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sheson

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Everything posted by sheson

  1. There is a LOD texture called textures\lod\aom\chmountainslab02lod.dds in the setup. Any idea which mods adds it and what it looks like? Regarded mod B2, I think the order changed. The alt textures file shows a lot of form ids starting with B2 right at top for rockcliffs, mountainscliffs, roads etc so there was a mod adding landscape stuff. Those are new LOD meshes supplied by DynDOLOD. They all fine. I think the problem is only with vanilla LOD meshes.
  2. What is the name of the mod at load order B2? Remember when I talked about from id for reference and base form ids? Is there a mod overwriting the reference or the base of those sandy mountains? If so which one?
  3. This indicates they are static LOD. Open console type "tll" without quotes, if they disappear they are static LOD, if everything else disappears and they stay the are dynamic LOD. If they are static LOD, please upload TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_alt_textures_tamriel.txt and TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt it would be nice if you could post a couple form ids.
  4. There is no need to manually edit the inis. Just like in only load inis of mods that are in the load order, it will only load rules of a [mod section] when the mod is on the load order. AFAIK parallax does not change color tone. If the used textures do not show the coloration, it could be vertex colors or maybe some BSShader settings. Are you certain these mountains are dynamic LOD? Do they change when you get close? What is their form ids before/after? (static LOD objects have no form id, can't be clicked on) Which version from the download page of VIVID Landscapes did you install? High Quality LODs Meshes and Textures do terrain (landscape and water). DynDOLOD does tree and object LOD. They compliment each other. The description, manual and video mention SkyFalls extensively. Enhanced Distance Terrain is again terrain... not objects.
  5. No documentation yet. Sorry. Will try to add to next version. Check the file in Enhanced Landscape data\DynDOLOD folder, maybe you can figure out :)
  6. DynDOLOD is not meant to be used with toasters. I suggest to use the low settings and to read the Performance section in the included manual. There is two tests to check the impact of LOD: Turn off all static and tree LOD by opening console and typing "tll" without the quotes. Type it again to turn it back on again. Turn off dynamic LOD in DynDOLOD SkyUI MCM. If static LOD is the cause use the smaller 128 LOD textures. If dynamic LOD is the cause it most likely will be fires and such animated things. If there is still a problem with low settings, remove mesh rules like 01burning, 01landburning, fxwaterfall. There is a third test. If turning off dynamic LOD didn't change anything; If there is still a performance impact you may be using a mod that adds lots of new things into the towns which gets picked up and transferred to the Tamriel world. Use console "tfc" without the quotes and fly up to see if there is lots of new objects behind the walls. Start game without DynDOLOD.esp to test if it changes anything. Generate LOD without the mods being active.
  7. Looks like left over files from Tropical Skyrim? If they are dynamic you can open console, click on them and get the reference form id. If you have a mod that also shows the base form id like Mfg Console it is a bit easier. Open TES5Edit Enter the the formd id into the FormID field top left and press enter to bring up the reference. Find the row NAME - Base, and CTRL + left mouse click on the base record, probably 'Mountain something [sTAT:xxxxxxxx]'. Or if you already have the base form id enter it into the FormID field and press enter to bring up the base record. Once at the base record find the row Model \ MODL - Model Filename and take note of the full mesh path like 'Landscape\Mountains\MountainPeak01.nif' Then also look for the row MNAM - Distant LOD \ LOD #0 (Level0) \ Mesh and take note of the first LOD mesh like 'LOD\Mountains\MountainPeak01_LOD_0L.nif' Now check the game folder for these meshes C:\SteamLibrary\SteamApps\common\Skyrim\Data\Meshes\Landscape\Mountains\MountainPeak01.nif or C:\SteamLibrary\SteamApps\common\Skyrim\Data\Meshes\LOD\Mountains\MountainPeak01_LOD_0L.nif for example. Open the files in nifskope. In the Block List window, unfold the tree by clicking on the [+] BSFadeNode [+] NiTriShape [+] BSLightingShaderProperty until you find BSShaderTextureSet The Block Details window should now show a list of textures that this model uses. Vanilla mountains use these 2 versions textures\landscape\mountains\MountainSlab02.dds or textures\landscape\mountains\MountainSlab01.dds If it points to any other texture, the mesh is not vanilla and was supplied by another mod. Remove it or overwrite with correct version. Find the textures in the game folder C:\SteamLibrary\SteamApps\common\Skyrim\Data\textures\landscape\mountains\MountainSlab02.dds Open them in an image viewer to find the sandy version which was supplied by another mod. Remove it or overwrite with correct version. The vanilla versions of the meshes and textures are usually in Data\Skyrim - Meshes.bsa. Then you can not find the files in the game folder. A mod can also supply these versions in its BSA file, then you may never find the loose files. Use a BSA browser to find out which mod supplies the mesh / texture.
