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Everything posted by sheson
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Dynamic Distant Objects LOD - DynDOLOD v2.17
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The log shows that archive mangment seems to be on and then produces these errors: [00:00:00.503] Background Loader: Warning: [00:00:00.503] Background Loader: Warning: [00:00:00.503] Background Loader: Warning: [00:00:00.503] Background Loader: Warning: Though the error looks like it might be trying to read a file from a broken archive. If you edit ..\DynDOLOD\Edit Scripts\DynDOLOD TexGen.pas in notepad and change line #506 from //MyMessage(slItems[0] + ' to ' + s); to MyMessage(slItems[0] + ' to ' + s); It will then print a line for each file it copies, maybe that gives a hint. The second log shows that no .esm or esp is loading, so the non-MO setup seems messed up. -
Dynamic Distant Objects LOD - DynDOLOD v2.17
sheson replied to sheson's question in DynDOLOD & xLODGen Support
1) You can try to find the right references for the mountains cliff/slope model that are crowning the high terrain mountains and set them to full model via mesh rules. Full models have a bit more volume than their LOD model and might be better at covering the the terrain LOD mesh. However this will not solve that eventually there are cross-sections between objects and terrain LOD that will z-fight. It might be just easier to to create a mod placing more static mountains/rocks to fully cover up the terrain LOD - which enhanced landscape already does to a degree. 2) Since I do not use real shelter I do not know if/what needs to be improved data or patcher wise. I was once pondering a while over how to create a terrain shadow map and also some other technical things... but then Skyrim SE got announced. So I am waiting for that to see what technical advances beyond adding an image modifier it brings. -
Dynamic Distant Objects LOD - DynDOLOD v2.17
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Checked myself and the log didn't say nothing about using billboard fallback for those dead swamp trees. So something needed a fix, test with this DynDOLOD.exe. -
Dynamic Distant Objects LOD - DynDOLOD v2.17
sheson replied to sheson's question in DynDOLOD & xLODGen Support
When generating with TreeLOD=0 and LOD4 for the matching rule is set to Billboard or Static LOD4 and TreeFullFallBack=0 is set in the ini, then that tree typically should have a billboard in static object LOD if there is no hybrid available. Check the log for messages about billboard fallbacks. Check earlier mesh rules matching the tree -
Dynamic Distant Objects LOD - DynDOLOD v2.17
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Are we talking about billboards or hybrid trees? What do you mean by porting DLC2 trees? DLC2 trees are defined by Dragonborn.esm and no merging of mods is going to change that. Any mod using these trees will get LOD as long as the vanilla billboards are installed. If hybrid trees for a full model tree are installed the tree will get the hybrid LOD as long as the Editor ID and CRC32 of the full model tree are the same. A merge typically does not change that. Ignore= is for base record Editor IDs of references added to child worlds. Adding a name to the ignore list will make sure a reference does not get a copy in the parent world. So for Tamriel this only applies to objects in major cities with load doors. -
Dynamic Distant Objects LOD - DynDOLOD v2.17
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Meshes rules for what get deleted? You do not have to click low/medium/high button and it will get the mesh rules from last generation, or use save/load preset. If you merge mods with merge plugin which creates the merge text files, mesh rules that are loaded for pluginname.esp should automatically be applied for mergename.esp. If not copy the rules file to the new plugin name as explained in the manual dealing with merged mods. If you merge mods that define new trees and the form IDs of trees change, you need to copy the billboard dds and text files to the new folder and form id number. Or use the relinker program hishutup just mentioned in this post. -
Dynamic Distant Objects LOD - DynDOLOD v2.17
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If a full model mesh with the matching CRC32 is used in the current load order than it will automatically use the hybrids. -
Dynamic Distant Objects LOD - DynDOLOD v2.17
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The author shared the hybrids with me to include in DynDOLOD Resources - Core Files. -
Dynamic Distant Objects LOD - DynDOLOD v2.17
