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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
1 Not needed, if you just want to get rid of the 2D tree LOD. Just need to update tree LOD: Start TES5Edit without the mod a) right click, Skyrim.esm, Other, Generate LOD, check Tamriel, check Trees LOD. It will generate tree LOD *btt and the texture atlas to the output folder defined by -:o command line parameter. This is the same function that DynDOLOD uses. This way you just update tree LOD real quick. OR b) start DynDOLOD Worlds.pas, click advanced, check Tamriel, uncheck all at the bottom but "Generate tree LOD", do not save any changes to DynDOLOD.esp if there are any. Basically the same as a) but you can select the output folder. 2 If you did the XESP update, it is like in 1, but you can leave the mod active. If you do generate from scratch with either the mod not loaded or the updated XESP data, it will again not generate tree LOD but in addition do those tree as static LOD. You only "need" to do this if you really want to see LOD trees in whiterun when looking in from the outside. Then the save game update routine applies, unless you happen to have a save from before using DynDOLOD not too long ago you might want to use instead. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I keep wanting to add images the FAQ, one day... :) It is still the same problem. It is the wrong tree LOD texture atlas for the *.btt files. Unless you have borken billboards that already look that way for some reason. Most likely you downloaded them so they are OK. Start TES5Edit, right click, Skyrim.esm, Other, Generate LOD, check Tamriel, check Trees LOD. It will generate tree LOD *btt and the texture atlas to the output folder defined by -:o command line parameter. This is the same function that DynDOLOD uses. This way you just update tree LOD real quick. Copy those files in meshes/textures to a mod, make sure nothing overwrites them this time. The discussion you found is exactly what is happening. FAQ: Tree LOD: LOD trees show in child worlds / towns This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static or dynamic LOD which don't have the limitation. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
FAQ: Tree LOD: Error: Can not find tree LOD billboards required to create tree LOD Install Vanilla Skyrim LOD Billboards from TES5LODGen https://www.nexusmods.com/skyrim/mods/62698/ and then any optional LOD Billboards in the load order. STEP users download STEP Texture Compilation from https://www.nexusmods.com/skyrim/mods/11/ It can not find the textures\terrain\LODGen\Skyrim.esm\*.dds from the STEP Texture Compilation. Double check you have it installed correctly. 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. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
It usually should be active for any worldspace that has dyanmic LOD. Waterfalls and windmills fans, fires. So Tamriel for sure. Static object and tree LOD (the meshes/textures) seem to be in place correctly. Did you save the DynDOLOD.esp when closing TES5Edit? It should be maybe 3 or 4 MB in size. Make sure it is the one that is loaded by the game. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Assuming the game can see the files then, please upload skse\plugins\StorageUtilData\DynDOLOD_Worlds.json skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json DynDOLOD.esp -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes!? Do you find the *.json file(s) in skse\plugins\StorageUtilData\ it says it can not read? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory into a mod so that they are available to the game as Meshes\Terrain\tamriel\Objects\*.bto Meshes\Terrain\tamriel\Trees\*.btt skse\plugins\StorageUtilData\*.json Textures\DynDOLOD\LOD\*.dds Textures\Terrain\Tamriel\Trees\*.dds etc. You can verify which mod these folders and files are from in the right pane of MO when you click on the Data tab and unfold the data directory tree. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You need to double check the files the game actually loads. Maybe MO plays tricks on you with overwriting with old data. It is a simple comparison, if it fails then the bunch of numbers in the DynDOLOD.esp is not equal to the bunch of numbers in the *.json files. This message can also show when everything is fine with DynDOLOD_Worlds.json, but something is wrong with DynDOLOD_Tamriel.json. Maybe it can not read the file at all. Maybe the data in the file is messed up. Copy and paste the content of the json file into https://codebeautify.org/jsonvalidate and click the 'Validate' button. Give it a couple seconds and it should show a green message 'Valid JSON'. If it validates see step 1 ... -
SKYRIMLE Summerset Isle (by yournotsupposedtobeinhere)
sheson replied to EssArrBee's topic in Skyrim LE Mods
