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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
dyndolod01.dds and dyndolod02.dds was used by nifs from really very old beta version. You should delete those. Just search the lod nifs file content for those. The easiest way to check which texture is missing or if something happened to its path/filename in the process is to open the *bto in nifskope and check the BSShaderTextureSet entries. Use DynDOLODs MCM You Are Here screen to identify the bto file name. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Great that it works! Purple things means it is missing a texture there. It is either textures\landscape\mountains\MountainSlab02.dds or textures\lod\MtnCliff02LOD.dds (more likely) Check TES5Edit\TES5Edit_log.txt for "Can not find somename.dds for texture atlas" and make sure they are available. They are usually in Skyrim - Textures.bsa, make it loads when starting TES5Edit. It lists all BSAs it loads in the log TES5Edit\TES5Edit_log.txt as well. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Seems to work as it should here. See bunch of screenshots in https://mega.nz/#!sJRhmDgA!GJpst_RAkwVeMoaQCvRDSoWzxL6wr-T5ILmBA2B27LQ Make sure LODGen actually creates all the BTO files (308 or so) and does not stop prematurely. Check TES5Edit\LODGen_log.txt for errors. Should end with something similar to LOD level 4 total triangles 3217156 reduced to 2218193 Log ended at 12:02 I suggest once you are done to do the undelete and disable thing in TES5Edit. I saw both approaches were used. Disabling is safer overall. Correct and yes. Updating the esp should generate the new versions of the json data files used by the new script. No save game update cycle needed when updating existing esp. There is chance I can pinpoint the nif, please upload: TES5Edit\TES5Edit_log.txt TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_meshes.txt TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_blackreach_mesh_count.txt TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_dlc01falmervalley_mesh_count.txt TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_dimfrost_mesh_count.txt See post below from Zilav -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I was thinking maybe compare the x, y, z number in the export with the ones form your mod to see if they made it. It may be simpler if you just uploaded the esp somewhere and I have a look. I am heading out now though, so no rush. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD 1.44 Compatibility update for newer LODGen.exe version included in xEdit 170815 New functionality makes proper use of alternate textures when full models are used for static LOD. This fixes some wrong wall textures for Legacy of the Dragonborn. Also fixes 2 LOD trees showing up where they shouldn't. To update use Advanced option to only generate tree and static LOD. No need to update dynamic LOD. There is an update to a papyrus script which is plug-and-play, however, only use it with new LOD json data generated by DynDOLOD 1.44 to avoid any trouble - it may not work correctly with data generated by older versions. [spoiler=Changelog]1.44 DynDOLOD Worlds.pas - start LODGen.exe minimized when in advanced or expert mode, set MinimizeLODGenExe=1 in DynDOLOD.ini to start LODGen.exe minimized in wizard mode DynDOLOD Worlds.pas - do not use lod_flat.nif for static or dynamic LOD added by mods as they typically use the default texture atlas name which is generated and overwritten and becomes incompatible, use lod_flat_2.nif with distinct atlas texture instead DynDOLOD Worlds.pas - added eighth option 'enable' to the mesh rules reference drop down setting XESP enable parent to player for references that have no XESP - use for trees so they are not done by tree LOD DynDOLOD Worlds.pas - added additional switches to objects json DynDOLOD Worlds.pas - copy XEMI record from child world reference to parent world references for consistent window glow DynDOLOD Worlds.pas - updated output of alternate texture replacement list, requires new LODGen.exe from xEdit 170815 or newer Papyrus Scripts - added a switch to fade out Papyrus Scripts - added a switch to turn off model in child world regardless of reference keep rule DynDOLOD-rules - added/updated rules for better compatibility with mods Meshes - updated LOD meshes for better compatibility with mods DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD 1.43 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If you found them in the file check its position data x, y, z etc is all right in the same line. There is a possibility that your modname.esp is ignored if it matches any of the names listed in DynDOLOD.ini IgnoreModFileName=... You need to load the complete load order of esm/esp into TES5Edit so there is game data that can be scanned. No Skyrim.esm = no worlds. Read the DynDOLOD_QuickStart.html and watch the NMM or manual setup / non-MO video. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Look for their form ids in the export file - typically called TES5Edit\Edit Scripts\LODGen_Tamriel.txt - substitue Tamriel with the worldspace name. If they are not in there it is either because of mesh rules or because the object is dynamic, like it is initially disabled or has an XESP - Enable Parent. Or the references not in the worldspace you are creating. Please post in spoiler/upload somewhere content of TES5Edit\TES5Edit_log.txt -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You added objects that should have LOD right? You copied the meshes/texture from the output folder and overwrote the existing objects LOD? Please make a screenshot of this form so I can see what you mean -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Not a single worldspace shows up? LODGen.exe - the cmd prompt window - needs to complete without crash so the new static LOD is generated completely. Reinstalling the nif won't change anything. The nif needs to be removed or fixed. Are you certain the error happens in every worldspace? Edit: Actually the new dev version ox xEdit may fix one cause of this error. Try as soon as 1.44 is out. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yeah sorry about that. The latest xEdit dev is for DynDOLOD 1.44 and later which I will release soon. Use the xEdit from github that is linked in the docs. You recently added a mod that comes wit a lod nif that TES5Edit doesn't like. To narrow it down, unselect the worldspace(s) this error happens in. The nif is most likely not used in every worldspace. That may hint at the mod. Post back here what you find for further steps. Did you make a childworld and used the other worldspace as parent? That would be the only reason why it won't see any new references. See above for the crash. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You should If everything is setup and done right the game shouldn't crash at all. I guess people will tell you this is not really recommended and it may cause more stability problems than solves them... What happens if you disable a mod is that its currently active data stays in the save. Most of it gets removed when you start the game without the mod and save again later. It doesn't remove data for things that currently have scripts running mid process. So you should enter an interior space and then disable DynDOLOD which will make sure there are (almost?) no active instances and as much as possible gets removed. However, in your case, if you turn on the very same mod later again it will simple reuse any left over data as it matches exactly and pick up were it left. You may want to consider to create the dynamic LOD (waterfalls, windmills, fires) just for a bare minium of mods that you know you are keeping all the time. Dynamic LOD is the stuff in the esp. The tree and static LOD is just the bto and btt and textures files that work independent of load order, masters and their data is not part of saves files. If you remove a mod which house was added as static LOD you can just generate only the static LOD again without having to worry about master, save files or script instances. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The reason I suggested -64, -64, 64, 64 is because the Falskaar.lod lodsetting file has those values (and the file I uploaded has the -32, -32, 32, 32 values) Yet neither helped :( You can safely play without them. It will then use the default static LOD. That is the mountains, rocks and buildings. So you will miss additional rocks, dirtcliffs, roads etc. I would love to figure out the problem though. But I understand if you want to continue with something else. No problem. It only adds mods that modify worlds, cells or add refrerences. When DynDOLOD adds dynamic LOD objects in these worlds and cell the latest overwrite is copied to preserve its data. As the manual already explains, you can remove any mod you do not wish to be used from the load order before starting TES5Edit. Once DynDOLOD.esp is generated, enable those mods again and let LOOT sort its position in the load order and/or sort it manually so that other mods that modify the worlsspaces or cells are loaded after it and all should be well. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
For game play I would use 4 and 8 and just hide 16 then. Can you verify the tests if you just load the bare minimum of mods? Skyrim and Falskaar? Are you loading an existing save game or start a new one? You tried default inis right? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
OK lets try if we can narrow this down a bit. Hide the DynDOLOD.esp, hide the folders skse\ and Meshes\Terrain\Falskaar\Trees\ and Textures. Since textures are disabled things will be blue-ish. Just start the game with only the 170 *.bto files in Meshes\Terrain\Falskaar\Objects\*.bto Any change? No change, unhide the textures since they are not the cause. You know how there are 3 groups of *.bto files: Falskaar.4..., Falskaar.8..., Falskaar.16... Start game with only one group, like only the file that start with Falskaar.4..., move all the other to another temp folder somewhere else. Try each group once see what happens. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
No DynDOLOD doesn't modify the records as the first screenshot shows. Draw distance and use of VRAM have no correlation to these settings. The problem in Falskaar was also reported to happen when just using the generated static LOD *.bto from TES5LODGen with no esp. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes, if we can't figure out this one, simply hide the objects folder and use the default static LOD with the dynamic and tree LOD generated by DynDOLOD World.pas. There is 2 more things you can try: 1) Get this zip file https://mega.nz/#!QVZSmK4R!1P-88ttfkCunc-yNJxd7UZOrl3dPbXTSeaVEJxErB4s and unpack this into a mod (might as well use the DynDOLOD mod) LODSettings\Falskaar.lod if you still have the loose Falskaar files unpacked from the BSA you already have the same file, different content though - it needs to be overwritten Start the game with the terrain/object/*.bto from LODGen unhidden see if there is a change. If there is no change delete it again. 2) Open DynDOLOD.esp that has Falskaar data in it in TES5Edit. Go to the Falskaar world record Find the rows for Object Bounds / NAM0 - Min/Max X/Y, it says -32.0000 -32.0000, 32.000, 32.000 In the DynDOLOD.esp column to the far right, right click those numbers, choose edit, and change the values to -64, -64, 64, 64 Then save the updated DynDOLOD.esp and start the game with the terrain/object/*.bto from LODGen unhidden see if there is a change. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Oh OK then it is back to checking what is overwriting the world record Can you please make the column width smaller in the right so it shows all mods from left to right, need to see all mods -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