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If LODGen.exe stops prematurely static object LOD won't be complete. If you let DynDOLOD continue and saved the esp, you can just restart LODGen.exe without doing all the other stuff this way: Set Expert=1 in '..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini' Start DynDOLOD.exe. Select the world for which to run LODGen.exe for. It should auto select the expert file from the last generation and the 'Execute LODGen.exe' button at the left bottom should become available, just click it to start LODGen.exe Chances are however it will crash again. Probably due to using a full model tree for LOD that is of an known format. You can copy paste the error message here from the command window for further investigation. Would help if you could narrow down the full model trees/mod you could think of. -
Dynamic Distant Objects LOD - DynDOLOD v2.17
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This is a question to ask the mod author he should know. If there already is a tree LOD atlas, just split it. Tree LOD Billboard Creation : Start to Finish -
Dynamic Distant Objects LOD - DynDOLOD v2.17
sheson replied to sheson's question in DynDOLOD & xLODGen Support
It usually depends on the wizard, advanced or expert mode if it waits with a message every 5 second. If using MO, do not close DynDOLOD.exe until LODGen.exe is complete. -
DynDOLOD 2.17 condensed update post - See Full update post for 2.xx update instructions What’s New? This is a simple maintenance update of the standalone patcher to address a bug and updates for a couple mods. It is recommended to first remove all files and folders from older versions and then install into a new folder that is outside game, program files and mod manager folders. Enderal For specific information about Enderal see DynDOLOD 2.16 update post Verified working out of the box - included rules Dawn of Skyrim (Director's Cut) (2.17) The Observatory (2.17) Verified working out of the box Distinct Skyrim Landscapes (2.17) Fixes include Fixed meaningless No WRLD message reported by Nebulous112 Fixed DynDOLOD.exe exception under exceptional circumstances reported by TeflonBilly [spoiler=Changelog DynDOLOD 2.17]DynDOLOD.exe - added an installation check DynDOLOD.exe - do not report manual non-dynamic LOD references having no Grids when loading existing data DynDOLOD.exe - added childworldfull file to be able to set parent world copy to full model DynDOLOD.exe - fixed a case of not assigning enough memory for a thread list DynDOLOD.exe - show message when building reference info to verify usage of missing models DynDOLOD.exe - added fasterbase switch to DynDOLOD.ini TexGen.exe - sync updates with DynDOLOD.exe TexGen.exe - added more helpful messages for file not found errors DynDOLOD_Manual.html - updated compatibility information for several mods See Full update post for full changelog, fully detailed update instructions and updated compatibility information for Skyrim mods. DynDOLOD 2.16 update post
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Dynamic Distant Objects LOD - DynDOLOD v2.16
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I can replicate this. Will be fixed next version. -
Dynamic Distant Objects LOD - DynDOLOD v2.16
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If you write something feels not right or something is not working that nobody will has an idea what you mean by that. All rules allow you to define the LOD model for all LOD levels. The last / rule applies to all objects that are not matched by other rules earlier. There is nothing that requires you to set tile size to specific values other than to control texture atlas size for quality or performance reasons. -
Dynamic Distant Objects LOD - DynDOLOD v2.16
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You can define distances of LOD levels in the ini, or in the game using DynDOLOD MCM Settings page. Ini settings will not change LOD models used for LOD levels. -
Dynamic Distant Objects LOD - DynDOLOD v2.16
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If you are using MO you need to check Skyrim.ini of the currently selected profile by clicking the puzzle icon. -
Dynamic Distant Objects LOD - DynDOLOD v2.16
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Check this answer a couple posts up Why do so many people have a broken Skyrim.ini missing the [Archive] entry? -
Dynamic Distant Objects LOD - DynDOLOD v2.16
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I have no idea what you mean by ... "created in the archive". TexGen does not create or updates an archive. It creates files in the chosen output path. Make sure not to install DynDOLOD into programs folder. Other users had lots of trouble with the game in the programs folder too. It is recommended not to have the game installed in the programs folder. Try running the tools as administrator. TexGen log tells you the output path where it creates the files. Twice: [00:00:03.602] DynDOLOD TexGen 2.15 (1) by Sheson, starting... [00:00:03.615] [00:00:00.001] Output path XXX ... 00:01:28.843] Copy textures from XXX to game directory or to a new mod. ... If it finished without error ("Completed successfully" at the end of the log), go to the output path XXX and to find the textures TexGen.exe generated. -
Dynamic Distant Objects LOD - DynDOLOD v2.16
