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sheson

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Everything posted by sheson

  1. Ha you still hunting down ini values stuff eh? I didn't know this one either just until now.
  2. It stopped with a nice message because it can not generate LOD if files are missing or can not be accessed. It didn't crash. Do not close xEdit or unlock MO and change mods until LODGen.exe finished. Do not generate into a virtual folder of MO. Check the logs in ..\ModOrganizer\logs\*.log for those files and see if there is are error messages that might explain something.
  3. Regarding the waterwheel that is something going on with the environment map, which can be changed by increasing the values of Skyrim.ini [LightingShader] fEnvmapLODFadeEnd=0.1000 fEnvmapLODFadeStart=0.0900 I do not know what the best values are. They can affect FPS I presume. Increase the delta between the 2 values so the fade isn't that abrupt. If performance is a problem consider setting both to 0 so the env map is always off. Need to test the other stuff.
  4. Are you trying to use their full models for static LOD? I assume you mean LODGen.exe that is crashing? If it is DynDOLOD World.pas please post TES5EDit_log.txt, if it is LODGen.exe can you post screenshot and LODGen_log.txt Test those plants in smaller worldspace... Check for file not found messages earlier. Verify that all the BSAs are loaded. MOs archive management is incompatible with xEdit.
  5. That's Expedition to Atmora is calling right? If you have a newer dev version than the 0.6 I am happy to take a look, just pm a download link. To have the ice floes show on the map add a mesh rule Mesh LOD4 LOD8 LOD16 VWD icefloessolid Static LOD4 Static LOD4 Static LOD4 Yes Static LOD4 works because there is only one LOD model for icefloessolid01 and icefloessolid02. LOD16 is the one use for the map. A while back I did add a setting to DynDOLOD to create an esp to be merged with your mod that would then also work with TES5LODGen to some extend. I haven't tested in a long time, so I am not sure it still works as it should. You might want to give this a try: In DynDOLOD_TES5.ini set STATOnly=1 and CreateMod=1 When you start the process it should ask for an esp name and just update the STAT records with the needed flags and LOD level data. You can merge this and should be able to generate vanilla type static LODGen build-into xEdit. The LOD levels on the base record are not needed for the game - only generation purposes. However the Has Distant LOD flag is important. If that doesn't work out as expected do this: I suggest to only include the generated tree/static LOD in your mod. So uncheck "Generate DynDOLOD" in advanced or expert mode, then generate as usual. What you then need to merge into your esp/esm would be just the updated STAT, best to keep the STATOnly=1. I suggest not to merge any other type of records. Just remove everything else and clean masters before saving. Once the BTO meshes and the texture atlas are generated there should be no need to include the source LOD meshes into your mod. However, there might be a few single LOD textures that are still used because they are tiled. I guess the easiest way to "see" this is to hide the source LOD texture folders and then start the game and look for the missing purple textures. If you know how to run LODGen.exe manually from command prompt by copying the exec line from the TES5Edit_log.txt, you could add --verbose switch and there will be messages about UV out of range for textures. You can check these files to get a list of all used meshes that were used to build the BTO and textures that were added to the atlas: xEdit\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_[worldspace]_mesh_count.txt xEdit\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_[worldspace]_textures_used.txt xEdit\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_[worldspace]_flat_textures_used.txt (if it was generated)
  6. This is impossible for tree LOD it is all or nothing. For dynamic LOD this may be doable but seems pointless. But then I think you really mean static LOD... For LODGen.exe the LOD level and x/y cell drop downs in expert mode are as good as it gets to do specific bto files for now. I never needed anything else than do all or redo select ones for troubleshooting. I start those manually once the whole worldspace is in the export file obviously. I might add an area selection some day but no promises :) Maybe if I understand your use case better?
  7. FAQ: Skyrim: Out of place objects / flickering full models A: Updating of save game with old DynDOLOD.esp gone wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. Test with new game.
  8. No idea... CK weirdness I presume.
  9. Next version will print the mod name as well. You can still fix of course: Start xEdit, open the Tamriel worldspace record by entering the FormID 3C of the worldspace into the FormID field top left. Hit the Enter key. Scroll down to the rows for Objects Bounds / NAM0 - Min/ NAM9 - Max. Scroll right to the column of the mod that adds those large values. Right click the large value and select edit and enter a number Save changed esp.
