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sheson

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Everything posted by sheson

  1. Trying not to spoil the many interesting different landscapes of Enderal. It has some unique and beautiful sights. It has some great looking new combinations by using well known existing assets mixing with some new. So these screenshots are kind of boring and not showing off Enderal, but rather the improvement of terrain, tree and object LOD that will be possible with the next DynDOLOD version. Honestly, I am not quite sure why the SureAI guys slaved themselves to strictly use CK to generate terrain, tree and object LOD. It is not like creating billboards, using TES5LODGen and Oscape is that hard
  2. I already explained that the glow LOD windows not matching the installed window mod is by design currently and shall be fixed in the next version. It can not be fixed completely by changing overwrite orders. There is no use to do unrelated tests to the cause of your problem of stuck glow LOD windows. I can tell you what happens when you do these things: 1) If you do not select any windows option in the advanced settings there will be no glow LOD windows at all obviously and consequently no stuck glow windows in Solitude. 2) If you do not select 'high' for the windows option or do not select "Generate DynDOLOD" in the advanced settings there will be no stuck glow LOD windows because the problem of stuck glow LOD windows can only happen when glow LOD windows use dynamic LOD. Instead lets focus on the cause of the problem with the stuck glow LOD windows. My earlier questions what to verify should lead directly to the cause and solution to the problem without spending time on unrelated things: What is the last mod if any that changed the full model reference and base record of the Bard College in inside Solitude? Usually reference 0003E710 with base record 00037F0C, let me know of any mod that might change either record. Then look up the LOD model in Tamriel with reference 0007ADFA and base record 0008E2CC, let me know of any mod that might change either record. Most likely 0007ADFA points to another base record, or the vanilla base record 0008E2CC has its full model changed .
  3. Congrats to this release. Great work.
  4. HD-LOD textures has nothing to do with this. Also rustic windows is unlikely to cause the glow LOD windows to stick around. Rustic windows is not listed in DynDOLODs compatibility list. Until then it is unlikely it will have matching glow LOD windows. Rustic windows should work automatically with the next version. I just happened to have worked on TexGen for a similar case related to S.T.E.P. so it will create the proper window and glow LOD textures from load order. What is the last mod if any that changed the full model reference and base record of the Bard College in inside Solitude? Usually reference 0003E710 with base record 00037F0C, let me know of any mod that might change either record. Then look up the LOD model in Tamriel with reference 0007ADFA and base record 0008E2CC, let me know of any mod that might change either record. Most likely 0007ADFA points to another base record, or the vanilla base record 0008E2CC has its full model changed .
  5. Please check the load order (not Skyrim or DLCs) for errors in TES5Edit.exe. Maybe something pops up. This video might help
  6. Read the Overwrite Orders section in the manual and check this post.
  7. You tested with a new game? coc SolitudeBluePalace from main menu
  8. No need for updates because of SMIM from 1.91 to 1.92.
  9. Cache folder is not really cache anymore anyways. It is just debug files and additional export files for LODGen that are overwritten each time you generate. The only time to delete something in the cache folder is when doing ultra LOD for a worldspace the first time and that is just a a pre-caution too.
  10. The whole cell data part of my answer was to another users. Sorry about the confusion. Ah, OK so you were doing an update by loading the existing DynDOLOD.esp when starting DynDOLOD.exe but then actually deleted the former files that were generated instead of merging the new output with the old output as would be required when updating. That explains that the error. So if you generate from scratch remove all generated files and DynDOLOD.esp first, then start DynDOLOD.exe to create from scratch and then install the newly generated files. If you you then start your clean save with that it should be OK. If you just add a mod you can do an update, by keeping all old generated files, start DynDOLDOD.exe with existing DynDOLOD.esp and then merge the new output with the old files by overwriting.
  11. The DynDOLOD Resource archive has a FOMOD installer that should open in MO. See video Since you are using STEP follow its instructions for DynDOLOD.
  12. Try running as admin. Find DynDOLOD and TexGen .exe with explorer right click, compatibility tab, check box run this program as an administrator. Since you have to start them through MO, do the same for MO as well. It is probably best to move the game out of Program Files at some point.
  13. From the log: It is either MO, Antivirus or Windows itself denying write access. Just install and generate into its own dedicated folders that have nothing to do with MO.
