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sheson

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Everything posted by sheson

  1. Get the updated papyrus scripts, they will most likely fix the error. The xEdit 091115 and the current TES5Edit 3.1.2 uploaded 10 November 2015 are the same version. But generally always download the newer xEdit with the latest LODGen.exe as the requirements of DynDOLOD instruct. If something goes wrong creating the export file TES5Edit\Edit Scripts\LODGen_Tamriel.txt for LODGen.exe there should be some kind of error messages in TES5Edit\TES5Edit_log.txt. Upload it somewhere for me to have a look.
  2. Make sure to get the latest xEdit and LODGen.exe which is included. If the logfile/folder is empty LODGen.exe probably exited early or crashed. There should be a pop-up if it crashes so that shouldn't really go unnoticed. Check that TES5Edit\Edit Scripts\LODGen_Tamriel.txt contains some data (compare to files for other worldspace) Search TES5Edit\TES5Edit_log.txt for "Saving objects LOD data to ... " and check the following lines see if anything pops up.
  3. LODs are by definition low res in poly/triangle count and texture resolution. The low, medium and high of DynDOLOD Worlds.pas generally change the amount of LOD objects, not their quality. If the buildings of Whiterun are missing that means there is a problem with static LOD. Static LOD are the *.bto files in Meshes\Terrain\Tamriel\Objects\*.bto There should be about 686 of them generated by LODGen.exe to the output folder and the total size from 300MB to 1GB depending on low, medium or high setting. Obviously they need to be copied to the data folder or into a mod as well. Check TES5Edit\LODGen_log.txt for errors, the last 2 lines should be like something like LOD level 4 total triangles 13488688 reduced to 8216132 Log ended at 11:23 If they seem complete and in place, test new game with default INIs.
  4. DynDOLOD adds required masters when it scans your load order, if you remove mods that are masters you need to generate from scratch. Compatibility with USLEEP has already been tested when the beta came out and all is fine.
  5. You can select as many worldspace as you like, the settings will work for all of them since LOD is all about the objects.
  6. Update xEdit to newer version as the update post instructs.
  7. If you want consistent LOD you should use the same settings for all worldspaces. Tamriel worldspace is usually the most demanding in terms of size and objects, so performance wise there should be no reason either to skip worldspaces. How did I miss that :) It is actually two walls. There is also a stray gate building xx000DC6 in the mod(s) itself. The mod author should remove that. JKs LITE - Whiterun.esp;00005A0B;WRWallCap01 JKs LITE - Whiterun.esp;00005A0C;WRWallStrUp128 JKs LITE - Whiterun.esp;00005A0D;WRWallStr01 JKs LITE - Riften.esp;00000DBA;RTWall03Outer JKs LITE - Riften.esp;00000DB3;RTWall05Inner JKs SuperLITE - Whiterun.esp;00005A0B;WRWallCap01 JKs SuperLITE - Whiterun.esp;00005A0C;WRWallStrUp128 JKs SuperLITE - Whiterun.esp;00005A0D;WRWallStr01 JKs SuperLITE - Riften.esp;00000DBA;RTWall03Outer JKs SuperLITE - Riften.esp;00000DB3;RTWall05Inner JKs LITE - Merged.esp;00005A0B;WRWallCap01 JKs LITE - Merged.esp;00005A0C;WRWallStrUp128 JKs LITE - Merged.esp;00005A0D;WRWallStr01 JKs LITE - Merged.esp;00000DBA;RTWall03Outer JKs LITE - Merged.esp;00000DB3;RTWall05Inner JKs LITE - Dawn of Merge.esp;00005A0B;WRWallCap01 JKs LITE - Dawn of Merge.esp;00005A0C;WRWallStrUp128 JKs LITE - Dawn of Merge.esp;00005A0D;WRWallStr01 JKs LITE - Dawn of Merge.esp;00000DBA;RTWall03Outer JKs LITE - Dawn of Merge.esp;00000DB3;RTWall05Inner JKs SuperLITE - Merged.esp;00005A0B;WRWallCap01 JKs SuperLITE - Merged.esp;00005A0C;WRWallStrUp128 JKs SuperLITE - Merged.esp;00005A0D;WRWallStr01 JKs SuperLITE - Merged.esp;00000DBA;RTWall03Outer JKs SuperLITE - Merged.esp;00000DB3;RTWall05Inner
  8. The palace is changed from LOD to full model, since you get really close now when using the outside path around the museum. Hmm I will have to test that mod again. Maybe a recent update changed something.
