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sheson

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Everything posted by sheson

  1. I meant version of Legacy, late night typos :) I will do some checks and then post again
  2. The screenshot doesn't show LOD but attached cells. Post a screenshot that shows this area when it is further away / LOD. What version of Legendary are you using? Post the DynDOLOD log.
  3. DynDOLO can not be activated in interiors since they have no LOD. I urge you to read the included manual and watch the gamerpoets video. FAQ: Skyrim: ILS or CTD
  4. If there is no SKSE folder there is no dynamic LOD to activate. If there is no SKSE folder it is probably because "Generate DynDOLOD" was not checked. I suggest to really read the manual and to really watch the gamerpoets video for specific instructions for Open Cities Skyrim. You probably didn't do the 2 pass LOD generation correctly.
  5. Read the manual and watch the gamerpoets video for specific instructions for Open Cities Skyrim.
  6. DynDOLOD.exe and TexGen.exe create their output folders all by themselves automatically if they do not exist and then create all LOD files into them while they do their work. The logfiles will detail and show all files created in these folders. For example right before the end. [00:00:26.216] Saved C:\Skyrim\DynDOLOD\DynDOLOD_Output\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json [00:00:26.229] Updating 164 base records [00:00:26.333] Done [00:00:26.346] Removing empty cells Blackreach "Blackreach" [WRLD:0001EE62] [00:00:26.383] Write next object id 00118C [00:00:26.400] Checking C:\Skyrim\DynDOLOD\Logs\LODGen_Blackreach_log.txt [00:00:26.412] DynDOLOD Worlds completed successfully.
  7. If a mod ships with its own unique LOD models/textures, you typically want to keep them in the load order, because DynDOLOD makes use of them. This is explained in the manual as well and compatibility list in the manual denotes such mods with "2 Contains new/updated LOD assets or defines full models as static object LOD. New/updated LOD assets or full models defined as static object LOD are used automatically." If you want DynDOLOD to completely ignore all of the unique LOD models/textures, either delete (or hide them in MO) or add a unique part of the the path\to\lod.nif to IgnoreLODMesh= in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini. You only really want to "ignore" LOD assets if they disrupt the process or are incompatibly for whatever reason. If you do not want DynDOLOD to use specific LOD models for performance reasons, add mesh rules in the advanced interface. See 'Configuration' in the manual which also links to a section in Gamerpoets step by step video. Check the existing different rules for Low, Medium and High presets. The Low rules in for example have a good number of mesh rules that set all 3 LOD Levels to empty, so that the matching LOD models are not used. Like small/medium rocks for example.
  8. See 'Overwrite Orders' in the ..\Docs\DynDOLOD_Manual.html. If you followed the installation instructions DynDOLOD Resources overwrites all other mods. For some mods there are specific overwrite instructions in the 'Compatibility' part of the the manual. The TexGen and DynDOLOD output always overwrites everything. There is always the chance that a mod is not yet compatible and needs custom rules. This is usually to data on the plugin. Then I just create INI settings and rules and include them in the next update.
  9. If you just pile mods onto each other you are testing compatibility and resource usage. DynDOLOD.esp does not modify interior cells. The logical troubleshooting step is to generate LOD for a properly setup vanilla game and then test your theory. Troubleshooting is about eliminating possible causes, which you haven't completed yet.
  10. I am just assuming you are having the exact same issue as first post. See third post
  11. There is an error in at least on of the plugin(s) that needs to be fixed. There is a chance it is in the bashed patch, but it doesn't have to be. If you remove the plugin(s) with the errors, DynDOLOD will run through. As the FAQ and video explains, you should check all plugins for errors and fix them. Regardless of DynDOLOD, all errors in plugin(s) should be fixed for stable game and play-through.
  12. From the logfile: [00:00:00.025] Ignoring Bashed Patch, 0.esp. Please remove from load order if generating LOD does not complete successfully! [00:05:48.280] Exception in unit userscript line 322: [03000000] < Error: Could not be resolved > See FAQ: Exception in unit userscript line xxx: [xxxxxxxx] See this answer
  13. The tiles size is for the texture atlas. I won't help with default heap memory usage. With ENBoost it just going to save a bit of VRAM. Large LOD *bto together with higher INI settings values for anything draw distance related, like the LOD levels, is going to consume memory rather quickly. The vanilla static LOD is about 260MB. With high and ultra tree LODs all BTO files can easily be more than 2GB. Thankfully they are not all loaded at once, but it is on edge what is possible.
  14. Raising certain INI settings makes the engine use more memory, that is not a bug. More detailed LOD requires more memory, which is not a bug either. Trying to use more memory than is technically possible results in problems. Typically 32 bit programs running on consumer Windows OS can not use more than ~3.2GB total. Default heap or OSAllocators (not quite sure actually) maxes out around 1250MB. Since there are lot of other things that also need memory.
