Jump to content

sheson

Mod Author
  • Posts

    13,163
  • Joined

  • Last visited

  • Days Won

    430

Everything posted by sheson

  1. Most likely it is caused by a mod that changes the Riften child world which is not yet on the compatible list (or maybe got updated) 000af9bc from the screenshot is a vanilla form id, but if it truly has a DynDOLOD form id, open TES5Edit, enter the DynDLOD form id top left and bring up the record. Then copy paste the EditorID, which should tell us the mod and its Form ID, should look like [modfilenameesp]_123456 of the orginal record.
  2. If mods that are added as masters are removed from the load order (and the mod IS removed and replaced by an new one) usually you need to generate DynDOLOD from scratch. If the data, form ids etc are the same, you can either rename the mod filename back to the old filename or better update the filename in DynDLOD.esp with TES5Edit. In order for TES5Edit to load everything without the same error, temporarily have both files old and new enabled, then update the mods filename in the File Header / Master Files list. It seems the problem is with terrain LOD and not static object LOD. The LOD dirtcliffs in the image top right use the green grass texture as they should. The ground under them is terrain LOD which is not generated by DynDOLOD. Those errors get reported by DynDOLOD Worlds.pas because patching with TES5Edit can not continue because of data inconsistency in the mods. These errors should also be reported by the "Check for Errors" function of TES5Edit and need to be fixed in the mods reported. The names of the reported mods depend on the mod (1) that uses a record of a second mod (2).
  3. Tree LOD is done by TES5Edit. We will see if those can be added some time. Bethesda didn't add too many full model objects outside behind the walls in the attached cells intentionally for performance optimizations. See Options\whiterunexterior\ folder in the download archive.
  4. Follow all steps outlined in Options\trees.ultra\DynDOLOD-Trees.txt, including deleting all files in TES5Edit\Edit Scripts\DynDOLOD\cache\ and setting FlagTrees=1 in TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD.ini Make sure to click through to the advanced options and uncheck "Generate Tree LOD".
  5. Still no idea what the problem is. DynDOLOD-Trees.txt explains to enter "tree" for the mesh mask. That seems unequivocal to me.
  6. See if the latest version of the updated papyrus scripts fixes this. If not test with a new game.
  7. Test new mods and setup changes by starting a new game with alternate start or coc whiterun from main menu console. Only once the setup is confirmed to be working test with a save game. Typically DynDOLOD only needs to be generated again when mods are removed that were added as masters into the esp. Check the FAQ for further help about CTD/ILS. The requirements for DynDOLOD are xEdit 091015 or newer, SKSE and PapyrusUtil 3.1 and the Vanilla Skyrim LOD Billboards and then any optional LOD Billboards for the load order. TES5LODen.exe is just a renamed xEdit.exe and not used by DynDOLOD.
  8. So called Neverfade are references that have the Is Full LOD flag set. The flags Is Full LOD and Persistent usually cause a full model to always show across the worldspace regardless of distance. It is the only method to show animated models like clouds, waterfalls, windmills or fires in the distance. Mod authors use it to not have to deal with generating static LOD. DynDOLOD ships with 1000s of new LOD models, including the castle pieces, so if DynDOLOD finds such neverfades and there are LOD meshes available, it will replace them by static LOD - because it improves performance. As you can see, this is by design and the process will print a line each time it does that. DynDOLOD requires PapyrusUtil 3.1 or newer. The in game papyrus scripts do a version check and will notify you in case the version is too old. Make sure to use these updated papyrus scripts For obvious reasons it is a really bad practice to include third party plugins in such a way. It is especially bad in this case, as it seems that version 3.0 is included, which is known to cause CTD. Try this new link for TES5Edit\Edit Scripts\DynDOLOD\lib\functions.pas This is called Z-Fighting and it was always there.
  9. I know. DynDOLOD uses its LOD meshes as intended and nobody reported problems with the most recent versions. Using LOD meshes in loaded cells probably requires a bit more work it seems.
