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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
Check the requirements in bold from the 1.47 update post I suggest to use the 2.x beta standalone. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I assume the DynDOLOD log in ..\DynDOLOD\Logs\TES5Edit_log.txt didn't report any errors? How about the LODGen log in ..\DynDOLOD\Logs\LODGen_Tamriel_log.txt Make sure to copy everything (meshes, skse and textures and the esp) from the dedicated output folder into a new mod and make sure nothing is overwritten by any other mod. There should be about 689 files in ..\Meshes\Terrain\Tamriel\Objects\*.bto -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That is great. Nice screenshots. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That should not be needed if following the instructions correctly. I suggest to remove SkyFalls + SkyMills + DG + DB.esp as it is not need anymore. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That depends on the version of the scripts / esp you are upgrading from. Scripts from 1.49 will work with existing esp from 1.46/1.47/1.48. Follow update procedure for scripts as outlined in the update notes. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Update the papyrus scripts to 1.49. See its update post. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That will work. You would only notice a very small difference for 1 type of tree used on Solstheim -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That is great to hear. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The video makes a specific mention that vanilla billboards always need to be loaded first, overwritten by billboards for mods. DynDOLOD Resources + TES5LODGen vanilla+DLC = vanilla billboards See discussion with El_Rizzo See 'overwrite orders' in the included Manual. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD doesn't add anything by itself that isn't added by vanilla or a mod there to begin with. ELFX 3 seems to have broken window lighting that never got fixed. Since ELFX (exterior?) adds lights inside and outside the city the usual discovery of copying stuff from inside the city to the outside is disabled for that mod. If you want additional light sources or glow you should add them through a mod. Changing the multiplier won't result in an immediate change of the light intensity. It will only be applied if the LOD it applies to is enabled/disabled you walked through a cell that marks the near/far distance. Fake lights and window glow are two different things. Fake lights and 'high' window glow are dynamic LOD options, always have been - the interface just makes it clear now. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Read the included Quickstart and Manual and watch the videos. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I would be interested in your load order and the worldspace it happened. I'd like to see if I can replicate it. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That part of the code did not change between 2.07 and 2.09, so that is odd. See if setting FasterCreate=0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini lets it go through. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Do not know of any guide, maybe this helps. Open that mod in xEdit. Drill down to the worldspace, Tamriel, block/sub-block, cells, temporary then mark a bunch of references in the left pane with the shift+mouse. Right click a marked entry in the left pane, Apply Script 'Renumber FormID.pas' Enter a new starting form ID that is higher than any form ID used in the plugin (convert Next Object ID found in the 'File Header' section from integer to hex in Calculator programmer view) and click OK. Once you have seen how that worked, you can try to apply the script to the entire Tamriel worldspace by right clicking on 0000003C Tamriel and applying the script. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Mysterious :) -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The tree already has LOD. The Tamriel World Solitude Docks do not matter to the SolitudeWorld the exterior esp changes. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Get DynDOLOD 2.09 BETA which should fix the issue. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Will post 2.09 BETA soon which fill fix that freeze. Thanks for reporting everyone. -
Remove the k from DefaultHeapInitialAllockMB, it should be DefaultHeapInitialAllocMB
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Usually not. Bash patch and DynDOLOD should typically not have any conflicting records so it shouldn't matter at all. When the DynDOLOD.esp is generated it always copies the highest overwrite records (base records, worldspaces, cells) as needed. So whatever records it overwrites, the data is from the mods with the highest priority. LOD should unload as soon as the cell for that area attaches, which can be pretty close at times. If it sticks around it is usually because of some mod that needs to be covered with settings and rules because the automatic discovery doesn't work well for the mod. For example, like the the "ignore" setting above for snow city. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
As explained in the manual Overwrite Orders section, the generated DynDOLOD does not need to be last, it can be sorted by LOOT - which should sort more or less after the mods modifying the worldspaces. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Add a mesh rule for the reference form id of the tree, setting the reference column to "Enable" To find the formd id, walk (console tcl) close to the full model tree and get its form id, open console and click the tree. The number you see is the reference form id. in the advanced option right click into the rules window, insert Replace the first 2 hex numbers of the form id with the file name.esp for that load order followed by ";formid". So for example the form id 00123456 isthe first 2 are 00 which becomes Skyrim.esm;00123456 or 04123456 - 04 - typically becomes Dragonborn.esm;00123456 I usually set the first 2 numbers to 00 to make it easier to read, but it doesn't matter they are ignored. This is what you need to put into the Mesh Mask field. Set LOD4/8/16 to billboard (set LOD4 to Static LOD4 if using high for better looking 3D static LOD tree) Check VWD Set Grid to Far LOD Set Reference to Enable Next time you generate LOD you should see the enable mesh rule being applied right before tree LOD generation. I will check snow city, it probably needs some tweaking. EDIT: open ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_mod_world_ignore.txt in noetpadd and add a new line SNOW CITY 7.esp=WindhelmWorld so there won't be any floating LOD walls/buildings from the child world modifications bleeding into Tamriel. Will be in next update as well. Outside LOD of the new docks is OK-ish... too bad that mod doesn't come with updated terrain LOD that updates the ground. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Using the other options or changing more rules is all up to your preference. Adding the large roads from medium to low as described won't impact FPS much. It will have to load slightly larger LOD meshes (bto) files. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You are crashing despite of crash fixes? Abandon all hope then Something must be really odd with your setup. ..\DynDOLOD\DynDOLOD.exe is based on TES5Edit so its logfile name is still the same, but written to ..\DynDOLOD\Logs\TES5Edit_log.txt