  10. Not generating tree LOD with TE5LODGen for the load order at all doesn't make much sense, that's why this case needs some manual tweaking: Make the existing tree LOD *.lst and *.btt files available as loose files at their normal location, you might have to extract from Skyrim Meshes.BSA or the mods BSA. Empty ..\xEdit\Edit Scripts\DynDOLOD\cache\*.*. Then run again, this will still generate static LOD trees for missing LOD trees. Or Replace xEdit\Edit Scripts\DynDOLOD\lib\prepare.pas because I can't type Empty ..\xEdit\Edit Scripts\DynDOLOD\cache\*.*. Set IgnoreTrees=1 in DynDOLOD_TES5.ini AND Uncheck the 'Generate Tree LOD' check box AND change the mesh rule for 'tree' at the bottom of the mesh rule. Double click the rule to edit it. Set all LOD4/LOD8/LOD16/Grid to empty Then run again, this will generate no static LOD trees at all.
  11. You have to generate first. You can keep different generations and switch them with a mod manager / profiles. But it needs to be pre-computed first. Imagine the game doing what the process does when it uses up all CPU for 20 minutes :) All that time spent in generating means those calculation don't have to be done in the game at run time. You can adjust some LOD draw distance settings in the DynDOLOD MCM menu though.
  12. Do the same test again, but deactivate from MCM before you start to move. It might not be a nif that gets switched and so it may not show up in the log. If it then still CTDs: we had trouble with Farmhouse Chimneys in the past, but as I said the TES5Edit log didn't show errors for it as i would expect. Either try generating LOD without it - or if you are ok with editing with xEdit try this first: make a backup of the esp. open it in xEdit in he left window click the [+] sign next to DynDOLOD.esp to unfold the tree view unfold [+] Worldspace, [+] 3C Tamriel, [+] D74 Cell, [+] Persistent Click the "Editor ID" tab on top so it sorts by that column - takes a few seconds This will group all the entries by ModName, go find Farmhouse Chimneys.esp and mark them all (windows standard SHIFT/CTRL + left mouse to mark things) - or just the ones you recognize by the formid number from the papyrus log. Right click a marked entry and select remove. Save, start game and test. Try again until it works - delete things in small groups... eventually mods... leave the entries that start with Tamriel_ alone. Make a second backup each time it still CTDs so you hopefully end up with one esp that CTDs and one you removed only handful entries where it doesn't. It will make it easier to compare the change. If you removed all and it still CTDs, remove entire worldspace by right clicking on [3C] Tanriel and removing it. Then it is is a record in the non persistent cell blocks... and we will discuss further if it comes that.
  13. Yeah looks good. Also nothing pops out in TES5Edit look after a quick glance. Does it CTD if you do not move? Does it CTD if you go into MCM and deactivate it again?
  14. That file is in Skyrim - Meshes.bsa. It won't cause a problem. Check memory patch is working.
  15. FAQ: Skyrim: ILS or CTD A: More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini If heap memory is not the cause of CTD see Docs\ DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. You attached LODGen_log.txt not TES5Edit_log.txt :)
