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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
@PRieST @Gomstor @Mebantiza Please test with these most recent papyrus scripts Mine are already updated from 1.46 when I tested the files that were uploaded - that may fix things already for you and is one thing left to double check. I also added a debug message being written to the papyrus log in case the numbers do not match so we can check what it reads from the esp and the json files. Also see above about the scripts Watch the video or check DynDOLOD SkyUI MCM or read "Uninstallation / Updating" in the manual -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The error message means there is an error. Something is wrong. The comparison checks if two values are equal. They are not. I can only imagine these reasons: the esp is the wrong one the json files are the wrong ones the json files are not valid and it can not read the number the papyrus scripts are old ones the save game still contains an old number and blocks access to the new number in the esp New or save game? ops you said that Edit: wait one more night, it works for me second night -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If you didn't see this before you didn't follow the instructions for updating an existing save game before. If you like you can send me your files as well, but I have a hunch that like all the others before they are valid and will work here... -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
There is nothing wrong with the esp or the files. If you are certain these are the files the game loads, double check the papyrus scripts are the latest version. Did you update an existing game? Try a new game / coc whiterun from main menu. If it works then redo the save game update cycle. Please try a new game / coc whiterun.... -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
For the next DynDLOD version I will add a couple rules for things like the light posts. In the meantime test this papyrus script patch for DynDOLOD and Immersive Content - Realitisc Outdoor Lights To update go inside a house/interior then overwrite all DynDOLOD papyrus scripts and the one script from Immersive Content - Realitisc Outdoor Lights. Now all LOD lights for ICROL should turn on/off a second or so after the lights in the loaded cells at the two times of day. If it doesn't work try with new game. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The papyrus script compares the value in the esp with the one in the *.json. If the *.json files are valid I see no reason why it should not be able to read the value. If they are not equal it will raise the error message. If they are equal it will not raise the error message. For some reason the value the payrus script reads from the esp is not equal to the one it reads from the json file. Upload the esp and the three json files somehere then I can have a look. I think it requires local storage, may be generally denied due to security settings -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If all files the game loads have the same number, there is a chance the json files are not valid. You can copy and paste them into an online json viewer like https://jsonviewer.stack.hu/ Once copied into the text window, click viewer top left. It will show an error message 'Invalid JSON variable' in case the json is invalid. In case a json file is invalid, please upload it together with TES5Edit\TES5Edit_log.txt -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Of course you can see tree LOD and static Object LOD because that does not require an esp / json files. Open TES5Edit\TES5Edit_log.txt and look for [00:00:00.001] New bunch of numbers: [random chars and number] Are you using MO? Check files in Skyrims data folder through the right window data TAB, else go find them directly: open these files in notepad skse\plugins\StorageUtilData\DynDOLOD_Worlds.json skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json search for "bunchofnumbers" and in each file you should find a line like "bunchofnumbers":"[random chars and number]", the [random chars and number] should match what you found in the log. If it doesn't you have an old file. Open generated DynDLOD.esp in TES5Edit. Type xx000910 into the form id field top left, where xx is the load order id of DynDOLOD. Or simple unfold [+] DynDOLOD.esp [+] Keyword The EditorID of this entry should be the same [random chars and number] Make sure to access with same method the game does and not get fooled by MOs virtual file system. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
It is highly depending on the weather how much glow gets through the fog. Since you use ENB increase [WINDOWLIGHT] IntensitySunrise=1.0 IntensityDay=1.0 IntensitySunset=1.0 IntensityNight=1.0 If the ENB you use has IgnoreWeatherSystem=false, make sure to check in individual weather settings... -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Great it works, and thanks for the logfile. It helps to narrow down the source of the underlying problem. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Whatever happens there has most likely nothing to do with Live Another Life. Did you check heap memory with memory blocks log yet to troubleshoot the CTD? Flickering objects usually means there are two over the top of each other. Open console and click it, you get a form id, note it. Type disable to deactivate the object. You maybe not able to however. Try to click the other object, note form id again. Try disable again. Let me know the form ids and which mods they belong to. If you leave the area so the cell this object is in is not loaded anymore, open console, type tll to turn of static LOD, object still there? Use tfc in console to get near it. Click it to note its form id. It most likely belongs to DynDOLOD.esp. Look it up in TES5Edit and tell me its Editor ID. It should mention the source mod and form id it came from. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Check TES5Edit\TES5Edit_log.txt for errors. It should end with "DynDOLOD Worlds completed successfully." Haven't tested it yet. Dynamic LOD only changes state when being turned on or off. So you would need to enter or leave a cell for it to match the parents state. See manual section called "Uninstallation / Updating" Then the DynDOLOD.esp the game loads and the *.json files are not from the same generation process done by DynDOLOD Worlds.pas. There most likely will be old files overwriting something. If using MO check overwrite folder. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Not weird at all :) Works here too. It is just sometimes certain mods do things I can not anticipate and every load order is different. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
