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sheson

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Everything posted by sheson

  1. That is great work narrowing it down like this. We still need to solve the problem here. I think it is caused by a shader flag/setting combination in concert with a certain effect/setting in ENB. It is LODGen.exe responsibility to set flags correctly so it works for everybody without problems. I was not yet able to reproduce it. Lets narrow down the ENB options that need to be active. So turn off each ENB effect one by one until you know which one is the culprit. It has been sunrays in the past. Also let me know which ENB you are using. The EVT trees are all created correctly - as they do keep the original settings from the full models. Somerandomguy83 and I are writing each other regularly.
  2. Edit: Ops I read that the wrong way. You have more objects with LOD now. If it switches on objects that have no LOD (DynOLOD disabled) then this doesn't happen.
  3. Hmmm then it seems to be something else and might explain why I couldn't reproduce this just yet with the files you uploaded. Can you let me know if any of the mods is changing the ivy / building / textures we can see in the video? Which ENB are you using? Can you try turning off other individual effects in ENB to see if it relates to one.
  4. Yes, it can only happen when doing advanced LOD. We had this problem before. To doublecheck please disable Sun Rays in ENB and let me know it also removes the effect so I know it is not something new.
  5. Technically this is not texture flicker. This is probably because some full model setting made it into static LOD. This should not happen anymore, but there might be a setting that slips through because I didn't anticipate all possibilities. Do you have DynDOLOD Resources Core file from much older versions? 1.xx even? To test, disable just this folder and all its files from output Meshes\Terrain\Tamriel\Objects\ If disabling the bto makes the flicker go away, can you upload a zip with these files somewhere? ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_meshes.txt ..\DynDOLOD\Edit Scripts\Export\LODGen_Tamriel.txt ..\data\Meshes\Terrain\Tamriel\Objects\*.bto Static LOD briefly showing for a second when certain objects are enabled (the no fire version) is an engine thing.
  6. Watch this thread which is conveniently linked right from the top from Nexus description page as There will be a Skyrim SE version
  7. Yes it does. Select world spaces. Start process. Make sure it completes successfully, then click the Save & Exit button to save the new esp.
  8. With that that many intentional ITMs do you still have SkyFalls/Mills or was it another mod that added lots of full model neverfades?
  9. Sounds about right. I am down to 7 - 8 minutes for Legendary + USLEEP and high resolution terrain meshes (
  10. Check the lines above that error for "Error accessing ... " or "Error writing ..." If you can not find such error message in the TES5LODGen message window, check LODGen_log.txt which should be in the same folder as TES5LODGen.exe Such file access error can happen because of AntiVir, MO virtual data folder (use -o: as explained on description page), or game in special OS folders like Program Files in newer windows versions, also use -o: to generate into "save" folder.
  11. There was a bug when generating several worldspaces. DynDOLOD 2.21 fixes that.
  12. The patcher should not touch occlusion planes or anything that uses a base record with form id
  13. Does it not give you any reason top left? Check last status message on any the MCM page by hovering above any text and watch for hint message at the bottom. Make a screenshot of the information page. It can not create the file that is mentioned. This is a file system access or permission problem that you need to fix on your end. Do not install DynDOLOD Standalone patcher into the games data folder.
  14. Really odd issue. I am going to make more changes to the scripts based on what we found to avoid similar oddities. There might still be the chance of something showing that shouldn't, though much less now.
  15. Great. Keep an eye out though. Though I guess when you actually play everything should settle eventually anyhow.
  16. Please download DynDOLOD Ressources 2.20 and just replace the cores files (only Papyrus script actually) and see if it fixes the problem with misplaced LOD objects.
  17. Did you create just for Tamriel or additional worldspaces?
  18. Yes, I already reduced the normal version a bit as well. You can use the newest DynDOLOD Resources with older Standalone versions. Just not the other way around. Did you run the x64 directly or through MO2 - which is quite buggy? The x64 virtual system is not that stable. Anyhow no particular reason to use x64 anyways.
  19. OK, there must be something really weird going on with your setup with I can not pinpoint right now. It maybe be memory or INI setting problems. By all accounts the generated data is correct. What you should try next is to generate LOD with only the Legendary / USLEEP and see if that works as it should. If that is the case add ELFX Exterior to that small list and see if that works. This should be easy to do with MO profiles. Ask if you need help. Markarth is different to the other cities since it actually is its own worldspace. But there is also no ELFX meshes the buildings like it does in Windhelm. There is no such thing as lit or unlit windows in this case. They are just windows and their current light depends on weather/time of day settings (external emit). It just so happens that ELFX replaces the buildings with its own meshes. Those windows are part of the buildings and ELFX changes the included windows compared to the vanilla buildings. The LOD windows you see floating are based on the vanilla buildings so they can differ. That is unrelated to the problem.
  20. If the process does not complete successfully do not use the generated files. The data will not be complete. When you are in Windhelm and deactivate DynDOLOD from MCM, then activate it again, does it show up again? When you fast travel out of Windhelm and back, any change? Can you check for similar problems in any of the other walled cities? Open ..\skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json in note pad and search for WHmarket02. There will be two entries that should like this. "XXXXX":["1","1","1","","","1056722","Skyrim.esm","-1","-1","1","1","WHmarket02:21,WHmarket02:20"], "YYYYY":["1","1","","","","1056733","Skyrim.esm","-1","-1","1","1","WHmarket02:20,WHmarket02:21"], Can you compare that everything between number XXXXX/YYYY in front and the "WHmarket02 at the end are the same? If that is the case, can you double check the papyrus scripts from DynDOLOD Resources are all not from the latest version?
  21. When you started the new game with coc windhelmexterior01, did you wait outside the city until DynDOLOD initialized? I could make it happen when I immediately go into the city before it has a chance to complete its initialization. Which is OK. It then settles eventually when you leave the city/fasttravel and come back, or deactive/activate from MCM. If that is not it, can you you look up the DynDOLOD window reference with the form ID f20046fc from the 1st screenshot in xEdit? Type the form id into the field top left and hit enter. Then in the right window, check the Editor ID which should be something like DynDOLODesp_XXXXXX_DynDOLOD_GLOWLOD. Take the XXXXXX, put f2 in front of it and look up that new form id. It should bring up a reference with the Editor ID Skyrimesm_0383C2_DynDOLOD_TOWN which is the reference form ID from the 2nd screenshot, correct? If you look up 000383C2 it is only changed by ELFX - Exteriors.esp right? No other mods?
  22. Nothing jumps out at me right now. I guess I should try such a load order myself. But with SE looming that might be a bit. Though I am curios if we will see the same limit in SE or not.
  23. I haven't found anything wrong yet. It seems to work as intended here. You are generating windows high right? You could try generating from scratch again, or remove the mod before starting DynDOLOD, then add it afterwards. That *should* work out OK for now.
  24. That mod should be covered already. Did you rename ELFX - Exteriors.esp or merged it? Check if this file exists ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_mod_world_ignore.txt and if it contains a line ELFX - Exteriors.esp=MarkarthWorld,RiftenWorld,SolitudeWorld,WhiterunWorld,WindhelmWorld I will be testing the mod again, there is always the possibility I broke something.
  25. This is the correct filename: ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini The gamemode gets added to it.
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