  8. DynDOLOD 1.45 Updated papyrus scripts to further optmize switching when leaving the world. This is plug and play, simply overwrite the files. Added rules for Aemer's Refuge and River Estate Consider updating existing DynDOLOD.esp and static LOD if using any of these mods. Make a backup first. If updating fails generate from scratch. When doing this, follow the save game update procedure. RTFM, watch the video or check DynDOLOD SkyUI MCM. Added functionality so mod authors can add their own rules with their mods. This also allows for simple, yet very effective compatibility patches. Newer versions (1.1.5) from Enhanced Landscapes by AceeQ make use of this feature. [spoiler=Changelog]DynDOLOD Worlds.pas - added to also read rules files from ../skyrim/data/DynDOLOD/DynDOLOD_modnameesp.ini in case mod author wants to supply and maintain rules DynDOLOD Worlds.pas - rules file for a mod can contain rule sections that only apply in case another mod is present, section header [skyrim 2ndmodfilenameesp], for simple compatibility patches DynDOLOD Worlds.pas - also apply 'delete' and 'original' mesh rules before tree LOD is generated DynDOLOD Worlds.pas - do not add textures from models with PassThru material to atlas DynDOLOD Worlds.pas - explicitly set diffuse atlas texture to use alpha DynDOLOD Worlds.pas - added switch for show on local map flag for LOD using emissive color - for water reflections after opening map once Papyrus Scripts - optimized switching when leaving active worldspace Meshes - updated LOD meshes for better compatibility with mods DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD 1.44
  9. Maybe you are updating an existing DynDOLOD.esp and you know the new house mod only adds objects to one world. Or generating LOD for a world has problems, so you can skip it. Or maybe simple safe some time. We narrowed this down to a bashed patch created by the experimental version. Removing it allows the LOD generation to complete. We continue to work on this behind the scenes.
  10. Remember what the message box said you needed to acknowledge? From the mods description page: Compatibility - Out With The Old, In With The New Mods listed here are replaced by DynDOLOD. They should be removed from the load order. Skyrim Distant Overhaul - SDO - both the static object LOD *.bto and all *.esps. Expand Object LODs Skyrim Distant Detail and Distant Detail Hearthfire Edition Yes you want to get rid of SDO. It is outdated now. By light years.
  11. Sorry, I can not help windows 10 problems. My recommendation for Skyrim modding and in general is to use windows 7.
  12. Technically the ok and cancel button are drawn last and never pushed "out" of the visible window. Probably set default windows font and size. I am using windows 7 and none of the later disasters. The font scaling in 7 goes up to 100/125%/150% and it is fine for all three. So no clue what else to do.
  13. Change the windows font scaling back down to 100% then.
  14. Click "OK" instead of closing the info box to continue to the next screen where you also can set the output folder to something else.
  15. Click "OK" instead of closing the info box to continue to the next screen where you also can set the output folder to something else. Please post the entire log from start of TES5Edit so I can see the load order.