  15. Thanks, fixed in DynDOLOD Patches 2.22
  16. There are full model trees (some have detail fade) in loaded cells and past that is 2D tree LOD. 2D tree LOD has no normals and is only 2 planes that look like an X when viewed from top. So the reaction to lightning is "odd" DynDOLOD uses TES5LODGen/xEdit tree LOD generation. 2D billboards and how weather/ENB affect lighting has been discussed in the past here and at TES5LODGen Nexus. The advanced options allow changing brightness of the tree LOD atlas, which is a basic adjustment for weather/ENB. If that doesn't help to make them match better, discuss with author who created the billboards or maybe work on them in an image program or create your own. Watch Garmerpoets video, which combines lots of knowledge about billboards and their creation into one video. Alternatively use ultra tree option if memory usage and hardware allow it. It doesn't have to use 3D hybrids, it can also be used to replace vanilla 2D tree LOD with 2D static LOD using the same billboards with the option to set the normals. See docs\trees.ultra\DynDOLOD-Trees.html
  17. See Hoddminirs instruction, skip over object/tree LOD and just check the "Continue to generate the landscape LODs with Oscape" part. It should get you started.
  18. DynDOLOD and TexGen are for tree and object LOD. To generate terrain LOD meshes/textures you need to use Oscape or CK.
  19. DynDOLOD will not add a replica to the parent world if there already exist a "copy" of the same model at the same postion/rotation. In all other cases: If everything the mod adds should be ignored for LOD, add the distinctive part of the filename to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini IgnoreModFileName= list. If only new objects added to a childworld should be ignored for LOD, add the plugin.esp name and the worldspace name list to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_mod_world_ignore.txt Use this if the mod also adds new objects in Tamriel which should have LOD. If only a handful selective references in a childworld need to be ignored, they can be added as plugin.esp;[ref-formid] to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_childworldlod_Tamriel.txt Use this if LOD is mostly OK and only a few objects are out of place or otherwise do not need to have LOD. If the replica is basically correct but could be a full model instead (for very large objects this happens automatically), add the plugin.esp;[ref-formid] to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_childworldfull.txt If this mod is publicly released let me know so I can add any rules to the next version of DynDOLOD.
  20. Yes, WhiterunWorld is a child worldspace of Tamriel. WhiterunWorld uses Tamriel for Land, LOD, Climate and Sky Cell. When the player is in the childworld each of its cell replaces currently loaded 5x5 cells of the parent worldspace, whatever is past those cells is LOD from the parent world. Any mod that makes changes to the child world should also make the same changes to the parent world so the views from inside/outside match. Since this is how the vanilla game was designed, DynDOLOD automatically finds objects which are LOD worthy in the child worlds and makes a LOD replica in the parent world. If a mod makes extensive changes the child world without caring about the parent world, there are several ways to tell DynDOLOD how to deal with the entire mod or with the new references it adds. See next post. Until the compatibility info is added to the DynDOLODs INIs/rules it is best to simply do not load such incompatible mods when generating LOD.
  21. That would mean the mod adds cells to WhiterunWorld that are outside of Tamriel. When the player is in the child world, its temporary cells simply replace the temporary cells of the parent world with the same coordinates. Maybe what you mean is, that the mod adds new cells to the Whiterun worldspace that aren't in Skyrim.esm. In any case all of that does not matter for DynDOLODs LOD generation or that plugins which add objects to child worlds often need settings for compatibility.
  22. So there is an incompatible mod in the load order. Kind of important detail If a mod adds new references (for which LOD models or mesh rules exist) into the exterior child worldspace Whiterun it may need custom rules/ini settings to correctly deal with the automatic additions to the exterior parent worldspace Tamriel. The solution depends if the object is added to the child or parent worldspace, or if two objects are added to both. If you send me sample plugin with just a couple objects in questions I can have a look what the best course of action is.
  23. If this is a fresh game, then I wonder if you are using Open Cities and followed the instructions correctly. Please post a screenshot, maybe load order. Almost none of the Whiterun buildings should be neverfades and almost none should be visible when turning off LOD. You should provide a proper error report. What loadout are we talking about here? DynDOLOD does not add random references in the middle of the map. Carelessly created mods do. What does "relates to DynDOLOD.esp" mean? Either the reference is added by DynDOLOD or not. Check the reference in xEdit. If it is added by DynDOLOD, check its Editor ID. It will have the source mod name and form id. If LOD is sticking around, it can either be dynamic LOD with Form IDs (stays visible in LOD area with tll) or static that has no Form ID (it goes away with tll). If it is the latter then the problem is a borked setup, bad INIs, memory problems.
  24. There is no such thing as "large references" in Skyrim. Models that stay after typing tll are neverfades / Is Full LOD. There is no such thing as a Whiterun "Interior". There is a Whiterun "exterior" worldspace that uses Tamriel as parent for LOD and other things. Its size is irrelevant. This looks like FAQ: Skyrim: Out of place objects / flickering full models
  25. From the logfile: [00:00:00.004] Ignoring Bashed Patch, 0.esp. Please remove from load order if generating LOD does not complete successfully! I guess that message should probably be repeated. Also see answer to "Duplicate FormID" error. If you search all threads you will reports from people having problems with certain beta version of wrye bash creating invalid data, though they are some time back.
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