  14. Why not just the billboards available for 2.5b on Skyrim Flora Overhaul file section instead. Skyrim Bigger Trees just changes the scale of tree references so it works with any tree mod and their billboards (or ultra trees for that matter) without having to worry about it. From ../DynDOLOD/Docs/DynDOLOD_Manual.html - xLODGen for trees LOD - Splitting "When splitting trees from DLC or mods, only load the mod and its masters into xEdit by just selecting the mod in the Master/Plugin Selection." By only selecting the mod, xEdit will automatically load its required masters. The video shows splitting tree LOD for Dragonborn, which technically is a mod. The video says: "Start TESEdit only with the mods that were used to create the tree LOD ..." No need to show the same thing twice just because the name of a mod is different. Also check out the video Tree LOD Billboard Creation : Start to Finish regarding billboard creation Regarding the screenshots: DynDOLOD does not change how LOD works. LOD always starts beyond the loaded cells, which might be closer than you think or like. If LOD trees do not unload in loaded cells, then most likely the load order of certain mods changed after generating tree LOD. Update LOD. If you seem to miss tree LOD, then most likely there is no billboard installed for that tree. Maybe what you think is a tree is actually a shrub, bush or other smaller plants that typically has no tree LOD. The billboards from Skyrim Flora Overhaul do include some billboards for shrub, bush or other smaller plants. Remember the more things have LOD, the more memory and performance is required. Floating LOD trees
  15. Of course it should work when everything is in the data folder, that kind of is the intention :) The ..\DynDOLOD\Logs\TES5Edit_log.txt prints out the path/to/file every once in a while when generating.
  16. There are safe guards in place so you can not select the data folder. It also tries to protect you from generating into MO Overwrite folder. But I guess if someone tries hard enough it can be circumvented somehow. Why would you have to reinstall Skyrim? Just delete the folders and files it created. Read the manual "Uninstallation" section. It also lists the Core Files from DynDOLOD Resources, so skip over anything that doesn't exist.
  17. Install all of DynDOLOD Standalone outside of "Program Files (x86)". I think windows file permission or UAC is prohibiting writing to files in its subfolders. Though there is also a chance it is because it is in "ModOrganizer (Skyrim)\Tools\" but that *should* be OK
  18. Looks great. That's just the thing, DynDOLOD took care of the old way the mod did it. So you gain some performance back from that.
  19. File not found errors happen because files are not found. You should re-download and re-install the DynDOLOD Resource Core files. Double check that whatever mod manager you are using is actually extracting and installing the files correctly.
  20. By default trees in cities are ignored because of the tree LOD engine limitation with child worlds. Open ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini in notepad and find the line Ignore=treereach, treepine, treeaspen, ... and remove the first three entries. Then generate LOD and see what happens. Let me know if the result is OK or not. It should convert the full LOD flag trees to static LOD and then behave normal without issue.
  21. DynDOLOD can not make texture files go missing. DynDLOD might use models including from other mods, which use textures that are missing. Make sure to install and keep the DynDOLOD Resource Core Files in the load order. DynDOLOD.exe might even report if some textures are missing while creating the LOD texture atlas. So check ..\DynDOLOD\Logs\TES5Edit_log.txt for those. Missing textures are file not found errors that you need to fix on your end.
  22. Did you leave the interior? Otherwise you seem to mess up your installation by doing something weird. Like a json file going missing for example seems really odd. Make sure to not generate into any game or MO folders. Check there are interfering json files in overwrite or in any other mod folder. open console in main menu and type coc whiterun to start a new game for testing purposes. You have not been able to find the section "Updating" in the ../DynDOLOD/Docs/DynDOLOD_Manual.html? Granted it doesn't mention anything about cell data. That is because your case doesn't seem to make sense. Is the problem related to a mod and dragon flight? MHDT - Max Height Data is in Skyrim.esm for many cells. It can not go missing. There might be cells that do not have height data. I never read about or experienced any crashes if the data is not present. Did you check if the data is missing for certain cells? How do you determine if that data is not present for a cell it can cause crashes? If you add a mod that updates cell data, and this cell without that data is already in DynDOLOD.esp, sort this mod to load after DynDOLOD.esp. If height data is just added/updated for a few cells you could manually update cell records in DynDOLOD.esp with xEdit. Otherwise you have to generate DynDOLOD from scratch. Updating is not risky if following the instructions.
  23. Focus on fixing this first. "DynDOLOD_Tamriel.json" should be the header for the third entry. If this is n/a it means there is a problem with the file skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json It is either because it is missing, or can not be read because of file access problems or the data in the file is corrupt. If it is the first, generate LOD from scratch. Remove all files from older generation and then add all new files from output folder. If the file seems to be there, double check in right pane of MO, data tab. Check error log of MO. Reboot/Restart might fix any case of other program blocking access If it may be the third, you can check the content of the file is valid with a online json validator. Open file in notebad and copy/paste the text, click Validate JSON. If it doesn't validate and you know JSON data format you might be able to fix, otherwise generate LOD from scratch. Remove all files from older generation and then add all new files from output folder. Once all files are in order, start new game with coc whiterun from main menu. If it works then, it should work with a clean save. Only if that doesn't we can worry about further working on the save.
  24. I am impressed. You must have worked very hard to not read the update post, not watch the video, not read the MCM and not RTFM. Post the exact error messages. Check the MCM for the last message and pay attention to any preceding messages. Messages repeat when moving around in the exterior world. Make sure the esp and json files belong together and no old versions overwrite anything. Check MCM Information page that the bunch of numbers matches. Redo the clean save and use a save cleaner to remove any renaming data/scripts if there are any.
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