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Everything posted by sheson
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Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
What the heck is "mist-qual village in dlc3"? There is only dlc1 = Dawnguad, dlc2 = Dragoborn, and byoh = Hearthfires DynDOLOD Worlds.pas is a script processing esm/esp data. It will have the same outcome with the same data, it doesn't change its mind all of sudden. Sounds like a broken esp. Lets see the exact error message and everything else from the log, upload ..\xEdit\TES5Edit_log.txt please -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The "cut" is the outside border of the loaded cells and how terrain LOD is "hidden" for that area. DynDOLOD does not cover terrain LOD. You can lessen the effect by installing high quality terrain LOD meshes. Also adding objects - like dirtcliffs and rocks for example - to cover that up would work, like Enhanced Landscapes for example. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I do not know your load order or the replacement mod you are using. But I can see new/additional new BSAs that supposedly replace the vanilla texture - so judging from that it seems OK. In case LOD textures do not match or are missing after generating we would know what to look for, but it should be fine. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You have to make sure that all BSAs for the load order are loaded by xEdit. If a BSA is not loaded by xEdit its content can not be used to generate LOD. Which could mean missing LOD models or wrong textures being used. In order for a BSA to be loaded by xEdit or the game it either needs to be listed in the Archive section of the ini or be loaded by an esm/esp of the same name. When starting xEdit look for lines like. [00:00] Background Loader: starting... [00:00] Background Loader: [skyrim - Misc.bsa] Loading Resources. [00:00] Background Loader: [skyrim - Shaders.bsa] Loading Resources. ... [00:00] Background Loader: [C:\SteamLibrary\steamapps\common\Skyrim\Data\] Setting Resource Path. If the list contains all BSA as expected everything is fine. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The screenshot shows the texture atlas does not belong to the bto LOD meshes. Check that the texture atlas ..\textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds that is used by the game was created at the same time as the bto meshes. Make sure you are not having stray files in MO Overwrite folder. If you run DynDOLOD TexGen or DynDOLOD Worlds.pas any nif/dds files which are loose in the data folder may be used, regardless of esp. Files in BSA are only discovered if xEdit loaded them, which usually means the esp needs to be active. You should deactivate mods completely before starting xEdit if you want to be certain none of their resources are used. Especially before running DynDOLOD TexGen. For a mods objects not to receive LOD and its esp not be added as a master into DynDOLOD.esp it is enough to not check them in the xEdit mod selection window. DynDOLOD does not change how vanilla LOD works. Test the same location with vanilla LOD and you should see LOD objects switch at the same distances. You are using a texture replacer mod that does not update the rendered LOD textures for Whiterun. Those LOD texture need to be updated manually. DynDOLOD TexGen can not help there. Ask the mod author. Terrain/water LOD acting weird or having wrong textures have nothing to do with DynDOLOD. DynDOLOD does tree and object LOD only. Install a high quality terrain LOD mod as they usually lesson z-fighting of terrain/water. Snow cover is not a texture but a shader. Full model objects and their textures in loaded cells have nothing to do with DynDOLOD but with the mods you are using. Nearby LOD uses the full model mountain texture, while further away LOD moutains use a pre-rendered mountain LOD textures and a texture in the atlas. Only the last can be updated by DynDOLOD TexGen. If you use a mountain texture replacer the pre-rendered LOD textures need to be updated manually. Terrain/water LOD acting weird or having wrong textures have nothing to do with DynDOLOD. Check inis for water reflection settings and look into ENB water settings and the sky reflection fix setting. Full model objects and their textures in loaded cells usually have nothing to do with DynDOLOD. Open console, click object for form id, first two digest is the mod load order number in hex. You posted so much text about textures, yet you did not mention using DynDOLOD TexGen? Use it to generate the single LOD textures for the load order. Make sure to read its manual for the limitations regarding rendered LOD textures, as mentioned above about the Whiterun LOD textures. I do not know if Regional snow and ice and Enhanced landscape work well together. I am unable to give recommendations about mods - it is just personal taste. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Great. The vanilla intro enables/disables objects which now have LOD while it progresses. There is this engine thing where it briefly shows the LOD before it has finished loading and displaying the full model. It just a visual thing and only really happens this prominently in the intro. As you say, once it loaded everything its fine. