the command prompt window to the front and sreenshot or copy/paste what messages were written to it. -
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
It uses the billboards that are installed. Check the log for an entry for each tree that looks like this TreePineForest01 [TREE:0001306D] meshes\landscape\trees\srg_treepineforest01.nif Billboard found LOD4: textures\terrain\lodgen\skyrim.esm\srg_treepineforest01_0001306d.dds LOD8: textures\terrain\lodgen\skyrim.esm\srg_treepineforest01_0001306d.dds LOD16: textures\terrain\lodgen\skyrim.esm\srg_treepineforest01_0001306d.dds So make sure the correct textures\terrain\lodgen\skyrim.esm\srg_treepineforest01_0001306d.dds is installed for the full model tree meshes\landscape\trees\srg_treepineforest01.nif.In case of EVT make sure to install its billboard archive with the exact same install options as the main archive. Also use the tree LOD brightness drop down to adjust how dark or bright tree LOD is overall.- 440 replies
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missing textures after DynDolod gen
sheson replied to korun2015's question in DynDOLOD & xLODGen Support
Looks a lot like the instruction in the manual how to generate LOD for Open Cities Skyrim were not followed correctly. -
Exception in unit userscript line 324:
sheson replied to BlacksburgNick's question in DynDOLOD & xLODGen Support
Upload entire log to a file service or use pastebin for example. Is this with 2.33/2.34? If older than that, try latest version. There may be a permission problem because of UAC or anti virus that prevents DynDOLOD.exe from spawning LODGen.exe child processes. -
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Nothing, this is a bug. Will upload new version 2.34 shortly. Uploaded the new version 2.34 which should fix that bug.- 440 replies
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Any plans to incorporate terrain lod generation in dyndolod?
sheson replied to Megaloblast's question in DynDOLOD & xLODGen Support
The initial terrain LOD release will be just a CK / Oscape replacement also allowing higher res meshes/textures without the artifacts of Oscape. Maybe after that we might come up with a way to somehow fake some type grass LOD into the meshes or textures, but no promises. Grass is a shader that randomly places grass meshes onto the terrain, and that is randomly different each time, so it will be impossible to really match that properly - even if we do not have to care about optimizations/simplifications. It *might* be overall easier (generally speaking) to use the pre-made grass data in the .gid files (bAllowLoadGrass) and show grass beyond the loaded cells by replacing/updating the shader itself. Skyrim can still use .gid files, in Skyrim SE it seems broken and grass is always done ad-hoc (bAllowCreateGrass). -
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
If this is Skyrim, then please upload the ..DynDOLOD\Logs\DynDOLOD_TES5_log.txt If this is Skyrim SE: the compatibility list and rules only apply to Skyrim. You can try renaming the TES5 rules to SSE and hope for the best. The rules name have the esp plugin filename without spaces and special characters in them. For example rename ..DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_TES5_whiterunsprucebyrevan1199esp.ini to DynDOLOD_SSE_whiterunsprucebyrevan1199esp.ini When clicking low, medium, high a list of loaded rules is printed to the log. You should see the plugin name in that list when things are working as they should.- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
DynDOLOD 2.33 contains the latest fixes from last test version that fixes the Exception in unit userscript line 305 and includes the latest xEdit/LODGen updates.- 440 replies
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