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sheson

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Everything posted by sheson

  1. Existing tamrieltreelod.dds does not matter. You need to install a billboard for every tree base record that you want to have LOD for. You only require billboards for plugins that add or update tree base records.
  2. Purple textures are file not errors. Check that all DynDOLOD Resource Core Files are installed. For example if DynDOLOD.esp is part of the load order but the MCM menu is not showing, then the scripts from core files might be missing. Missing models for the Whiterun castle suggest the meshes are not installed. The missing textures suggest the textures are not installed. Check the ..\DynDOLOD\Logs\TES5Edit_log.txt for complains about missing textures when the texture atlas is build. Also check the log that all BSAs are loaded, especially the Skyrim - Meshes.bsa and Skyrim - Textures.bsa. Running TexGen before DynDOLOD will help identifying such errors. Are you trying to generate ultra tree LODs? It would be probably better to first generate everything including vanilla tree LODs successfully before doing that. Make sure to install vanilla billboards and then billboards for any tree mod you might have. Check the notes in the ..\DynDOLOD\Logs\TES5Edit_log.txt about the billboards when it generates tree LOD. It is normal for bush, shrub etc to not have billboards, but pines, aspen etc should have files installed. Remove SkyFalls + SkyMills + DG + DB.esp as it is not needed anymore. Yes. I am wondering if it is fine with the same windows update and the exact same load order.
  3. I wonder if you could test with 2.17 and fasterbase=1 to see if it also does that. Only of course if you can replicate consistently with 2.18
  4. But from Win 10 to Win 10 right? That part of code did not change from 2.17 I think, need to have a look. Anyhow, set FasterBase=0 in ini if it happens again and see if it goes through.
  5. EVT supports both vanilla or ultra trees. If go with default TreeLOD=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini and check "Generate tree LOD" in advance option then it is vanilla tree LOD. If you go with TreeLOD=0 and "Generate tree LOD" unchecked then trees are done as stati cobject LOD.
  6. Oh boy. Are you sure when you generated LOD that "Generate tree LOD" box was checked? Vanilla tree LOD has no such thing as LOD level 8 or 16. Vanilla tree LOD only has LOD level 4 which draws LOD trees all the way to fTreeLoadDistance Vanilla tree LOD does not use mesh rules. Only tree references that can not be done with vanilla tree LOD for technical reason are done as static object LOD. Because vanilla tree LOD does not use mesh rules it makes no difference if using low/medium/high mesh rules. This will only affect aforementioned tree references that can not be done as vanilla tree LOD.
  7. So it is not vanilla tree LOD after all but ultra tree LOD using static object LOD. Nothing but DynDOLOD/TES5LODGen generates LOD. Relinker may rename billboard tree LOD files which are needed to generate LOD. I have to guess then that the billboards are not found because the mod name/ form id for the tree base records changed. Still could be wrong mesh rule for 'tree' not setting Billboard for LOD8/16, but that fixes itself if you hit low/medium/high button. The log may give clues. If you generate vanilla tree LOD, the log will have a nice list of found/missing billboards for sure.
  8. So, I have to deduct the screenshot shows vanilla tree LOD. Vanilla tree LOD has only one LOD level, which is 4. The draw distance of vanilla tree LOD is defined by [TerrainManager] fTreeLoadDistance in SkyrimPrefs.ini. Make sure to change the correct SkyrimPrefs.ini if using MO. If loading an existing save game with DynDOLOD check the DynDOLOD SkyUI MCM Settings page for fTreeLoadDistance. It will overwrite the setting from the ini when the MCM setting is restored. The tree LOD distance can be adjusted in real time from the DynDOLOD SkyUI MCM Settings page. It should update the world after closing all menus. If that fails, try a new game with coc whiterun in console from main menu. That should use the ini setting for sure.
  9. Thank you so much for this. The Enderal default ini and technical setup are a catastrophe.
  10. If this is vanilla tree LOD then increase [TerrainManager] fTreeLoadDistance in SkyrimPrefs.ini or DynDOLOD MCM Settings page. If this is ultra trees it seems that LOD16 column is not set to Billboard for "tree" mesh rule (maybe an earlier rule overwrites the default at the bottom) or billboards are not installed, though I think the aspen are billboards already.