  16. You can remove them. In case something goes wrong, use the backup of the save that you created before.
  17. Do it the other way around. In the TES5Edit_log.txt look for message like Tree replaced, looking for 3D LOD treepineforest01_776677E3 using billboard instead Rename the filename of the hybrid you created to include the CRC32. For example from treepineforest01passthru_lod.nif to treepineforest01_776677E3passthru_lod.nif Next time you run the patcher those message go away and it should use the correct trees. Great. I will add a link to it in TexGen.html as well
  18. This is just a hunch, do you use Tamriel Reloaded HD or Northfire's Photoreal Mountains? Or any other mod that changes mountains with parallax? Maybe check VRAM usage with performance monitor. For testing purposes you could try disabling some mountain textures so it uses vanilla / or use 1k. You could use ddsopt to resize dyndolod_atlas_tamriel.dds to half size. Try generating without such mod. It may not necessary be the textures alone. Do you see this in any other worldspace than Tamriel? 1) You just have to pick up bender or 3dmax and start creating simplified models. If I work with organic things like landscape I typically decimate a mesh first with build in tools and then touch it up by hand. For structures with flat surfaces I tend to work off the collision mesh as it usually already is a simplified hull. UV should not tile. There is an Atlas script for 3D max that can automate that a bit. Just check existing LOD to see how its done. I finalize the model in nifskope. Usually I remove all normals/tangents, remove duplicate vertices, then create and smooth normals (increase angle depending on model), use the update all tangents spell. Copy shader/texture from existing LOD models, since its quicker than setting all flags by hand. After a couple months hitting your head you gain enough experience and then redo the first couple models :) There are tools that try to do this automatically. The results are terrible and just not good enough in terms of reduction. So far it always needs manual work. 2) Yes the output needs to be active not only when generating LOD but also afterwards in the game as some LOD may still use the single textures. If nothing else changed in the load order there is no need to generate everything. The DynDOLOD TexGen.html explains how to only update the texture atlas with the new updated single textures.
  19. Depends ... on your load order. All changes are detailed in the update post.
  20. 1) Those boats are still the vanilla LOD model. I mainly only create new models for objects that didn't have any LOD at all and only created a handful improved models for some existing so far. I may one day create a better one but its lower priority. You could use rules to use the fuill model for LOD instead. 2) Run DynDOLO TexGen.pas to generate LOD textures before running DynDOLOD World.pas. Check docs/DynDOLOD_TexGen.html
  21. Good to hear. If you like, please post screenshot(s) to https://www.nexusmods.com/skyrim/mods/addimage/?id=59721
  22. If you can run DynDOLOD Worlds.pas you can also just run DynDOLOD TexGen.pas. You just have to make sure you have both DawnGuard and Dragonborn installed so all textures for Legendary are available. DynDOLOD Worlds.pas and DynDOLOD TexGen.pas are scripts for xEdit and do not require a mod manager to work. Make sure to set the -o: output path on the link that starts xEdit.exe The fire on the windmill means the update routine was not followed correctly when updating an existing save game. You need to start and save the game once without the esp (and scripts in this case). See the update post for comments about Holds. THE PEOPLE OF SKYRIM ULTIMATE EDITION will work so so. It is not fully supported yet.
  23. Ops, will upload a 1.49 in a minute. Just replace the xEdit scripts. Nothing else changed. This stuff is pure rocket science.
  24. I have seen that File/Mod Name on several mods now, Nexus being funny I guess... I removed it, thanks. And yeah well we updated that doc too :)
  25. DynDOLOD 1.48 1.49 If you already downloaded 1.48, just replace the xEdit scripts with the ones from 1.49. Nothing else changed. As always, there is no need to generate from scratch or update anything unless you want to. By creating backups of the current LOD you can always try to update an existing DynDOLOD.esp first before generating from scratch. If weird things happens restore backup. It is a matter of seconds with the right modding tools. From now on the documentation consequently uses the term "xEdit". The x stands for different game modes. Translate "xEdit" to the current game and path names applying to your setup. For example "TES5Edit" Download the latest developer version of xEdit (FO4Edit 3.1.3 - 19733ee - dated 4 April 2016) or newer. The latest version contains LODGen.exe v1.0. No more beta. The Papyrus Scripts included in the 1.48 1.49 archive are the same "use fewer strings" version already posted as "1.48 beta" a month ago. No updating needed if they are already used. The 1.48 1.49 Papyrus