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I do not really get what you are saying about about SFO. Tree LOD is done by TES5LODGen build into xEdit and is just started by DynDOLOD World.pas. It requires to download and install the correct tree LOD billboards for whatever tree mods you use. If DynDOLOD interferes visually with the vanilla start, enable the esp only after you get out of the cave. Everything should be fine from then on. The output should be created outside the games and MOs folder structure. Then LOD should be generated directly to the output folder. Afterwards its content should be moved into a new mod folder in MO. All other questions kind of relate to a third party mod manager and not DynDOLOD, but here it goes: How come you never wondered how the game sees the files? When MO starts an application all those folder and files become available where they need to be thanks to its virtual file system. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I have no idea what you are trying to execute but current DynDOLOD Worlds.pas or DynDOLOD TexGen.pas do not use mteFunctions.pas which the error shows as missing. There are no 2.x versions of DynDOLOD. MO archive manage management is not related to script errors in xEdit. You can not deactivate xEdit pas scripts for the game, that doesn't make sense. Where do you you untick DynDOLOD TexGen.pas and DynDOLOD Worlds.pas? Do not install xEdit or scripts for xEdit into the game data folder. The first screenshot shows that the papyrus scripts are from an older version since there is no DynDOLOD MCM "Information" page. Upgrade everything to the latest version. Why do you think NetImmerse Override gets upset and CTD? There is an easy check, turn off its use on the DynDOLOD MCM "Settings" page - provided the 1.47 papyrus scripts are installed. Or simply hide/deactivate nioverride.dll before starting the game. The messages of DynDOLDOD Worlds.pas in the last screenshot are answered in the FAQ and can be ignored. The FAQ also has hints for CTD. Check heap memory usage with Memory Blocks Log and for missing nif messages in the TES5Edit_log.txt. Search this thread for Farmhouse Chimneys and missing nif as it came up in the past. Then try the debugging in the readme.txt. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If you are missing the temple in LOD16 after generating LOD something went wrong. The vanilla basalt LOD files end in 1.nif so they get auto-assigned to LOD4 and LOD8 only. Either rename/copy to lod_2.nif or use mesh rules. All the customization options exist for a reason I might have a look and add rules for medium/high for next version. Search ..\xEdit\Edit Scripts\LODGen_DLC2SolstheimWorld.txt for 0401CFB2 and you should find a line with the 3 LOD versions in the last tab columns for LOD4 | LOD8 | LOD16 ..\apoexttowerbase01_lod.nif | ..\apoexttowerbase01_lod_1.nif | ..\apoexttowerbase01_lod_2.nif so the temple you created should be in DLC2SolstheimWorld.16.0.0.bto just as well, top right corner looking from above -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I am pretty sure that is the game occlusions culling in the screen shot. It removes the whole contents of the bto file. Either 4x4, 8x8 or 16x16 - which is why large patches of ocean go missing. It doesn't seem to account for the height properly either. I have yet to see anything show/hide when I switch off/on the additional culling in ENB - though it does remove draw calls so ENB is culling something for sure. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Those messages are supposed to be notes - not errors - and they should not stop the process. If they do stop the process, it happens because you didn't update xEdit to the required version. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
FAQ: A: Ignore. A handful of trees can not have traditional tree LOD for technical reasons and will be done as static LOD. Static LOD uses the normal _n.dds textures, but LOD tree billboards do not have one so the flat replacement is used, just as traditional tree LOD does. This is not a problem, LOD will be fine despite these notes. I am not sure from what tree mod the billboards in STEP are, but the TreePineForext05 billboard in the download seems to be the one used in your screenshot. I would just keep making them darker until the orange becomes brown again. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Billboards / Tree LOD are a 2D representation from one side of the trees, so technically they only match from one distinct viewing angle. If the billboards from STEP are installed I am pretty sure they will match the full model trees that STEP uses as good as possible. If for some reason they do not, that would be a discussion for STEP. