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sheson

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Everything posted by sheson

  1. 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.
  2. 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
  3. 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.
  4. 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.
  5. 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
  6. Again, tree LOD is done by TES5LODGen. The billboards for download are probably not 100% correct then. DynDOLOD does not list Tamriel Reloaded HD as compatible for various reasons, mostly textures though.
  7. I would be interested in the TES5Edit\TES5Edit_log.txt file to see if I can find out how that happened, because it shouldn't. If you could upload it somewhere please. Will be added to next version :)
  8. Make sure that you got the correct billboards versions for SFO and Tamriel Reloaded HD. Sort each set of billboards right after their mod. The Vanilla come first and are overwritten by everything else. Tree LOD generation is done by TES5LODGen and straight forward if the billboards already exist for the mods that are used. Check its description page for more info.
  9. DynDOLOD 1.43 Fixed not picking up SMIMs SkyMills meshes reported by Ilkob Fixed doubling of Whiterun main gate reported by secreth Added rules for Raven Castle, Sicarius' Refuge - A Hitman's Hideout - Assassin Home, Waterfalls Retreat and Weissadler's Hamlet - A Quest Mod 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. [spoiler=Changelog]DynDOLOD Worlds.pas - fixed mesh replacement not working DynDOLOD Worlds.pas - allow full textures to be atlassed DynDOLOD Worlds.pas - output an alternate texture replacement list for future releases 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 1.42
  10. Yes you can just click through to advanced and untick all but 'Generate tree LOD'. Then copy generate tree LOD from meshes/textures from output over the existing one.
  11. I would be interested in the TES5Edit\TES5Edit_log.txt file to see if I can find out how that happened, because it shouldn't. If you could upload it somewhere please.
  12. Unless the billboards you used are somehow messed up, either the tree LOD atlas textures is the wrong one or the tree LOD data in the meshes folder is the wrong one. I guess open the tree LOD atlas texture dds in an image viewer to make sure it looks fine, but that would be a first. Because the memory is really reserved for a particularly purpose within the engine. Whatever is not used is wasted and not available to other process of the engine. See this post and check if all the files contain a bunch of numbers
  13. You know how form ids start with 0Axxxxxx and 0A is a mods load order. The masters are used to determine at what position a mod is in case load order changes so that records are till found. You just need to make sure that after merging and mods and changing masters in other that the link records linked by those form id still point to the same data. If an error check shows no error that is a good sign. Weather mods records are typically used in world and cell data (via Regions). Just find a couple cell records that use records from the weather mods and compare and after to double check. FAQ: Tree LOD: LOD trees textures cut off mid-way Verify that the tree texture atlas Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds and the tree LOD in Meshes\Terrain\Tamriel\Trees\*.* are the ones from the output folder and none of the files are overwritten by other mods. The tree texture atlas like Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds does not belong to the generated tree LOD in Meshes\Terrain\Tamriel\Trees\*.*. Keep generated files in sync. The texture flicker of the Whiterun main gate will be fixed next version.
  14. Will be fixed next version
  15. That most likely will not work, because the masters are used to link records from the different esp. If you remove a master the records can not be resolved anymore. In TES5Edit check DynDOLOD.esp for errors. Right click DynDOLOD.esp in the left pane and select 'Check for Errors'. If it finds any errors you need to generate again from scratch or fix the broken links manually by entering their new load order form ids.
  16. Could be updating of save game with old DynDOLOD.esp gone wrong. Test with new game by using coc whiterun from console in main menu.
  17. Check out the video in this thread: https://enbseries.enbdev.com/forum/viewtopic.php?f=21&t=3961 It would be a cool effect if it would be intentional. I can verify that also without ENB the molten glowing metal shows/shines a bit (and nothing intense like the flashes from above video) before the surrounding smelter structure fades in and everything is normal. This only happens with the smelter model from SIMIM. For now I guess your best option is to delete meshes\furniture\smeltermarker.nif installed by SMIM. The game will then automatically fall back using the the vanilla version from Skyrim - Meshes.bsa and you can continue to use all the other improved meshes from SMIM.
  18. Good info. Is there a link for more details about the problem with the nif or which ENB settings involved?
  19. I will spend the next few days checking this. I believe I have seen this flashing before so I am hopeful I can replicate it. We will see what I find.
  20. From your description it sounds like it is only there for a short time, like some sort of a flash when it switches from LOD to full version. If you blink you miss it? I will check if I can replicate it with using SMIM etc. Don't get to worked up over this :) We will figure it out eventually.
  21. Here is a better answer When DynDOLOD adds LOD objects to a world/cell, it copies the highest overwrite record for that world/cell. Technically that mod is not required as a master for DynDOLOD if it doesn't link to any other of its own records by form ids. Still, it may have changed data values of the record that is copied and thus it is added as a master. While you are able to clean masters and then remove such a mod from load order, its changes will still be merged in DynDOLOD.esp. If your intentions are to remove a mod and its changes you will have to generate a new DynDOLOD.esp for your load order from scratch. Well there is your problem, of course you first need to learn how to use a smelter so its textures can show properly. What were you thinking? Honestly, I quite don't get how it could "miss" a texture there while all rest of it has it... Love it, we will figure it out! Using SMIM or not should have no effect on the LOD at all, as it use a complete unique set of textures that do not overwrite the vanilla texture which is used for LOD. Maybe a screenshot would be helpful after all. start game, open console, type "coc windhelmexterior01" after it loaded, open console, type "tfc" to have the free flight camera fly south to the smelter from them mine at Kyngrove Here is how it should look The load order you screenshotted is perfectly fine.
  22. I would guess if you really run out of VRAM there would be much more visual problems :) That 10 days it just so cell reset. It is not really needed, it just that the typical "clean" save step include it. If push comes to shove use a save game clear to remove any remaining artifacts.
  23. You don't play Skyrim, you prepare Skyrim eternally. But it is LOD smelters right? They *should* all be the same in regards to the texture. Must maybe you run our of VRAM. You use ENBoost? If all fails, you could also remove the smelter_lod.nif before generating LOD. ATM it intentionally adds ITMs for a bunch of cells and thus their masters are required while adding them. I guess that is what you are seeing. Currently that is the only way it can securely reset persistent objects, which seems counter intuitive, since persistent objects are in the persistent cell. If you remove them there might be a chance of missing objects in cells that were former neverfades. Just remember that... If you ever encounter missing objects that show when you remove DynDOLOD, it is because you removed ITMs :) I am still checking if there is another way without the ITMs, because they *shouldn't* be needed *ever*
  24. Don't give up now, checking a log file takes 10 seconds ;) After installing nifskope, checking a nif takes not much longer... Already in there: "1) Check TES5Edit\TES5Edit_log.txt for 'Can not find [filename].dds for texture atlas'" probably should stop execution at that point :)
  25. Start with a default DynDOLOD.esp, copy the DynDOLOD.esp.bak to DynDOLOD.esp If it fails then upload that TES5Edit_log.txt, please.
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