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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
You can install it anywhere you want but into the data folder of the game itself. That would create some kind of wormhole when it scans itself. Also I would not install it into xEdit installation to avoid any confusion with older versions. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Textures/Meshes should not matter. I am thinking about a mod maybe changing the reference or base record for the stable. If "workaround" works, lets move on for now :) -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I can not find figure out what could be going wrong. The log is perfect. Something else must be interfering with the stable. There should be a few more buildings around Whiterun exhibit the same problem anyways. Do you have any mods that change the stable? Fix the problem with this workaround: Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini with notepad. Find the line IgnoreModFileName= and add ", dyndolod - addon" without the quotes to the end of the list. The missing "s" at the end is deliberate. I will do the same for next version (and also for "dyndolod addon") so we cover all bases. Maybe we stumble across the cause later. My crystal ball tells me the DynDOLOD Resources / Papyrus scripts are not active. Or SKSE is not installed, or PapyrusUtil, or SkyUI, or whatever. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This has been asked before. My old advice in this thread is probably still true, I would not load RS or Bashed when running DynDOLOD or vice versa. Load order should not matter because they do different things. The patcher that modified worldspaces/cells last should probably be loaded last though the worldspace/cell overwrite data in them should be equal. I have no idea what you mean by "RS and Dyndolod dont agree on what to goes where". Things either exist for LOD or not. Please download this, overwrite the couple files, and run, then upload log -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That dropbox log doesn't have the extra info I hoped for. Maybe you uploaded an old file or the editing of functions.pas didn't work as planed. There should be lots of loglines with the original mods and merged mods names and form ids right before the "Found 132 merged mods". I can upload a debug version just let me know. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Markarth is its own worldspace, the terrain and stuff is seriously reduced in size and quality. I will check out the ids and create optionals for them. I consider the mods you mention to be incomplete since they didn't properly update the outside view of the cities - unless they posted new versions recently which I haven't looked at yet. I might just quietly add them to the internal ignore list like some others. If there is CPU usage it is still working and its fine. If CPU goes 0 it would be bad. When doing Tamriel there is a time where it works for 1 or 2 minutes without updating the log window which counts as not responding to the OS. Pronounce it any way you like. All I care about is firstborns and pie. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Some more debug info might help: open DynDOLOD\Edit Scripts\DynDOLOD\lib\functions.pas in notepad.exe Find lines #302 and #306 //MyMessage(slMappedMod[Pred(slMappedMod.Count)]); ... //MyMessage(' ' + slMappedFID[Pred(slMappedFID.Count)]); and remove the // so they execute next time you start up. Start DynDOLOD.exe and there should be lots of extra info in the log once it reached the wizard window - no need to generate, just cancel and exit and upload that log please. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Did you generate a new DynDOLOD.esp from scratch with the merge map file in the load order? Check ..\DynDOLOD\Logs\TES5Edit_log.txt for "Found XX merged mods" right at the start. My TexGen creates the 'texture' folder to the selected output path just as it should, so not sure what happens in your case? Where did it create the textures to then? Maybe something happens when combining the path It seems it can forget adding a slash before adding 'textures'. Will be fixed next version. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Read Overwrite Orders in the included manual. DynDOLOD Resources should overwrite the LOD textures in the hi-res. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD 2.05 BETA should fix that merged mod issue. For DynDOLOD.exe/TexGen.exe it doesn't matter if it is installed / replaces "vanilla" hi-res or not, there will be no visual or performance difference for LOD. I do use it myself though. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Awesome -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
When you update versions that require to generate from scratch, you need to do a clean save and it is explained in the manual, the update posts for each new version and the BETA post as well. After adding a new mod which should have LOD of some kind, you can start DynDOLOD.exe with the current DynDOLOD.esp in the load order, select the worldspace the new mod modifies, generate with same options as before. Overwrite old output from older generation with the new output - "merge". No clean save required when updating, but you should still be in an interior when saving before updating the esp and other files. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This is what already happens by spawning several LODGen.exe in parallel. While LODGen.exe does its thing it actually already slows down DynDOLOD.exe. Reading/Writing with the plugin data in DynDOLOD.exe has to happen 'thread save' which together with spawning multiple threads at times reverses the speed increase multithreading gains. I am still playing with ideas, as I think there are still a few minutes to gain in DynDOLOD.exe, but if high-res terrain is installed or you do ultra trees, you just going to wait the same time on LODGen.exe to finish anyways. You need to keep resources installed for dynamic LOD and in case static LOD uses single LOD textures instead of the atlas textures for technical reasons. You will end up with missing purple textures and probably CTD because of missing meshes. You have a file in skyrim data\merge\DynDOLOD - Addons_map.txt from Merge Plugins? -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Oh, was WhiterunExterior.esp merged? DynDOLOD is supposed to use merge data from "Merge Plugins", but if that doesn't exist it won't know not to use the data in merged mods. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
What Ilkopb said, it should not happen anymore because "WhiterunExterior" is now in the IgnoreModFileName= list in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini Not sure why it would not work for you, but removing it before generating LOD, then adding it back later is a good workaround. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The generated LOD is identical to older versions and I can not replicate this. Looks like a mod changed something? Which one? If you say new save, did you try coc whiterunexterior01 from main menu? Does the LOD of the stable have a form id? Use console, enable/disable etc. If these values are outside +- 128 DynDOLOD.exe will not generate LOD. If they are inside it will. I recommend using the native Skyrim.esm values instead of arbitrary ones like +-64. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
No, you should change values to the same as Skyrim.esm if outside >= -128 and -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
See the image. The number to enter should be >= -128 and In case anyone is interested why Object Bounds, NAM0, NAM9 values are sanity checked, check this thread Technically, there is no use of using cells for game play beyond +-64 because of a bug with activators. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes I did. Oh yeah, for the time being just copy DynDOLOD.exe to TexGen.exe and it will be fine... you will just loose the cool icon. Yes everything that is white and doesn't link to form ids from mods but Skyrim.esm/DLC. Most base records (ACTI, STAT, MSTT) and References like the Tamriel_Firstorn_* and Tamriel_Minion_* - need to update their ACTI base to point to the one in the esm, then the *_DynDOLOD_LOD as they also should all point to base records within the same file. It maybe hard to do manually though Use the one from the first plugin, Skryim.esm That's more like it. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Use task manager to see if LODGen.exe uses CPU -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Red sails should be back to normal with 2.04 Please test if 2.04 fixes that problem. I believe I found the cause of the error and fixed it in 2.04 And also fixed the Oputpath thing Get DynDOLOD 2.04 BETA from BETA post -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Found it will be fixed in 2.04 "similar esp to the one you made for Whiterun, for Solitude and Markarth" send me form ids of the BIG objects you feel missing -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You sure you delete the ini files? Just edit the text in the lines directly, see if it changes anything wbOutPutPath := ProgramPath + 'Textures-out'; for example, you get the idea. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This looks really weird, are you on a notebook where the CPU is throttled maybe? Check CPU temps maybe it goes over limit. What CPU do you have? I can't for the live of me imagine how LODGen.exe would need several minutes for Blackreach with only 1200 objects. Do you have any custom terrain LOD (*.btr files) for SkuldafnWorld or Blackreach? Try small worlds one at time, and instead of save & exit, just restart and do another world. They should be blazing fast. Only Tamriel still takes long.