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The files are probably in a BSA. The billboards used for LOD *should* be the correct ones for the full model trees if you followed STEP. Someone from STEP hopefully can confirm based on the screenshot. I think all you need to do is to adjust the tree LOD brightness when generating tree LOD. If you leave all load order as it is right now, start DynDOLOD Worlds.pas as before, click to advanced, change tree LOD brightness a couple values down. Uncheck both "Generate static LOD" and "Generate DynDOLOD" so it only updates tree LOD, which should be fairly quick. Then copy the files from the output path to the "STEP DynDOLOD Output" mod folder overwriting the old tree LOD files - or create a new mod that overwrites "STEP DynDOLOD Output" in case you want to keep the current tree LOD for comparison until you are satisfied. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Great, you should be all set then -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You using a work / government computer with tightened security settings? No need to answer Please try beta 7 of LODGen.exe which uses a FIPS compliant hash algorithm. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
LODGen.exe creates its LODGen_log.txt in the "current" directory. If it is started through xEdit / DynDOLOD Worlds.pas the "current" directory is where xEdit.exe is. If LODGen_log.txt is empty it means DynDOLOD Worlds.pas cleared it before starting LODGen.exe the first time in a generation process, but LODGen.exe never even ran. So DynDOLOD World.pas must have ended prematurely. Run LODGen.exe manually on a prompt to check its output for the version - or its log afterwards. Since it is the beta for a final 1.0, its version for right click properties is still 0.9... -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
1) Wizard mode never has and never will use any of the advanced settings or additional features. 2) It will generate LOD based on the loaded rules. If the output folder seems too small and DynDOLOD World.pas completed successfully, the most common reason is that LODGen.exe was not able to completely generate static object LOD. Check the LODGen.exe logfile for errors ..\xEdit\LODGen_log.txt and check that LODGen.exe actually is a recent version by looking for "Skyrim Object LOD Generator v1.0.0 beta 6" If LODGen.exe crashed it would be hard to miss the " ... stopped working" pop-up. 3) As pointed out in 1) that won't work. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Great, we got it to work -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Replace it with this functions.pas and see if the error goes away. Lets just assume it because the new version didn't run yet to write its version to the logfile. Delete the logfile and check it once the new LODGen.exe was running. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If DynDOLOD World.pas stops prematurely because of an error it will not create an updated export file for LODGen.exe or be able to start LODGen.exe. If the new LODGen.exe is not started to generate static LOD it can not its logfile and show if it is the new version or not. So you still have the error in DynDOLOD Worlds.pas Exception in unit line -1: Error in unit 'functions' on line 684 : Expression expected but 'then' found? Please upload or post in spoilers ..\xEdit\Edit Scripts\DynDOLOD\lib\functions.pas Clicking "Execute LODGen.exe" starts LODGen.exe with the existing export file right away. LODGen.exe should then run for several minutes if the worldspace is Tamriel. If it doesn't you still have an outdated version of LODGen.exe. This will have updated the LODGen_log.txt file. Find the last entry for "Skyrim Object LOD Generator v..." to verify the version is v1.0.0 beta 6. Clicking "OK" will start processing the selected worldspace with DynDOLOD World.pas. This process will create a new export file and in expert mode it has the safety question if you want to overwrite the existing export file. The non-expert modes simply overwrite without asking. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Does that mean that DynDOLOD World.pas is now completing successfully without Exception in unit line -1: Error in unit 'functions' on line 684 : Expression expected but 'then' found? The process now starts LODGen.exe to generate static LOD? Now check LODGen_log.txt if it still says v0.9 or v 1.0 beta 6... and/or if there is new error message in LODGen_log.txt. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Make sure the files in the subfolders ..\xEdit\Edit Scripts\DynDOLOD\ and especially in ..\xEdit\Edit Scripts\DynDOLOD\lib\ belong to DynDOLOD 1.47 and are not from an older version. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Please upload or post in spoilers ..\xEdit\Edit Scripts\DynDOLOD\DynDOLOD_TES5_LODGen preset default.ini and a list of all Worldspaces - a screenshots of the open dropdown in DynDOLOD World.pas expert mode would be great. with notepad edit ..\xEdit\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini and change from Expert=0 to Expert=1 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Should say "Skyrim Object LOD Generator v1.0.0 beta 6" Make sure you have the latest LODGen.exe included in the required latest xEdit download. Also do not try to update an existing DynDOLOD.esp from a former failed generation with the new version. Start from scratch.

