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sheson

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Everything posted by sheson

  1. The only time I ever had problems with loading times is when using coc from main menu instead of starting a game normally with interesting NPC or AI overhaul. I only do this for testing of course. It always clears itself after the first save. I remember an user that had trouble reaching main menu because of a birds mod. I can only assume ini settings or bad interaction between mods. In addition to verifying the memory patch with memory blocks log and setting default heap high enough, you might want to try safetytoload (with EnableOnlyLoading=true) which can reduce overall default heap memory usage while loading data, which potentially can help with loading times if *lots* of heap memory is needed for the load order.
  2. That depends on the exact message and if it happens at normal generation time as well and if it is mentioned in the FAQ.
  3. It is in ..\xEdit\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini
  4. The roads have the same LOD meshes sine 1.27 and the same single LOD textures since 1.14. If you see any difference you must have done something to the LOD meshes or the single LOD textures (like running TexGen which creates single LOD textures from the current full textures found in the load order) at some point and installing the resources from 1.49 overwrote those changes. Setting the command line parameter on a windows shortcut is explained in DynDOLOD_TexGen.html: Right click the TES5Edit shortcut, select Properties, in the Target field add -o:"c:\output" after ..\TES5Edit.exe. See
  5. You are one of 3 people to have reported this problem in a year. For the onet it was only the first load and then it was fine. For the other it was Immersive Citizens - AI Overhaul. Try default inis. In any case, it is because of the load order or the setup. The textures between the versions did not change which can be verified by the file times in the archives. Run DynDOLOD TexGen to generate textures for the load order if texture replacers are used.
  6. Great. Next update will properly ignore worldspaces without the persistent cell as was intended. The solution to add it is of course the same. It will just safeguard the script from crashing.
  7. DynDOLOD processes dozen of custom worldspace from mods without problem... The error happens when DynDOLOD wants to add dynamic LOD data into that worldspace. The error indicates that the persistent cell for that worldspace may be missing or has a problem. It it were missing then the worldspace shouldn't even show in the dropdown but maybe that safeguard is not working as it should. You could download and install these resources (or just pick the model you need from it) before DynDOLOD Resources
  8. post the log with error message Check BSA files... or maybe you do not use USLEEP. There is this arc missing in your screenshot, which USLEEP adds with the updated nif. The fires will still float a bit over that arc , that is by design since there is no LOD for the braziers.
  9. Not quite clear which tool throws the error - if it is xEdit then it is not a problem of DynDOLOD Worlds.pas. Can you generate static/tree LOD with the xEdit built-in (TES5LODGen) generation function? The worldspace record needs to have valid settings and needs a valid ..\lodsettings\*.lod that matches the worldspace record settings.
  10. You have a mod that overwrites the updated \meshes\architecture\whiterun\wrterrain\wrclouddistrictterrainlod.nif from USLEEP.
  11. Should have searched this thread, as this came up in this thread once or twice. Download the updated script from this post I made all of them since there was no LOD model for Azura. The other alternative names maybe for mods. Those are 3D LOD models. The word billboard only ever applies to flat tree LOD. To create a 3D LOD model you need to use something like Blender or 3dsMax to reduce polygons etc. Obviously the best method would be for an asset creator to also create matching LOD models. The Manual section "How to add your own LOD models" explains the _0, _1, _2 numbering. If you installed a mod that replaces a statue which is used one or two times only, just add a full model rule or overwrite the LOD model(s) with the full model. A single object with a few more polygons doesn't matter that much. Especially if the UV is not tiled so its texture can be atlassed. Which is usually the case with statues. Mesh mask LOD 4 LOD 8 LOD 16 VWD Grid Reference shrineofazura01 FullModel FullModel FullModel Yes Far LOD Unchanged If the texture is replaced as well, run DynDOLOD TexGen.pas before generating LOD. Since this is static LOD, simple update. No need to run from scratch.
  12. Make sure the mod in question is loaded by xEdit before starting DynDOLOD World.pas You can check the xEdit\xEdit_log.txt if mods name shows up. Also check xEdit\xEdit_log.txt to make sure DynDOLOD Worlds.pas "completed successfully" and didn't end prematurely when generating LOD for Tamriel. Check xEdit\LODGen_log.txt that LODGen.exe generated static LOD completely and didn't end prematurely. There should be about 689 *.bto files in ..\Meshes\Terrain\Tamriel\Objects\*.bto Check that after copying/moving/installing the files from the output folder into a mod in MO nothing else overwrites any of the files - no flash minus, flash plus icon in the flags column in MO
  13. Copy everything meshes/skse/textures from the output folder to the game data folder or into a mod.
  14. Older versions are not supported anymore. TexGen never changed its requirements or behavior. If 1.46 TexGen ran, so should 1.49 TexGen. However, there is no need to rerun it, if the single full textures didn't change. Just reuse the textures it created. Use the papryus script from 1.49. They have been updated and still work with DynDOLOD.esp and json data from 1.46. Check update posts 1.46, 1.47, 1.49
  15. The hybrids shipping with DynDOLOD are made for vanilla trees. We discussed creating hybrids/static 3D trees in this thread quite a bit. It should automatically fall back using the billboards for any tree it doesn't have a 3D static hybrid for. Alternatively you can try fall back to full model statics as outlined in the ultra tree txt. It works, but I doubt this is usable for a play through at this time because of the default heap memory requirements.