  16. DynDOLOD Worlds.pas didn't complete successfully and you report an in-game error message ... ? FAQ: TES5Edit / TES5Edit\TES5Edit_log.txt: Any other script error while running DynDOLOD Worlds.pas Is DynDOLOD.esp last in load order? Try again with default DynDOLOD.esp? Delete all old files in TES5Edit\Edit Scripts\ DynDOLOD\ and install only new files from latest DynDOLOD archive. If problem persists post error report with contents of TES5Edit\TES5Edit_log.txt to https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod
  17. Please update all files inlcuding TES5Edit\Edit Scripts\DynDOLOD Worlds.pas and all files in TES5Edit\Edit Scripts\DynDOLOD\*.* and all subfolders to DynDOLOD 1.44 The DynDOLOD_alt_textures_blackreach.txt you uploaded was created by 1.43 or earlier. LODGen expects a new format of that file. DynDOLOD TexGen.pas is not required to be run before generating vanilla LOD with DynDOLOD Worlds.pas. The DynDOLOD TexGen manual says: "If a texture replacer is used, the vanilla LOD textures may not match the looks very well. With DynDOLOD TexGen.pas most but not all LOD textures can be generated from the full textures in the current load order." Since STEP uses texture replacers it "requires" DynDOLOD TexGen.pas to be run for a better final visual result. As you already noticed, STEP uses a different setup, so naturally instructions do not match - there is nothing wrong there. Can not read data from *.json file usually means the game can not find the generated json files in Skyrim\Data\skse\plugins\StorageUtilData\*.json FAQ: Skyrim: DynDOLOD can not read data from *.json / DynDOLOD can not find master data in *.json Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Make sure these files and DynDOLOD.esp are in sync from the same generation process. Can also be a save game update gone wrong. Test with new game. PapyrusUtil 3.0 is safe to use with DynDOLOD.
  18. If you add new mods you can run DynDOLOD Worlds.pas on the existing DynDOLOD.esp and most of the times it will work by adding new objects and their masters. To remove masters you can try to right click in TES5edit and "clean master". Data that was copied from these masters will still be in DynDOLOD however. Whatever master is left then has records directly referenced.
  19. I always copy and paste these things, then edit them. Also prevents typos when having fat fingers.
  20. When you run DynDOLOD TexGen in writes this to the log Set an output path with -o:"c:\output" see Docs/DynDOLOD_TexGen.html and then the included video. It shows how to set it. or check https://wiki.step-project.com/TES5Edit If you start TES5Edit through a windows shortcut, right click, Properties, in the Target field add -o:"c:\output" after TES5Edit.exe Good news!
  21. It is OK that it is empty because LODGen stopped before it could write anything useful. Are you certain you are using both DynDOLOD 1.44 and xEdit 170815 or newer? All recent dev versions posted to www.afkmods.com report as 3.1.2 regardless. Maybe get the newest xEdit 180815 to doublecheck. When you apply script in TES5Edit the first log line should be "DynDOLOD Worlds 1.44 using TES5LODGen by Ehamloptiran, Sheson and Zilav, starting..." If problem persists, please upload TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_alt_textures_blackreach.txt
  22. Sorry, I meant this log file TES5Edit\TES5Edit_log.txt If problem continues post copy/screenshot of error message of LODGen.exe. Also post TES5Edit\LODGen_log.txt
  23. RTFM? "What else do I need?" first post of this thread "Requirements" on description page of DynDOLOD on Nexus. "DynDOLOD 1.44" in this thread which is the "See update post for the details and update instructions" linked from the DynDOLOD 1.44 download Nexus download page "Required" in DynDOLOD_QuickStart.html "Requirements" in DynDOLOD_Manual.html Create Cave folder and keep folder structure and filename as it is in the archive I linked so it correctly overwrites the problematic nif.
  24. cmd line findstr However this should be easier. As it seems limited to one type of mountaincliff01 to mountaincliff04 just delete those loose files. You could check the LOD mountain filenames the current DynDOLOD archive contains and remove any loose file that isn't in the latest download. Once deleted, the correct vanilla versions from the bsa will be used. You have a mod that updates that file. If you can find it delete the file. It may be "hidden" in a BSA. Then download blackreacheceiling01_lod.7z unpack into DynDOLOD to overwrite. DynDOLOD TexGen needs to be able to read textures. Most likely a configuration problem with MO? Please post/upload TES5Edit\LODGen_log.txt Not seeing tree LOD for trees is another problem since DynDOLOD TexGen has nothing to do with tree LOD. You need to use DynDOLOD 1.44 with xEdit 170815 or newer. If problem continues post copy/screenshot of error message of LODGen.exe.
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