scripts are backwards compatible with LOD generated with 1.47. If you somehow live under a rock, see Corrupt Saves - StrCount > 0xFFFF - CTD on load for more information. To update an existing save game, first deactivate DynDOLOD from MCM, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game. Disable old DynDOLOD.esp and remove old scripts. Start game, load last save, wait a bit, save again. Install the new papyrus scripts, enable DynDOLOD.esp - old if just updating the scripts or new if generated from scratch - start game, load the last save, go outside. DynDOLOD should initialize by itself.If updating from 1.47 simply overwrite all older Meshes/Textures. Doesn't matter if you intent to update, not update or generate LOD from scratchIf updating from older version read DynDOLOD 1.47 first DynDOLOD Worlds.pas 1.48 1.49 now automatically uses "mapping" files ..\data\merge\*_map.txt from mods merged with Merge Plugins by Mator. If a mod for which custom rules exist was merged, DynDOLOD Worlds.pas now automatically applies these rules to the merged mod. To verify check the message log shows that X amount of rules were loaded for the merged mod file name. DynDOLOD Worlds.pas 1.48 1.49 now does a simple file date check if xEdit.exe and LODGen.exe are recent enough to point people in the right direction in case outdated versions are detected. For these mods rules were added/updated Ashlander Camp New Zainab Camp Argentum ClefJ's Dragon Bridge Druid's Den - Collectors Edition Lakeview Manor Evolution Skaal You Need - Skaal house and follower Windhelm's Ancient Lighthouse Verified working out of the box Beginner's Shack - Starter home Broken Sky Cottage - Falskaar Camp Varglya Enhanced Lights and FX 3.x Jaggarsfeld with Jaggarsfeld Extended Places in the North Reach Tree Replacer - uploaded billboards to TES5LODGen Tirashan - Necromancer Home Soljund's Sinkhole Wind Path Principle support for Holds The City Overhaul. Mod appears to be in a very early alpha stage: Fix the worldspace bounds error reported by DynDOLOD Worlds.pas. I guess using vanilla values will be fine for now. Remove or overwrite the erroneously included vanilla LOD and vanilla billboards so they do not interfere. Get the latest LODGen.exe v1.0 included in xEdit 19733ee from 4 April 2016. Older versions of LODGen.exe will either crash or create invalid BTO meshes causing the game to ILS/CTD. It includes LOD meshes of varying quality and sets full model for LOD. Will check mod again once it matured to a useful state. To fix worldspace bounds error, in xEdit, open the worldspace record by entering the FormID of the worldspace - "3C" for Tamriel - into the field top left. Hit Enter key. Scroll right to the column of the mod. Scroll down to the rows for Objects Bounds. Right click a value and select edit and enter a number. Click OK or hit Enter. Save changed esp. Fixes include Improved Solstheim Dwemer static object LOD based on feedback by Madcat221 Fixed WhiterunExterior.esp incompatibility reported by sirjesto - it can now be part of the load order when generating LOD Fixed wrongly enabling tree LOD generation reported by Kesta Fixed Error in unit 'functions' on line 684 : Expression expected but 'then' found in Expert mode reported by Kesta, Pylon Fixed some hybrid trees looking bluish reported by kcinlober Any remaining ENB / Texture flicker should now be truly fixed with latest LODGen.exe included in recent xEdit updates. Sanity checks for world bounds [spoiler=Changelog 1.49] DynDOLOD Worlds.pas - fixed world bounds error [spoiler=Changelog 1.48] DynDOLOD Worlds.pas - work around world bounds not always being floats DynDOLOD Worlds.pas - skip parent/child worldspaces with no valid world bounds or missing persistent cell DynDOLOD Worlds.pas - report insane world bounds values DynDOLOD Worlds.pas - updated a missing nif warning for neverfade references added by mod to just ignore instead of stopping generation DynDOLOD Worlds.pas - fixed automatically checking 'Generate tree LOD' when vanilla tree LOD generation is disabled DynDOLOD Worlds.pas - added missing brackets in try block checking form id rules DynDOLOD Worlds.pas - fixed 'not a tree message' for now valid STAT LOD trees with Have Tree LOD flag set DynDOLOD Worlds.pas - added a subliminal message to xEdit message log DynDOLOD Worlds.pas - updated de-normalizing resource path to be less greedy DynDOLOD Worlds.pas - added a simple xEdit.exe and LODGen.exe file time check DynDOLOD Worlds.pas - read mapping data from Merge Plugins to apply rules for single plugins to merged plugins automatically DynDOLOD TexGen.pas - added checks to force output directory Papyrus Scripts - use fewer "strings" DynDOLOD-rules - added/updated rules for better compatibility with mods Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods DynDOLOD_Manual.html - rename to xEdit - because there can be more than only one DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD_Reference.html - updated to reflect current process and for clarity DynDOLOD 1.47
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