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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
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. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
We already resolved the problem, do you already have the latest xEdit with the latest LODGen.exe v1.0.0 beta 6? No, instead follow the install instructions of DynDOLOD. Whatever resources are in the data folder and seen by xEdit or the game are used. It is already bad having to add exceptions for certain mods. Files with ".mohidden" in their pathnames are ignored. You can add your custom folder names that only apply to your setup to the IgnoreLODMesh= and IgnoreFullMesh= lists in DynDOLOD_TES5.ini. Make sure you have the latest LODGen.exe included in the required latest xEdit download. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Since billboards are textures the worse that can happen is that they look wrong...The LOD atlas texture included in 2.4 is from April 2015. You could always split it yourself in case it is different or wait for someone to do it. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Does the same happen with a new game? "coc whiterun" in console from main menu, wait for it to initialize, "tmm 1" in console to enable all map markers, then fast travel? Check DynDOLOD SkyUI MCM Information Page if it shows n/a for any entry. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This is the official support thread of DynDOLOD not STEP. If you use 3rd party videos or guides and think they need updating, please provide feedback to their maintainers directly. The webpages, guides and documentation belonging/included to DynDOLOD are constantly updated to reflect the latest changes and updates. I point people to read these latest first hand notes, guides and docs on every occasion possible. "Dynamic Distant Objects LOD (DynDOLOD) is a set of tools based on..." 3rd party tools are not included. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes. That is why required things that matter are listed under requirements. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
There is no need for the save game update routine when just updating the tree LOD which is only meshes/textures. The save game update only applies if the esp was generated from scratch. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Open console and click a full model tree, type its form id into TES5Edit top left and bring up the reference. In the right reference window find the row "NAME - Base" which looks like TreePineForestSnow03 [TREE:0005C070] Note the the name number 0005C070 which make up the billboard filename textures\terrain\LODGen\Skyrim.esm\TreePineForestSnow03_0005C070.dds Yes, for the 2D billboards for the SFO/RAT billboards in static LOD, all you have to do is set TreeLOD=0 and let TreeFullFallBack=0 alone and it should be fine. One of the many problems with shadows in Skyrim is that they only work inside the loaded cells, so LOD never has shadows applied, so the trick is to bake a fixed generic shadowing into the billboards. It is a rabbit hole kind of thing. It is always wrong one way or the other :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The LOD tree overall reaction to light depends on weather mods/ENB too. The LOD tree brightness settings will affect all LOD trees equally. Instead, you could manually change the brightness of only a few specific trees with gimp/photoshop by editing the billboards dds files before generating tree LOD. Or you could always screenshot your own billboards Are you using a tree mod? The ultra/tree CTD warning is just when you try to use full model trees for LOD. DynDOLOD covers vanilla trees, but if using a tree mod you can still test the billboards in static LOD option which is also save. Using billboards in static object LOD allows use of normal textures and normals which with some knowledge and experimenting could result very nice 2D tree LOD too. It has literally the same performance as traditional tree LOD. Doing 3D hybrids has a higher impact. Full models is totally experimental at this point. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If you only knew what I do to the firstborns. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I suggest to read DynDOLOD-README.txt regarding the tcl command and DynDOLOD_TexGen.html for the texture question. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
In DynDOLOD_Manual.html "Compatibility" section, see the instructions for "Static Mesh Improvement Mod" / video link. Oh, so you did generate LOD after installing DynDOLOD. You didn't mention if low/medium/high settings where used. In any case, RANDOM FPS drops are unlikely. I could list a few pointers to test repeatable FPS drops, besides reading the manuals "Performance" section. For example, turn off dynamic LOD from MCM to see if that changes anything. Disable static and tree LOD by using tll from console to test if that changes anything. You may have to remove the IsHDMeshMask=_lod_0 from the export file in case you have LOD meshes with that in file name and don't want them to have the HD flag. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
SkyMills / SMIM or any other mod modifying the windmills fans? Check the compatibility list. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Verify that DynDOLOD activates successfully. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
It is not possible that after the installation of this mod there are random fps drops. The snow shaders use the normal map _n.dds. The HD LOD snow shader also uses the vertex color alpha channel for something. In nifkope you will notice the shapes are named objSnow and objSnowHD. The name containing "snow" activates the snow shader, while the Shader Flag 2 "SLSF2_LOD_Objects" / "SLSF2_HD_LOD_Objects" defines if it is the LOD shader or the HD LOD shader. Which LOD mesh gets the HD flag is a little bit twisted and an essay in itself. You may notice the Is HD LOD flag on base records, with a combination of "h.nif' in the filename, and the LOD model using a full textures. The export file defines a couple mesh mask in that regard. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Looking good. Is there a mod coming out of this? You can instruct LODGen.exe to ignore material when generating LOD by adding ignoreMaterial=True to the top of the export file before clicking "Excuting LODGen.exe" from expert mode. That would remove the snow LOD shader from LOD, but then full models with still have the snow shader. Removing the snow material from the base records of these mountains would be the thing to do. Then generate LOD again. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The black spots are unrelated to the DynDOLOD version. It was the LODGen.exe version included in the March 9 xEdit. Which has now has been updated as well. There can only be one LODGen.exe running at a time. DynDOLOD Worlds.pas has to wait for it finish before starting a new one. This is a normal message as long as LODGen.exe is still working. If it finishes on its own everything is fine. Clicking OK signals DynDOLOD Worlds.pas is is OK to start to start generating the next worldspace. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
There can only be one LODGen.exe running at a time. DynDOLOD Worlds.pas has to wait for it finish before starting a new one. This is a normal message as long as LODGen.exe is still working. If it never completes a world then something is wrong. JaphetsFollyWorld should not take more than a couple minutes normally. If it is the only worldspace (besides Tamriel which easily takes over 10 minutes) that takes a long time to finish you might have mod expanding it? Overwrite the existing ..\TES5Edit\Edit Scripts\LODGen.exe with the new one. That means renaming whatever the downloaded filename is to LODGen.exe. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If DynDOLOD World.pas exits shortly after applying script, check TES5Edit message window. Usually something about output path or maybe about missing info in the ini. If it finishes quickly after clicking OK to sart its process to generate LOD it is usually because no worldspace is selected. All the same check the message window for hints. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Do you still need help or is everything OK now? You should only "Execute LODGen" within same versions. The export file contains reference to LOD source meshes. Those changed between versions. It may work if you are lucky - read the update post when to overwrite/replace source LOD meshes/textures. LODGen.exe may complain about files not found. Then you know why. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Use this latest LODGen.exe. It should fix the black spots. You can update the existing static LOD *.bto files without having to worry about save game: Edit ../TES5EDIT/Edit Scripts/DynDOLOD/DynDOLOD_TES5.ini in notepad and change from Expert=0 to Expert=1 Then start TES5Edit and apply the script DynDOLOD World.pas as always. On the expert option window select the worldspace to update top left. This should automatically select the correct LODGen export file like ../TES5Edit/Edit Scripts/LODGen_Tamriel.txt - or select it manually with [...] button Once an existing export file has been selected, the "Execute LODGen.exe" button becomes enabled. Click the "Execute LODGen.exe" button to update the static LOD for the worldspace with the existing data. Plant a tree. Once it completed copy files from output path as before. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Testing it for unintended side effects right now :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
So you are using the LODGen.exe which is included on the xEdit download. But which version of the xEdit download you have exactly - the one from March 9 or older?