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Rules are processed top to bottom, so "aspentrees" rule above will take precedence over "trees" rule below. AFAIK the LOD archive of EVT has hybrids for all its full model trees from the main download. I suggest to investigate/fix the installation problem instead. Edit: I tested a couple different installation EVT options and installed content from Billboard archive as well and so far the included RAT aspen trees always had nice hybrid tree LODs. So I am not sure how you end up without them. -
Dynamic Distant Objects LOD - DynDOLOD v2.16
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Looks like the Skyrim.ini is broken and doesn't contain [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa The log doesn't show Skyrim - Textures.bsa is loaded and consequently the tool can not find the source textures. That is why it reports all the file not found errors. Turn off MO archive management. That is a really old safety message. Thanks for letting me know. I am still downloading and will check myself. The result should be fine for now and fully usable. -
Dynamic Distant Objects LOD - DynDOLOD v2.16
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Check the log for such messages about not finding a hybrid tree. Most likely the hybrids are not for the full model aspen trees you have installed. EVT has a small and large installation option for example, so you need to make sure to install the correct LOD resources matching that. It will generate to the output folder that was in the interface. The end log of the log will have a message saying "Copy textures from xxx to game directory or to a new mod." Where xxx is the location of the files it generated. -
Dynamic Distant Objects LOD - DynDOLOD v2.16
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If you are generating ultra trees, then DynDOLOD creates an empty Tamriel.lst to disable all traditional tree LOD. Do not overwrite the *.lst file. All trees will then be done with static object LOD. You still need to install all billboards as you would for traditional tree LOD. If the mesh rule is Static LOD4 / Billboard / Billboard, the static object LOD level 8 and 16 will use the installed billboards and automatically create the 2D X that looks and behaves like traditional tree LOD. The billboards will also be used for any trees that have no Static LOD4 hybrid model (unless you set fallback in the ini to use full model) For vanilla trees, Realistic Aspen Trees and the Enhanced Landscape Oaks / Standalone the Static LOD4 hybrid model are included and should automatically be used. For EVT you need to install the Static LOD4 hybrid model from its archive matching the full installation option. When generating LOD, the log will print a message that it falls back to billboard in case it encounters a tree that has no Static LOD4 hybrid model installed. -
Dynamic Distant Objects LOD - DynDOLOD v2.16
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This is not making much sense. Tamriel.lst is created when generating traditional tree LOD or an empty one will be created when generated ultra tree LOD. When traditional tree LOD is generated, the *.lst will contain data for all trees in worldspace that billboards were installed for. Follow the DynDOLOD instructions in the manual/video for installing billboards for vanilla trees and trees from mods and how to generate traditional tree LOD. Under no circumstances whatsoever should *.lst or *.btt files from any mod be placed after DynDOLODs Output. In this day and age every tree mod should have billboards available and so traditional tree LOD should always be generated according to the instructions. For all others follow instructions how to split existing tree LOD into billboards before generating LOD with DynDOLOD. -
Dynamic Distant Objects LOD - DynDOLOD v2.16
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If the error is repeatable, look up what nif file the base form id references and make sure the file exits in the load order. If it is Meshes\lod\mine\minewoodplanks01_lod_0.nif then reinstall DynDOLOD Resources - Core Files. -
Dynamic Distant Objects LOD - DynDOLOD v2.16
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes it seems to have a problem with textures from Dawnguard, but log shows it loading Dawnguard.bsa so that is a bit odd. It would print a file not found message too at some point if they were truly missing. Did you optimize the textures in the BSA maybe? Do you have a hi-res DLC or equivalent mod that might change the source textures and maybe they are corrupted somehow? These are the 4 textures it tries to use (and their normal map versions *_n.dds) textures\dlc01\dungeons\castle\castlefloorstone03.dds textures\dlc01\dungeons\castle\castlerubblepile01.dds textures\dlc01\dungeons\castle\castlewallstone01.dds textures\dlc01\dungeons\castle\castlewallstone05.dds Check if they are accessible and valid textures. Also check MO log for flle read errors.