  9. What other mods despite Legacy of Dragonborn might you have that alters Solitude/Palace? Load the load order in TES5Edit, enter the form id 0007ADF8 you already had and check what mods overwrite it. Also check base element 008E2CE
  10. There is no such thing as "Glow World"? If you mean "Fake lights selected world" it means it will look for light references in all the the selected worlds in the box top left. If you mean "Fake lights child worlds" it will look for light references in child worlds of all the selected worlds in the box top left. Tamriel has child worlds - the cities. But some other mods use that functionality too. Only mods/childwords added specifically via settings to DynDOLOD.ini are actually scanned.
  11. The question would be, what did you do that made it disappear in the first place? If selecting "Full Model" there is no need to copy the full mesh to the LOD model filename anymore. It doesn't hurt either though.
  12. The majority of LOD is static object LOD in Meshes\Terrain\tamriel\Objects\*.bto and tree LOD in Meshes\Terrain\tamriel\Trees\*.btt Make sure those folder and files from the output folder are still the ones used by the game.
  13. Those glaciers and icebergs use the vanilla LOD models and textures - which are really bad. AFAIK all ice uses the parallax shader which vanilla static object LOD does not support. I have not yet tested yet if static object supports it. There is always the problem that LOD can only do alpha/transparency on/off. It is on my list to check. In the meantime the only way to get better LOD for glaciers/ice is to try to create a better LOD texture within the current limitations or convert them to full model dynamic LOD with mesh rules.
  14. That brings back my LOD water troubles, too. As you know LOD is 4x4 cells, and the terrain/objects nifs are segmented to know in which quadrant vertices that need to be disabled are. Seems that a related routine gets confused for whatever reason and saving resets it.
  15. Actually now that you mention that, I have set it to 1 too because it fixed water flicker issues - basically the same problem that LOD water didn't unload - after fast travel (which happened despite vsync). Should have remembered that. Well least now we know one cause/fix for future generations :)
  16. That simplifies things. That means it is static object LOD (they have no ref IDs) from the *bto files and not related to the papyrus scripting and the dynamic LOD (has ref IDs). That was what I wanted to determine. No need to look into anything papyrus. The bad news is I have no idea what can cause static object LOD to not unload sometimes. If it would happen consistently every time it would indicate a problem in the BTO, but because it only happens sometimes it seems something trips up the engine. What is the size of the Meshes\Terrain\Tamriel\Objects\ folder? How many files? Do you have the DynDOLOD.esp loaded? The base elements of newly added static LOD objects have a flag set, regardless of the dynamic option. It should make no difference to the problem, but can you test either way? Are the Skryim.ini and SkyrimPrefs.ini more or less default? Since this is related to fast travel check uExterior Cell Buffer and bPreemptivelyUnloadCells (not in default ini) - just a stab in the dark. double check [TerrainManager] settings. Maybe best to back up the current ones and test with newly generated inis from the launcher? Does it fix itself by walking outside the cells and walking back in? When you open your load order in TES5Edit can you check / maybe screenshot Tamriel 0000003C, and for example 00037EDF SolitudeWorld and which mods are the highest overwrites (scroll to the far right)
  17. That is not supposed to happen. Are you using the latest version? If you open console and then click with the mouse pointer on the stuck LOD objects do they have a form id? Type disable/enable to verify the correct object is selected. Does it matter how far you traveled? Like from Whiterun to Solitude is far, but from Katlas farm or the Solitude docks to Solitude is near. You could turn on papyrus logging and see if there are script problems.