  10. No idea, I will add them to my list of mods to test. No such problems reported here with the latest versions if used as dynamic LOD waterfalls as intended. They unload and are replaced by the full models when getting close.
  11. If you delete the overwrite from Skymills you will end up with two waterwheels on top of each other, because SkyMills adds a new reference in its place. In case of windmill fans and waterwheels, DynDOLOD disables the original references permanently and replaces them by new references. All dynamic LOD objects are initially disabled. When DynDOLOD initializes dynamic LOD objects within the far/near grid are enabled based on the current status of the original reference or enable parent.
  12. The requirement is "xEdit 091115 or newer. This is the newest developer version of TES5Edit." Requirements are called requirements because they are required.
  13. Will be fixed next version The same thing compared to what? It seems you are describing the vanilla Skyrim performance optimizations beyond city walls that was talked about a few times already. Have a look at the folder Options\whiterunexterior\ in the download archive. That glitch is in ENB not expecting LOD using glow shader. Sky/objects LOD is used for reflections (Skyrim.ini [Water], turn either off also fixes the problem). I will check with Boris about it.
  14. The "apply script" option in xEdit shows all *.pas files in the subfolder ..\TES5Edit\Edit Scripts\*.pas one down from the program itself ..\TES5Edit\TES5Edit.exe
  15. I suspect something else is wrong with that system if there is stutter while it is disabled. Maybe a weak CPU?, running out of memory? Script intensive mods? Tried default inis? The stutter maybe related to reading json data from disk. If it is disabled, it should only do it if the cell is attached the first time. You could try turning of all vsync and limit frame rate to 58 with nvidia inspector. SkyFalls/Mills is always inferior to dynamic LOD no matter what setting - no fires, no water. If you notice static LOD z-fighting with full models or if you notice objects in towns have LOD and then disappear when close, then keep the esp. This is untested, there maybe left over records that should/could be deleted. Don't include it in the load order while generating. Wait for new version.
  16. FO4 LODGen.exe update for generating static object LOD meshes is very likely (trees are done as static LOD as well). DynDOLOD Worlds.pas (you want to see your 8 stories high shacks you built right?) depends on xEdit, so once the esm/esp can be read we will see how that goes. However, I will probably loose all interest the second there is paid mods for this game.
  17. It would be much better for performance to fine tune dynamic LOD instead of simply turning on hundreds of waterfalls at the same time with Skyfalls. Does the stutter go away when you deactivate DynDOLOD in the MCM? With what options did you generate? How many dynamic LOD objects did it find? In TES5Edit\TES5Edit_log.txt look for these lines Adding Master into Tamriel Setting up XXXXX cells with YYYY active cells for ZZZZ dynamic LOD objects for DynDOLOD What are the values for x, y, z? To fine tune settings reduce fargrid to 19 cells. Remove select mesh rules for animated objects - the ones with nothing in LOD4, LOD8 and LOD16 Alternatively generate LOD without "Generate DynDOLOD" checked and without SkyFalls loaded. Add 2 rules to not generate LOD4 for the windmill buildings Mask: sfarmhousesilo, LOD 4: empty, LOD 8: Static LOD8, LOD 16: Static LOD16, VWD: Checked, Grid: empty, Reference: Unchanged Mask: wrfarmhousewindmill, LOD 4: empty, LOD 8: Static LOD8, LOD 16: Static LOD16, VWD: Checked, Grid: empty, Reference: Unchanged Then the result should be ready to be used with SkyFalls/SkyMills.
  18. Open skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json in notepad and search for "468572" change "XXXXXX":["1","1","","1","","468572","Skyrim.esm","-1","-1","","1",""], to "XXXXXX":["1","1","","1","","468572","Skyrim.esm","-1","-1","","",""], the second to last value changes from "1" to "". Great find. Will be fixed in the next version. NO, you need to fix the mod that disables the original waterwheel in the first place, Enhanced Wetness and Puddles. Then generate LOD. DynDOLOD Worlds.pas disables the original waterwheels and replaces them with new references. The mesh rule "Replace" and the manual explain why that happens. However the replacements inherit the original settings, though if an object is permanently disabled (opposite player, below ground) DynDOLOD Worlds.pas will ignore the object completely.