@PRieST, @sh1ny and @DOHstep2013 ... and @Cameron9428 Download and overwrite existing file with this updated TES5Edit\Edit Scripts\DynDOLOD\lib\functions.pas and try again with [x] Windows and [x] High checked. The error is all the same for you guys. Hopefully it will run through now. Once it successfully completed with "[00:12:16.161] DynDOLOD Worlds completed successfully." can you look for messages like "3DName lookup could not open [filename]" and report those please? No major problems for the generation or LOD with not being able to open the filename. It is a minor nuisance that should not happen. I am interested what shows up. @DOHstep2013 saying yes to overwrite is OK, wizard mode does that automatically. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
No need to manually delete it then, only when there was an update. Though DynDOLOD only generates object *.bto files and tree LOD *.btt files, not terrain *.btr files. Yup those are 3 different things ;) Errors are a type of notification that there is a problem that needs to be addressed, not ignored. There most likely won't be waterfalls or windmill fans. There will be scripts running that can not read their data and so they can not do what they are supposed to do. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Can't find link or attachment? If you don't have those files that explains the error. Are you sure selected Tamriel when generating? Check TES5Edit\TES5Edit_log.txt for errors. There should be lines like [00:23:19.841] Saved C:\Output\skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json .. [00:26:01.530] Saved C:\Output\skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json Yes. Also first post under updating: Most of the times there are some ini and rule updates, so delete 'TES5Edit\Edit Scripts\DynDOLOD\' directory and all its contents first. Which includes the cache folder. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes, please upload skse\plugins\StorageUtilData\DynDOLOD_Worlds.json skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json TES5Edit\TES5Edit_log.txt -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Why would you even look at that This extensive update requires to generate from scratch with the new DynDOLOD.esp 1.46. The papyrus scripts are all updated as well and require the new esp and the latest json files generated by DynDOLOD Worlds.pas 1.46. Do not mix with old versions. See update notes -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Normally I would not check fake lights in selected world. But it may be personal preference. The switch from a fake LOD light round mesh to the real thing illuminating objects around the light source is noticeable different. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Get these updated papyrus scripts, they add a MCM Information page that shows some numbers to verify files can be read and belong to each other. "Error in unit 'functions' on line 1212 : Type mismatch" Download and overwrite existing file with this updated TES5Edit\Edit Scripts\DynDOLOD\lib\functions.pas In case buttons of the options windows are not visible download and overwrite existing file with this updated TES5Edit\Edit Scripts\DynDOLOD\lib\optionsform.pas DynDOLOD 1.46 This extensive update requires to generate from scratch with the new DynDOLOD.esp 1.46. The papyrus scripts are all updated as well and require the new esp and the latest json files generated by DynDOLOD Worlds.pas 1.46. Do not mix with old versions. While updating, get the latest xEdit 091015 with the latest LODGen.exe and update PapyrusUtil to 3.1 Delete old LOD files in Data\Meshes\lod\*.*, Data\Meshes\dlc01\lod\*.*, Data\Meshes\dlc02\lod\*.* and Data\Meshes\DynDOLOD\lod\*.* before overwriting with new files from the download archive, some LOD meshes changed names and the old names could interfere. In all cases and scenarios you have to follow the save game update procedure. RTFM, watch the video or check DynDOLOD SkyUI MCM. If you want to generate any of the new and shiny Glow LOD click through to advanced or use expert mode. All the new options are explained in the new 'Glow LOD' section of the manual. For me performance does not change - YMMV you just have to test. For the impatient, just check windows + high and fake lights in child worlds. "Fixes" incompatibility with VIGILANT reported by MrKrupples by simply ignoring the mod and its assets. Assembly required for Molag Bal's Inferno - see instructions in the manual. For these mods either rules were added or they work out of the box Ayleid Citadel - the new worldspace fits into the loaded area and there is really no need to update/generate its LOD as far as I can tell Azura's Dawn Cairnstone Tower Complete Fast Travel Overhaul - row boats... Draven Manor Ebonvale Settlement Expedition to Atmora - added couple missing LOD assets for glaciers Silverpeak Lodge The Forgotten City - just the entrace in the waterfall The WatchTowers Reborn fueled by Genesis Tiny Little Living Verified all is in order and still works the same with Unofficial Skyrim Legendary Edition Patch [spoiler=Changelog - probably forgot to add an irrelevant note] DynDOLOD Worlds.pas - do not show worlds added by ignored mods DynDOLOD Worlds.pas - added export of fMinSecondsForLoadFadeIn from DynDOLOD.ini to json to overwrite fade-in time after loading / fast travel DynDOLOD Worlds.pas - added export of 3 emissive multipliers to be used on dynamic glow LOD to make it slightly brighter depending on distance, requires NetImmerse Override DynDOLOD Worlds.pas - added export of 3D name of glow LOD meshes so emissive multiple can be set, requires NetImmerse Override DynDOLOD Worlds.pas - added discovery of references using LIGH base elements which have no mesh that have neverfade flag set, use a pre defined fake glowing mesh for LOD