  18. Yes it does need something for 3 objects in Whiterun or you have random walls near the skyforge when outside the city. I already worked on it. If you can't wait until next update - whenever that will be - add these lines to TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_childworldlod_Tamriel.txt With those lines it works out of the box :) JKs LITE - Whiterun.esp;00005A0B;WRWallCap01 JKs LITE - Whiterun.esp;00005A0C;WRWallStrUp128 JKs LITE - Whiterun.esp;00005A0D;WRWallStr01 JKs LITE - Riften.esp;00000DBA;RTWall03Outer JKs LITE - Riften.esp;00000DB3;RTWall05Inner JKs SuperLITE - Whiterun.esp;00005A0B;WRWallCap01 JKs SuperLITE - Whiterun.esp;00005A0C;WRWallStrUp128 JKs SuperLITE - Whiterun.esp;00005A0D;WRWallStr01 JKs SuperLITE - Riften.esp;00000DBA;RTWall03Outer JKs SuperLITE - Riften.esp;00000DB3;RTWall05Inner JKs LITE - Merged.esp;00005A0B;WRWallCap01 JKs LITE - Merged.esp;00005A0C;WRWallStrUp128 JKs LITE - Merged.esp;00005A0D;WRWallStr01 JKs LITE - Merged.esp;00000DBA;RTWall03Outer JKs LITE - Merged.esp;00000DB3;RTWall05Inner JKs LITE - Dawn of Merge.esp;00005A0B;WRWallCap01 JKs LITE - Dawn of Merge.esp;00005A0C;WRWallStrUp128 JKs LITE - Dawn of Merge.esp;00005A0D;WRWallStr01 JKs LITE - Dawn of Merge.esp;00000DBA;RTWall03Outer JKs LITE - Dawn of Merge.esp;00000DB3;RTWall05Inner JKs SuperLITE - Merged.esp;00005A0B;WRWallCap01 JKs SuperLITE - Merged.esp;00005A0C;WRWallStrUp128 JKs SuperLITE - Merged.esp;00005A0D;WRWallStr01 JKs SuperLITE - Merged.esp;00000DBA;RTWall03Outer JKs SuperLITE - Merged.esp;00000DB3;RTWall05Inner That should cover any possible installation option.
  19. To build from scratch copy DynDOLOD.esp.bak to DynDOLOD.esp
  20. If DynDOLOD_[worldpspace].json is missing the only way to create a new one for this worldspace is to generate with a DynDOLOD.esp that doesn't have the worldspace, from scratch or manually deleting the worldspace from the esp first. If it initialized all is good usually. Each worldspace has its own set of 2 files each. So having created LOD for Summerset has no affect on the LOD / files for Tamriel. Keep the new scripts, they are from the upcoming next version of DynDOLOD.
  21. The message "DynDOLOD can not read data from *.json" either means the *.json file can not be accessed by the game, or the data format in the file is invalid. "Error in unit 'functions' on line 1212 : Type mismatch." Use these papyrus scripts they add a MCM Information page that shows some numbers to verify files can be read and belong to each other. You can copy and paste the content of a json file into an online json viewer like https://jsonviewer.stack.hu/ to verify the data format is valid.
  22. I updated my reserved post.
  23. From the TextGen document "With DynDOLOD TexGen.pas most but not all LOD textures can be generated from the full textures in the current load order. This is a bit experimental and doesn't work for town LOD textures." If you have a look at the textures you mentioned and compare them to tileable landscape textures it becomes immediately clear: The town LOD textures are rendered from the full models and not a simple derivative of a full texture. Then they are processed with an image program to create the final LOD texture. So, those LOD textures require manual work to look correctly. Mods modifying the textures of those building should ship with their own version of the LOD source textures or at least an updated version of the vanilla LOD atlas texture. In the last case split the atlas texture back to distinct LOD textures. The real solution is to create LOD models that do not require rendered textures, however this technique makes creating certain LOD models so much simpler that even I used it for some new models at the expense of not being able to replace textures programmatically.
  24. The windows should be the exact same lit/unlit as the full model when up close. You would to edit the log LOD window meshes, but then they won't match the full model. What you also could do is just delete select window glow LOD files before generating LOD so certain types of buildings won;t have any at all. SkyFalls/Mills is not required it will detect vanilla windmills/waterwheels and waterfalls. The most likely cause to not see certain object is usually left over data from old generation. Can you test that you have windmillsfans after removing skymills but not yet adding DynDOLOD? Also see what happens when you start new game with coc whiterun from main menu with the new DynDOLOD added. For testing you could look up the objects in the DynDOLOD.esp with TES5Edit and double check they have their values in the jsons. I can talk you thru it.
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