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Everything posted by sheson
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Nexus being Nexus I guess. Fixed - it now is called DynDOLOD Standalone 2.12 -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I doubt Bethesda left the area empty by accident but fully intentional for performance reasons. Every additional object affects performance. It is not clear what buildings you seem to be missing. All the missing vanilla buildings are added by Whiterun Exterior. If you use a mod that adds buildings to the exterior you should ask the mod author to make them visible from the inside. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
It doesn't matter, since you are not going to generate the Tamriel worldspace or the city worldspaces in step 3. Realistically it will be very though to load the current load order with the existing DynDOLOD.esp from step 2 without OCS, though. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I've updated low/medium/high rules for Legacy of the Dragonborn. You need to overwrite the rules shipping with the mod in the Skyrim/data/DynDOLOD/*.ini folder (or Legacy mod folder of MO) Those files take precedence over any rule files in ..\DynDOLOD\Edit Scripts\DynDOLOD\rules\*.ini, which might be the reason why adding the door didn't work in your case. Both the door and the stairs are included now. I've also send the updated rules to icecreamassassin to include in the next update of Legcay, but I figured it may be a bit until that happens. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
By default that bridge should not have any dynamic LOD, only static LOD. Check if a mod changes the reference (of the full bridge) or the base record. also bring up the DynDOLOD form id for the LOD version of the brdige and check its Editor ID which will tell us the original modname_formid. Maybe it is not Skyrim.esm anymore for some reason. Let me know if you need more detail explaining the steps. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Make sure to install all DynDOLOD Resource core files, including the papyrus scripts. Make sure to install SKSE, SkyUI and PapyrusUtil. Make sure to copy all files from the output folder into a mod/data folder after the generation, including the esp and the meshes/skse/texture folder. Most likely the clean save update went wrong. Test if it happens when starting a new game with coc whiterun from console in main menu. If the problem is gone then, make sure to do a clean save as explained in the update post/manual before introducing the new esp. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Check in xEdit if a mod changes the base records 000487e7 and 000487e8 or the references 0004e7be and 000ce81d If that is not the case, check ..\DynDOLOD\Edit Scripts\Export\LODGen_Blackreach.txt for lines like MountainPeak01 or MountainPeak02 that should look like 0004E7BE 04008000 8118.145508 16921.089844 9796.507812 180.0000 0.0000 70.0381 1.0 MountainPeak02_Blackreach 00038800 meshes\landscape\mountains\mountainpeak02.nif meshes\lod\mountains\mountainpeak02_lod_0l.nif meshes\lod\mountains\mountainpeak02_lod_1.nif meshes\lod\mountains\mountainpeak02_lod_2.nif 000CE81D 00008000 6246.502441 20009.597656 5755.744629 182.0536 358.5899 177.0209 1.0 MountainPeak01_Blackreach 00038800 meshes\landscape\mountains\mountainpeak01.nif meshes\lod\mountains\mountainpeak01_lod_0l.nif meshes\lod\mountains\mountainpeak01_lod_1.nif meshes\lod\mountains\mountainpeak01_lod_2.nif -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Setting doors for Full Model static LOD can be problematic because they can be open or closed... and typically they are opened by default. Or LODGen.exe just fails to read the correct data from the animated nif. I just added something to upcoming 2.12 that will ensure doors are closed/open properly when they are done as dynamic LOD. I am afraid though that won't help for the first screenshot as you may be too far away for the default 21 Far Grid distance. You could try setting all the static LOD entries to empty and use Never Fade Full. But with 2.11 the door might always be in open state. The best solution would be to create a simple true static LOD model of that door. I am currently finishing testing a couple new functions to LODGen.exe and will include Legacy in the testing to see what can be done about this particular case. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This is how updating and merging works. Merging means overwriting all existing files. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Do it like this for now 1. Generate static/tree LOD for Tamriel without Open Cities, move output to mod 2. Generate dynamic LOD for Tamriel with Open Cities, merge output to mod 3. Generate static/tree/dynamic for all other worldspaces but not for Tamriel, merge output to mod -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
As always I will answer this generally because DynDOLOD uses the TES5LODGen for trees LOD generation and relies on the user to choose and install 3rd party billboards for the load order. DynDOLOD uses the billboards which are currently installed in the load order. If the billboards do not match the full tree very well then... ... if the difference is just too dark/too bright use the tree LOD brightness drop down in the advanced menu ... the billboards might be just that bad/good. Find better matching ones for the mod or create your own ... the billboards might be out of order if you use several different tree mods Open the full tree model.nif in nifskope and compare to the billboard.dds - the ..\DynDOLOD\Logs\TES5Edit_log.txt prints lines like TreeAspen01 [TREE:0006A9E6] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreeAspen01_0006A9E6.dds which tells you exactly which files to check. Especially for older mods the available 3rd party billboards are usually just made by splitting the existing tree LOD texture atlas from that mod. The quality varies a lot. Only recently have mod authors created much better looking/matching billboards now that better tools and knowledge is available. Keep in mind that billboards are always a one-sided/flat representation of a 3D tree. Only one specific viewing angle will truly match the full model. However due to the flat nature of tree LOD, lighting is always different. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