  19. DynDOLOD "replaces" all waterwheels and windmillfans with new references. The initial states of the original references are carried over. It is by design that the vanilla waterwheels and windmills are initially disabled, the enable parent set opposite to player and z moved below ground. If a mod messes up any original objects, fix that mod before running DynDOLOD so it reads the correct data. How would you test the Katariah LOD in a new game I wonder? Try this, walk close so the cell with the original ship is attached. Then walk away again so LOD version should show. It maybe fix itself then. If not open MCM and deactivate DynDOLOD. Exit menu and wait for message that it is deactivated. Then activate it again. Test if LOD behaves normally then.
  20. Did you follow the update instructions for a save game correctly? You can try deactivating, leave menu wait for message the activate again from the MCM Check the FAQ. Also the papyrus log is not a crash log, it is a log for script errors and debug messages.
  21. Bethesda did those trees as statics (STAT) and not as tree (TREE), so they have static LOD and not tree LOD at the moment. You would need to edit Textures\DynDOLOD\lod\dyndolodtreelod.dds to change brightness of the texture. They are the 2 triangle shaped snowy trees in the lower right quadrant.
  22. It would be enough to simply merge the *.bto with the rest of the files from earlier. Pnly esp and *json need to match. Tree and object LOD are independent from those. Can you let me the mod that you have to resinatll? Pop-in for me still is things appearing out of thin air. That wouldn't change. You would have to add rules for objects that don't have LOD models (with VWD unchecked). It eases the effect of models changing from LOD to full model. There will be still be texture and snow shader flicker. LOD can not receive shadows and doesn't get illuminated by light sources. The LOD snow shader is different to the full model shaders. There is always a moment were both models are active causing brief flicker. Full models that use textures with alpha may need work, as alpha can only be on off in LOD but not fade. This can lead to elements/textures completely missing or completely covering stuff up. A custom texture is needed for those. The most important performance problem with fullmodels is that their textures can usually not be atlassed, which adds more draw calls. Adding lots of full models increases the bto file size and heap memory requirements. To start, try it just with a few select mountain models - the mountainslab02 texture in LOD4 is not atlassed either (and adding one more for mountainslab01 is no big deal), so this mostly just adds triangles and increases file size. mountaincliff0 mountaincliffsm mountainpeak mountainridge mountaintrimslab
  23. Open a windows command prompt, for example in windows 7, click start, and type cmd into the search. If you use MO, you need to add C:\Windows\System32\cmd.exe to its list of executables and start it from within MO so it can access all BSA and other files. Once the white on black command prompt window is up, copy and paste this line "D:\Games\TES5Edit 3.1.2-25859-3-1-2\Edit Scripts\LODGen.exe" "D:\Games\TES5Edit 3.1.2-25859-3-1-2\Edit Scripts\LODGen_Tamriel.txt" --dontFixTangents --removeUnseenFaces --skyblivionTexPath You can paste by clicking the c:\ icon in the title bar, select Edit>, then paste - or if quick edit mode is set in the properties, just click right mouse button when the prompt window is active. Then hit enter to execute. Now it should stay open and give plenty of time to read anything.
  24. It makes no sense that TES5Edit\LODGen_log.txt is empty. It is deleted when the process starts and then log lines for each world are appended to it. There should be at least those lines from the former worlds if there were *.bto created for them LODGen.exe is a command prompt window that is started once for each world when the lines Executing LODGen... D:\Games\TES5Edit 3.1.2-25859-3-1-2\Edit Scripts\LODGen.exe "D:\Games\TES5Edit 3.1.2-25859-3-1-2\Edit Scripts\LODGen_......... are printed. Bring it to the foreground and see what it prints to the command prompt window. Screenshot any error message
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.