DynDOLOD Worlds.pas - added mesh masks to DynDOLOD.ini for full and LOD models to ignore for automatic matching DynDOLOD Worlds.pas - added EditorID mask IgnoreBaseEDID= to DynDOLOD.ini to ignore base elements, was hardcoded before DynDOLOD Worlds.pas - added a !NOT mod filename to reference mesh rules - rule will not be used if mod filename is found in load order DynDOLOD Worlds.pas - only process references mesh rules when containing world is processed DynDOLOD Worlds.pas - added simple detection of LOD models with 'passthru' in the filename - BSLightingShader/BSEffectShader is not modified by LODGen.exe, some non-LOD shader types/flags work in BTO, e.g. glow shader DynDOLOD Worlds.pas - added eighth option 'ignore' to the mesh rules reference drop down and apply before tree LOD is generated DynDOLOD Worlds.pas - remove VMAD from permanently disabled references so scripts do not execute on them DynDOLOD Worlds.pas - fixed using LOD model for child world copies as intended DynDOLOD Worlds.pas - added min radius settings in DynDOLOD.ini for fake lights discovery DynDOLOD Worlds.pas - added creation and export to json data file of a uGridsToLoad sized cell list for fast travel quick switch of dynamic LOD DynDOLOD Worlds.pas - added export of grid sizes to json for more effective dynamic LOD switching for fast travel DynDOLOD Worlds.pas - added IgnoreWater switch for LODGen.exe if worldspace has 'No LOD water' flag set DynDOLOD Worlds.pas - added advanced/expert setting for max atlas tile size DynDOLOD Worlds.pas - updated advanced/expert options for Glow LOD DynDOLOD TexGen.pas - updated dlc01soulcairnlod.dds, using 4th slot unused by vanilla Papyrus Scripts - added slight startup delay before trying to access json data to give PapyrusUtil time to initialize Papyrus Scripts - added workaround for game engine executing OnCellAttach twice on activators in persistent cell Papyrus Scripts - optimized switching after loading and fast travel Papyrus Scripts - reduced numbers of activating activaters after loading and fast travel Papyrus Scripts - added true fade out for better blending of LOD windows Papyrus Scripts - added setting emissive multiple when NetImmerse Override is present for LOD windows Papyrus Scripts - added fade from black time setting Papyrus Scripts - added check of esp version 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 - added new section called 'How to add rules for your own mod' DynDOLOD_Manual.html - added new section called 'Glow LOD' DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD 1.45 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Doing glow LOD compatibility checks with Enhanced Lights and FX Exteriors. No ENB. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You are on the right track. To fix the problem right click on the entry with the error message in the column of Immersive Citizens - AI Overhaul Merge.esp and select edit. Tell TES5Edit you are sure and know what yo are doing :) Remove everything from the input field and then put in the form id found in the provincial courier service : 5900BBE9 Click OK and it should show the same in both mods now. Safe changes to Immersive Citizens - AI Overhaul Merge.esp You should report that this error happened whereever this merge/tool used is discussed :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Bring up form id 00009655 in TES5Edit, the record should have an overwrite from Immersive Citizens - AI Overhaul Merge.esp. Look for a data field that says [0700BBE9] You need to fix that error by changing the form id to a valid record for that data field. I guess checking Immersive Citizens - AI Overhaul Merge.esp for errors should also help find it. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Not sure what the screenshot is supposed to show us!? When there are trees without LOD there are probably are no billboards for them, or their settings prevent them from having 2D tree LOD. Typically those trees are done as static LOD or dyanmic LOD but only for vanilla trees. Go to the tree, open console and click it, note its first two digest from the form ID to know which mod adds them. Look up the tree in TES5Edit, find its base record and check the billboards for it. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This is an error when executing a built-in xEdit command. Sounds like a file read error (maybe from inside a BSA?) to me... maybe Zilav has an idea. Please post TES5Edit\TES5Edit_log.txt so I have an idea at what point in the process this happens. Only objects and trees are used for LOD, no grass or flowers 1) I think pop-in is confusing here, you probably mean abrupt change from 2D billboard to full model tree. For me pop-in means into existing out of nothing :) You either need to target specific trees by their reference form id, or target a type of tree by its mesh name. You may have to create pure static version of the full models yourself, as LODGen.exe may trip over the NiSwitchMode (for the swaying animation). If you know how to use nifksope this is easily done. You may find static version in the gkbtrees as well but maybe not for vanilla trees. For testing rules use the hybrids... when successful create and then overwrite the hybrid files with your full model static version. 2) Near and Far Grid are completely separate from the engine and used for DynDOLOD dynamic LOD - the neverfade/Is Full LOD object switcher programmed into the papyrus scripts. If people increase the distance of LOD4 there is a LOT more object/triangles/draw calls so FPS impact is expected. If I remember correctly fSplitDistanceMult defines how much further the LOD levels for the *.btr terrain LOD go compared to the static object LOD *.bto based on the other distance settings. 3) Fires are dynamic LOD. Either change their rules from Far Grid to Near Grid, or reduce the Far Grid size from 21 to 19. That should already help. Deactive dynamic LOD in MCM for a quick performance check. Dyanmic LOD are the single objects you see in the distance after turning off static and tree LOD with tll in console. 4) I would suggest someone creates a mod that just covers up sore spots with more objects like mountains / rocks that then have LOD - maybe https://www.nexusmods.com/skyrim/mods/68782/ already does it. I know it was talked about in its thread.