  11. This can happen when I forget to update the version in the info.xml in the archive.
  12. All static LOD on the map looks that odd. Should be the same as for vanilla tree LOD (can only bee seen on worldmap if terrain/static object LOD is turned off with tll in console) You could try the alternative normals and/or creating normal maps *_n.dds for the flat LOD billboards. Worldmap lighting can probably be changed by adjusting record 000A6858 worldmapweather settings. Or turn off all static LOD on the map by setting in Skyrim.ini [MapMenu] uLockedObjectMapLOD=32
  13. Just like that. Overwrite the original scripts with the one from the patches.
  14. All downloads extract fine for me.
  15. DynDOLOD 2.18 condensed update post What’s New? This is a simple maintenance update to address a bug and add updates for a couple mods. See Full update post for 2.xx update instructions Some Assembly Required Caranthir Tower Reborn - DynDOLOD Resources contains an optimized full model of the tower for a little bit more performance friendly Neverfade LOD. Mesh rules also add LOD for the stone dragon and the portal building. Optional: to sync concealing/revealing the tower from far distances install and overwrite the two original scripts with the ones from DynDOLOD Patches. Verified working out of the box - included rules Trollstigen Verified working out of the box - added/updated meshes and/or textures Killian Castle Lyngwi - A Nordic Village Fixes include Fixed sometimes not falling back to billboard when generating ultra trees by Monobloc [spoiler=Changelog DynDOLOD 2.18]DynDOLOD.exe - fixed sometimes not falling back to billboard when generating ultra trees DynDOLOD.exe - add the worldspace Master as activate parent for Never Fade LOD/Full LOD objects DynDOLOD.exe - set VWD on original base records used for dynamic LOD only as well TexGen.exe - sync updates with DynDOLOD.exe TexGen.exe - fixed generation of dlc01castlefortlod.dds TexGen.exe - generation for impwood01lod.dds Papyrus Scripts - activate worldspace Master in case the activate all function is called DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods DynDOLOD Patches - added script patches for Caranthir Tower Reborn See Full update post for full changelog, fully detailed update instructions and updated compatibility information for Skryim mods. DynDOLOD 2.17
  16. Check that the static LOD meshes in ..\Meshes\Terrain\[Worldspace name]\Objects\*.bto and the texture atlas ..\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_[Worldspace name].dds are from the same generation and nothing old overwrites either.
  17. Check all plugins in TES5Edit for errors and fix them if there are any. This video might help
  18. Type tll in console to see the 5x5 rea of the loaded cells. Beyond that is the LOD area. Increasing NearGrids and FarGrids increases the distances how far specific LOD objects show in the LOD area. What you are asking for is to increase the range of loaded cells, so that the better looking full models extend further. The only way to load more cells around the player is to increase uGridsToLoad. You can also replace LOD models with full models by changing/adding mesh rules. But that quickly consumes memory and performance.
  19. The first screenshot has an extra row of cells loaded. LOD is LOD and loaded cells are loaded cells. Nothing changed, just walk forward a bit or increase uGrids again.
  20. Check that C:\Users[Your Username]\Documents\My Games\Skyrim\Skyrim.ini (MO users check ..\ModOrganizer\profiles\[profile name]\skyrim.ini) is the default version and contains: [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
  21. Read the last few lines of the log you posted: Check those two things. Textures are either loose or in BSA files. The esm/esp files contain only game data and are not really relevant for generating textures. However, they are still loaded and the content of Skyrim.esm defines if the tools runs in vanilla or Enderal mode.
  22. Enhanced Landscape does not have the RAT included, but its own version of aspen trees. So no hybrids for them. Make sure to install the "LODGen Billboards (Required)" option when installing Enhanced Landscapes. To make sure everything works correctly use DynDOLOD.exe from this post until 2.18 is out. Or install RAT after Enhanced Landscapes.
  23. The included RAT hybrids use single LOD textures made from the RAT full textures, so there should be no color mismatch.
  24. The increased memory requirement and the alternative solutions are all mentioned in the ultra trees manual, so not sure what the problem is?
  25. From DynDOLOD-Trees.html "The included hybrid trees cover vanilla and a select few mod trees only so far. If an unsupported tree mod is used either create/download a hybrid or an otherwise optimized 3D static tree. See trees.ultra\tools\ folder for more info." Anyhow the oaks are already included.
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