No stutter and it is using the improved static LOD from LODGen. Great, problem solved then So it seems the extra files can cause a problem... Interesting. Raise DefaultHeapInitialAllocMB to 1024 which will set it to 768 in the log. Always set the second value to ScrapHeapSizeMB=256. Make sure to set ExpandSystemMemoryX64=false in enblocal.ini from ENBoost Then start the game and do things in it. After a while check the log again for the highest value the first block reached. Set DefaultHeapInitialAllocMB like 20 or 30 higher than the max value in the log + 256. So if the log shows you 578 as max value set DefaultHeapInitialAllocMB=864 Just remember if you ever encounter ILS or random CTD in the wilderness to check the log if it reached the max again. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Of course the symptoms of the problem go away when you hide the static LOD *.bto generated by LODGen. If you hide the output from LODGen the game uses the vanilla LOD *.bto again that is in the Falskaar.bsa. Did you load the complete load order into TES5Edit when you took the screenshots? You mentioned using SkyFalls, and if you installed it for Falskaar at least it should show up in the right window. There is another thing you could test: unpack the Falskaar.bsa into a mod then hide the Falskaar.bsa itself, hide meshes/terrain/falskaar/objects/ folder that was unpacked from the Falskaar.bsa. It has 290 *bto files because the mod author left orphaned files in there from an earlier generation with an offset coordinate system. They should be just dead weight, but maybe for some reason they interfere in your case. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Relax, you are rambling and not very methodical We already determined that the static LOD in meshes/terrain/Falskaar/Objects/*.bto in combination with something else are the cause of stutter. As I already said, I checked those files from another user and they were the same the process generates on my end. I have no stutter. I could send you my static LOD meshes/terrain/Falskaar/Objects/*.bto files that do work fine here and you will still have stutter. It is something else causing this in combination. Start TES5Edit with Falskaar. In the left pane click on [+] to unfold Falskaar, [+] Worldspace, [+] xxA1C42 | Falskaar | Falskaar, this is the world record. Post about any mod that is listed in the right window beside Falskaar.esm -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
There should be no 2 objects fighting permanently. Nothing should turn black ever unless its texture is black. Open console, click it, note form id, disable it. Now you see the second object, click it, note form id, report them with mod name for the first 2 digests. I checked that users TES55LODGen generated LOD files for Falskaar back then. There was nothing wrong with them or the generated LOD. TES5LODGen generated LOD files are even lower than low compared to DynDOLODs low. I never have any troubles in Falskaar no matter what settings. There is something else in combination causing this. Do you have any other mod that changes the Falskaar world record? Check it in TES5Edit see if anything overwrites it. Since you most likely use the Falskaar as BSA you can ignore the hint about trees form ids. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Textures are using the dds image format. LOD textures are created by simple image processing rules (resize and placement) of full textures. Check TES5Edit\TES5Edit_log.txt for lines like "Get xEdit 280715 or newer in case there are LOD trees in loaded cells." If you have any of those lines get xEdit 280715 and generate tree LOD again -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You don't have to run without Bashed Patch? The message "Please remove from load order if generating LOD does not complete successfully!" means exactly what it says. If DynDOLOD doesn't complete remove it. If DynDOLOD completes nothing to worry about. DynDOLOD TexGen.pas works with dds files only. The loaded esm/esp do not matter at all. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD does not change full models or its textures. Not sure if the screenshot is showing LOD or full model or just snow on a pine. Use console and click on the tree to get its form id, use disable/enable to verify you marked the correct object. Only full models and dynamic LOD have form ids. Tree and static LOD doesn't. The first two digest of the form id are the mods load order. You can use that form id to look up the tree in TES5Edit and its base element for further investigation or info. No, all files form the High Resolution Texture Pack are included. Refer to the included manuals for up-to-date requirements and instructions. Billboards are dds and txt files only, no esp. DynDOLOD TexGen.pas was added after the video and is optional for standard setups. It is required for a STEP setup for best results. Refer to the included manuals for general up-to-date requirements and instructions. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes. It auto builds the mesh when clicking low, medium, high based on the currently loaded esm/esp filenames. Yes. It can only auto build mesh rules for esm/esp it knows and finds, so if you click low, medium, high mesh rules will be "lost" for esm/esp merged and their filename not existing anymore. Option 1) Click through to advanced. Manually add mesh rules after clicking low, medium, high Option 2) Click through to advanced. While the esp still exists with its original file name, auto build the mesh rules by clicking low, medium, high and save a preset. Then reload the preset after merging as the listed mesh rules themselves are independent from loaded mods, unless they are a reference rule which starts with modname.esp;00ABCDEF so it obvious that those need to be renamed to merged.esp Option 3) Check the rules folder DynDOLOD\rules\ and open a rules file in notepad. Copy and paste the rules from the different rules files in to a new file. Make sure the numbering of each line LODGen1= starts at 1 and is continues without any gabs or repeating numbers. Save the file as DynDOLOD_[mergedesp].ini Note how the [mergedesp] file name has no spaces and no . Now it will auto load the rukles from this file is a matching mergedesp is found in the load order. You can see that it loaded the rules file in the messages log