LODGen_Blackreach_log.txt ends with a line "Log ended at xx:xx:xx"? Check the file ..\DynDOLOD\Edit Scripts\Export\LODGen_Blackreach.txt with 'low' options it should have over 1000 lines with 'medium' options it should have over 1200 lines with 'high' options it should have over 1600 lines Though it could be one single missing LOD mesh so that will be harder to spot. Upload your LODGen_Blackreach.txt if you like, I can try to compare. There should be 13 files in ..\Data\Meshes\Terrain\blackreach\Objects\*.bto What generation options did you use? Can you also double check that this is missing LOD. Go to a location and looks at missing ceiling. Open console. Type sw 15e. Wait for fog to clear. Take 1st screenshot, Save the game. Exit game. Hide \Data\Meshes\Terrain\blackreach\Objects\ folder so it falls back to vanilla. Start game. Load save. Take 2nd screenshot. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Do the third pass with loading the existing DynDOLO.esp after you installed everything from the output folder to a mod. Then load existing esp and generate all types of LODs just for these two worlds. Then merge output folder with mod again. The worst that can happen is that textures of LOD do not match. If the textures TexGen uses between profiles are the same then it should be no problem. Most LOD uses the texture atlas created by DynDOLOD.exe from the from the single texture TexGen generates. However, there may be few LOD objects here or there that use the single LOD textures as well. If you do not see any obvious texture mismatch then all is fine. Verify DynDOLOD Resources core files are completely installed Verify ..\DynDOLOD\Logs\TES5Edit_log.txt contains a line Background Loader: [skyrim - Meshes.bsa] Loading Resources Check ..\DynDOLOD\Logs\TES5Edit_log.txt for missing nif messages or other error messages Check ..\DynDOLOD\Logs\LODGen_Blackreach_log.txt for error messages -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Ha! -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Looks like you have a messed up ini/game/save where static object LOD does not unload in loaded cells. Does it go away when you tll in console? Does it happen when you coc whiterun from main menu? -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You found it while I was writing my answer. Nice ninja :) No worries. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I put spoilers around that log. The log does not mention any of the .bsa from the archive lines. Most likely reason is that the tag in the default ini is [Archive] without the "s" -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You shouldn't. On a general note, the manual explains how to split existing tree LOD atlas into billboards. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Will be fixed next version, see this post -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD is not moving references. If nothing overwrites the reference then it is in the correct place now? No point in trouble shooting then. Probably something baked into your save game. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The area you marked in the screenshots is not LOD. The LOD area DynDOLOD works on is past the loaded cells. Use console tll to toggle LOD to see which area that is. Stuff beyond the wall is missing form the vanilla game for performance reasons. Whiterun Exterior just adds the most obvious missing buildings. Not sure what else you are missing, but adding more and more stuff outside the walls will affect performance inside the city. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The object that you marked is added by mod #4 HearthFires.esm? and the base record is added by Skyrim.esm. DynDOLOD.esp is setting the has distant LOD flag on the base record 00054c32, which can not cause the object to change position (or a lot objects using such updated base record would change position all over the map) You should check in xEdit if 04006937 is changed by mod. BTW the order should be #0 Skyrim #1 Update #2 Dawnguard #3 HearthFires #4 Dragonborn -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I assume you are not using any MO 2.x beta. We had one of these in early beta testing but that got fixed. The esp saved fine and everything works in game, yes? -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD does not touch that setting. The only ini setting DynDOLO changes by default is fMinSecondsForLoadFadeIn. Some other ini settings need to be changed from DynDOLOD MCM Settings page first before DynDOLOD overwrites them again from save. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The default Skyrim.ini contains these [Archive] lines: 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 If inis are broken or manually edited with wrong lines, certain tools and/or the game might not work correctly as you noticed. The log you posted shows an obvious typo in those archive lines. I suggest to use Skyrim Project INI (spINI) if setting up the game with proper inis is an issue.