  16. On the advanced screen, after clicking 'Low' scroll down until you find the rule "\roads\" and double click it, rename it to "\roadchunk". Then roads will be done like on 'Medium' as static LOD. The 'low' rule turns off all /roads/ and you change it to only turn of all /roadchunk which are the small pieces - which means /roads/ are now generated. Note that /roadchunk has no trailing /
  17. This is the error message: Missing model "meshes\stroti\treebench\benchpodest.nif" Error: No model, can not create a dynamic LOD base record for bp2benchbase [STAT:230F1B87] 23hex or 35 decimal is the mod load order number causing the problem. This came up before. install the missing nif or fix the base record, e.g. remove it, or update the MODL to point to an existing nif.
  18. Just wait about 15 for minutes. I will then post a link to an archive with updated LOD resources that you can just install over the current DynDOLOD Resources. EDIT: Download these additional DynDOLOD-ELFX LOD models and just install/copy into the same mod where you already installed the meshes/texture from the DynDOLOD archive. Then generate static LOD.
  19. Oh I missed it. There is your problem :) ELFX adds a new full model mesh with a new filename architecture\ELFX\ELFXwinterholdexttower01.nif that doesn't match the LOD mesh filename AND doesn't define LOD meshes in the LOD levels. So both methods DynDOLOD can use to assign LOD to a reference fail. ELFX author should set the LOD levels for the new base record(s). You can add yourself: right click the empty cell to the right of 'MNAM - Distant LOD' and select 'Add' Right click empty cell of the 'Mesh' rows, click 'Edit' and enter LOD\Winterhold\WinterholdExtTower01_LOD.nif for #0 to #2, save. Generate static LOD. Author should be notified. I will add an appropriately named copy of the vanilla LOD mesh in my next update so DynDOLODs auto matching works too: Copy Meshes\LOD\Winterhold\WinterholdExtTower01_LOD.nif from Skyrim Meshes.bsa to Meshes\LOD\Winterhold\ELFXwinterholdexttower01_LOD.nif Edit: I see the mod does this do about 20 buildings. Give me a bit and I will upload an archive with renamed LOD models so all are covered. You only need to do either one, no need to do both to fix your issue.
  20. That part won't be a problem. The LOD model meshes\lod\winterhold\winterholdexttower01_lod.nif is in Skyrim - Meshes.bsa In xEdit enter form id 000CA6EA and then 00105569 into FormID field top left, hit enter to bring up the data. Is any mod changing the data from Skyrim.esm for either of tem? If nothing changes them, double check reference form id of the main tower in the game, once it shows, open console, click it and the number 000CA6EA should show If all that is fine Check ..\xEdit\LODGen_log.txt for file not found errors if it doesn't, check ..\xEdit\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_meshes.txt contains meshes\lod\winterhold\winterholdexttower01_lod.nif if it does, check ..\xEdit\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_tamriel_mesh_count.txt contains meshes\lod\winterhold\winterholdextentring01_lod.nif and the number 3 if it does, check ..\xEdit\Edit Scripts\LODGen_Tamriel.txt contains this line, just search for 000CA6EA 000CA6EA 00000000 116384.000000 111648.000000 -7744.000000 0.0000 0.0000 45.0000 1.0 WinterholdExtTower01 00008000 Snow meshes\architecture\winterhold\winterholdexttower01.nif meshes\lod\winterhold\winterholdexttower01_lod.nif meshes\lod\winterhold\winterholdexttower01_lod.nif meshes\lod\winterhold\winterholdexttower01_lod.nif
  21. The dome on top of the college you see floating in your screenshot is included in ICW, so it did read that BSA OK.
  22. That is not a fix... If nothing changes the reference or the base record and the default LOD meshes from Skyrim Meshes.bsa are available and nothing overwrites the LOD bto meshes or textures then there is no reason that there shouldn't be static LOD for the college main tower. Those are the only 5 things I can think of to check first. I tested generation again, it works with ICW installed every time. Generating LOD again also worked for Fenric, which is why I linked the posts. Looking forward to what you find, there is a probably some odd interaction from another mod.
  23. See my answer, then this and this
  24. The DynDOLOD Static Object LOD Only Showcase downloads are in the miscellaneous files section on Nexus.
  25. I doubt any ENB requires DynDOLOD to generate tree, static and dynamic LOD. So the answer to your question would be "No". The correct person to ask would be the author of the mod. The other things you described mean the requirements to use DynDOLOD to generate LOD are not met, yet. I suggest to download the DynDOLOD showcase instead.
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