Let me first start by saying that the LODs are absolutely horrendous They could have at least use the updated and fixed vanilla resources from Nico CoiN. But then, I am biased. As long as you keep the BSA, the vanilla source lod.nifs that have been packed into it do not matter. They are just dead weight and serve no purpose. Since DynDOLODs LOD files are all loose so they always win over them. If you unpack make sure they do not overwrite DynDOLOD. There are also additional _lod files in the BSA, some are almost real LODs, some are just full models renamed. I am testing DynDOLOD World.pas on it a bit. Maybe I do some work for static/dynamic LOD, but no promises. I did spend a couple hours for tree LOD though, because in all honesty WTF...? Using all these GKB trees and whatnot and only use vanilla tree LOD texture? It is like TES5LODGen doesn't exist At least spend a day doing some tree LOD billboards for TES5LODGen? Not going to lie, some of the trees simply defy all intents to make nice billboards. Please beta test Summerset Isle Tree LOD Billboards.7z for TES5LODGen/DynDOLOD All I care about is that the tree LOD somewhat matches in dimensions and shape and general color, so please only report (by pm so I don't miss) if something is really bad. screenshot and formid please. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Ha! Time to grow some new chest hair? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If using a mod organizer the meaning of 'game folder' is a mod. So which message is it now? DynDOLOD can not read data from .json The first means the json files in the SKSE folder that was created to the output folder together with meshes/textures is not available to the game. .json does not belong to this DynDOLOD.esp The message shows either because the json files in the SKSE folder were generated by an older DynDOLOD Worlds.pas, while the papyrus scripts are from a newer version. Or it shows because the json files in the SKSE folder are from a different LOD generation process from scratch than the DynDOLOD.esp Which I just discussed and solved with vram1974 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Are you certain you updated all the TES5Edit script files? Check TES5Edit\TES5Edit_log.txt for a line New bunch of numbers: or Found bunch of numbers: when updating the esp it should be followed by a random string of characters Open skse\plugins\StorageUtilData\DynDOLOD_Worlds.json in notepad near the bottom is a line that starts with "bunchofnumbers": You will find similar lines near the bottom of each json file Open DynDOLOD.esp in TES5Edit, unfold [+]DynDOLOD.esp [+]Keyword It will show an entry xx000910 for the form id, and the string characters in the EditorID field All files should have the same string of characters. Download and overwrite meshes\Resource\Phitt\dw\dwemertower_far.nif in Shadow of Morrowind It should then run right through without error. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD 1.41 fixed exception reported by AzeTheGreat fixed copying wrong 'overwrite' record reported by BlackDragon66 Consider generating from scratch if imagespace (color, lighting etc) in Blackreach doesn't look right when using ELE_S_DG_DB_Lite.esp Alternatively you can try deleting the entire Blackreach worldspace from DynDOLOD and then update just for Blackreach again. This should work, but make a backup first. When doing this, follow the save game update procedure. RTFM, watch the video or check DynDOLOD SkyUI MCM. Added rules for Dragon Tree Temple To update just generate static LOD for Tamriel to get LOD for the buildings in the tree. Added a new category for mods specifically requiring DynDOLOD to the compatibility list. Check out Mountains Enhanced. To update just generate static LOD for Tamriel to get additional LOD for mountains. To just update static LOD, start DynDOLOD Worlds.pas, click through to advanced Select Tamriel Check 'Generate static LOD' Check 'Create texture atlas' Uncheck 'Generate Tree LOD' Uncheck 'Generate DynDOLOD' Uncheck 'Use cached base elements' Do not save changes to DynDOLOD.esp, only copy meshes and textures from output folder Or just simply do an update to the existing DynDOLOD.esp for Tamriel. It will just take a couple minutes longer than above steps. [spoiler=Changelog]DynDOLOD Worlds.pas - fixed sometimes not carrying over all cell data when creating overwrite records DynDOLOD Worlds.pas - fixed a rare exception updating cell data of overwrite records DynDOLOD Worlds.pas - fixed an overzealous output path check DynDOLOD-rules - added/updated rules for better compatibility with mods DynDOLOD_Manual.html - added new compatibility section called 'Mods Requiring DynDOLOD' DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD 1.40 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Dynamic LOD does not work when this message shows. The message can be removed by fixing the error that is causing it. You can remove DynDOLOD.esp from the load order and just use tree and static LOD - that always works regardless if the esp is loaded or not. Then the message will not show. The message shows either because the json files in the SKSE folder were generated by an older DynDOLOD Worlds.pas, while the papyrus scripts are from a newer version. Or it shows because the json files in the SKSE folder are from a different LOD generation process from scratch than the DynDOLOD.esp Certain files are simply not in sync as they should be. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Large numbers can cause stutter. Use default values. If you have CTD in exteriors you should double check the heap memory block 1 usage and settings first. More LOD also means more data needs to be transfered when moving through the world, so you might want to adjust the low/medium/high settings. Check section 'Performance' in the manual. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Uh Oh, another one with a bad nif. Already discussing a similar error with MelissaGT. Can you please upload TES5Edit\TES5Edit_log.txt TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_[worldspace name]_mesh_count.txt Replace [worldspace name] with the worldspace name it was generating at the time, I can't tell from the screenshot for example DynDOLOD_dlc01falmervalley_mesh_count.txt Then you can try again without checking this world and see if you can successfully generate for others. Upload DynDOLOD_[worldspace name]_mesh_count.txt for any world it fails. That is odd, because the highest overwrite record of the worldspace, cell etc is deep copied over to DynDOLOD and should have all data usually. You can just edit the records in DynDOLOD and update/add whatever is needed. Better yet, upload a screenshot of the worldspace, cell record in question so I can double check and fix any error. I can replicate the error. It will be fixed next version. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Update MO First sticky post at Unofficial Skyrim Patch on Nexus -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
All sub folders like ash. brown, coast etc but NOT the 'unique' one are from DynDOLOD. I would suspect a file in the main mountain folder. Though I can not rule out that I might have a bad nif either. Thanks for hunting. FAQ: Skyrim: ILS or CTD More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yeah you won't me missing much there. As long as Tamriel and Solstheim work. Billboards are dds and txt files for tree LOD. The problem is a nif used for static LOD. Two different things :) Lets try onemore thing: Check if you have a folder data\meshes\lod\cave with one file in it. If it is there, move it to a temp folder outside the game and try again. Next move data\meshes\lod\mountains to a temp folder outside the game and try again. Then rocks, then waterfalls. If runs through please let know which folder it was If the save is outdoors, start the game without DynDOLOD and go inside a house and save. Then start game with DynDOLOD and see if it makes a difference. It shouldn't matter, but worth a try. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Is this LOD trees or full models in loaded cells? If it is full models test without DynDOLOD.esp enabled, then with the meshes/textures copied from output folder disabled. A screenshot would be helpful. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This is getting tricky. No new mesh name pops up, so it might be overwriting a vanilla nif. If you use MO, click on the 'Data' tab in the right pane. unfold these folders [+] meshes [+] lod [+] mountains [+] meshes [+] lod [+] rocks [+] meshes [+] lod [+] waterfalls [+] meshes [+] lod [+] cave (if cave doesn't exist it is fine. There will be caves, but that should be fine) Are there any files in there not from DynDOLOD? Since the vanilla LOD nifs are in a BSA they do not show. Hoping whatever mod it is the files are loose as well. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Oddly enough nothing sticks out. Can you please upload the global nif list from this file TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_meshes.txt You mentioned you got it to generate for other worlds. Can you let me know if Blackreach is really the only that had that error and that all others worked? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I am assuming the problem is an incompatibility between two mods causing some kind of overlap. LAL is like a new game then. You can quickly test a few new things by just opening console in the main menu and type coc whiterun It will teleport you right into the game COC doesn't set up quest correctly like a real new game or LAL does, but for testing it speeds things up. There are websites that have the index of the coc locations, but you might as well use tmm 1 to enable all map markers and fast travel If you get a mod like mfg console opening console and clicking on a object will not only show the form id of an object but also its base element and the name of the last mod that edited those records. It should help greatly in identifying which mod adds what without having to decipher just a form id. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
It almost looks like the engine still does occlusion culling for the large vanilla inn and is not aware that it was changed to a small farmhouse by RRR. You get this with a new game, like coc Whiterun? What mod adds the second farmhouse in the 3rd picture to the lower right?

