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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
Go close to a tree that had purple LOD texture. Open DynDOLOD MCM / You Are Here. Take note of the current object LOD file for that area, like Tamriel.4.4.-12.bto Find that file in Data\Meshes\Terrain\Tamriel\Objects\Tamriel.4.4.-12.bto and open it in nifskope. Set Options / Settings / Resources to pont to .../Skyrim/Data if you want to see textures properly Click an object that has the missing textures and it should highlight everything including its BSSegmentedTriShape in the BlockList In the Block List unfold [+] BSMultiBoundNode [+] BSSegmentedTriShape [+] BSLightingShaderProperty [+] BSShaderTexture The Block Details should list the texture paths and names. They should look like textures\dyndolod\lod\dyndolod_atlas_tamriel.dds or textures\landscape\mountains\mountainslab02.dds etc If the paths are correct double check the files exist. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I am guessing Data\Textures\DynDOLOD\lod\dyndolodtreelod.dds and _n.dds which are in the DynDOLOD archive. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
There is something else that changed or affecting the reference or the base element or the meshes involved however or the cell!?. It has been like this since the beta in November. There is nothing problematic with a reference being persistent and not full LOD at the same time. Going to add a function to unset persistent if the master record doesn't have it. Anything else is too risky because there is no good way to check if something else relies on it. Going to add a reset function to all others references. That should fix any problem with old data in a save game. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Too bad you didn't post any info about other mods changing the reference or base element. There is no reason why a new game should not show a reference that has not Is Full LOD set. That would mean the whole world would be invisible when approached, since not having the flag is the standard. Remove the persistent flag from DynDOLOD which was carried over from USKP overwrite record. Do not set the Is Full LOD flag. Then test with a save game or a new game. With a save game a cell reset probably works too. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes of course the Is Full LOD flag is unset because the statue now has static LOD. The log prints a message about that [00:00:44.212] disabled NeverFade, replaced by static LOD for Unofficial Skyrim Patch.esp [REFR:00033DCB] (places ShrineOfAzura01 [sTAT:00033DCA] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 26,19) From the Manual It has been like this since the beta in November. No big mystery there Not having the Is Full LOD flag usually doesn't make a full model vanish. That would mean the whole world would be invisible when approached, since not having the flag is the standard. Test with USKP and DynDOLOD both disabled see if it shows then. Either the reference or the base element are probably changed by another mod before DynDOLOD to cause this. Check the nifs involved. I know of Better Dynamic Snow/ The Ruffled Feather for the snow shader but that is fine in itself. SMIM overwrites the snowshader.nif of it. So install order or options of either mod may be important. meshes\clutter\statues\shrineofazura01.nif meshes\betterdynamicsnow\shader\snowshader.nif -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The default water LOD is baked into the terrain LOD. That LOD water animates and reflects etc. I don't think there is a way to do any of that that with any water type in the object LOD to allow for different LOD water types. Which leaves adding water to the dynamic LOD as neverfades. This can already be done by adding mesh rules for those water types. Then the now overwritten default LOD water needs to be removed from the terrain LOD to avoid z-fighting flicker. Change this by updating the water records for a cell. Generate terrain LOD. For testing use nifksope and just remove the 'water' entries. It is a simple check in the papyrus scripts if (PapyrusUtil.GetVersion() >= 26) Maybe something overwrote the script PapyrusUtil.pex or the dll to an older version? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Leave all mods selected, unless you do not want do generate LOD for a specific mod. If you know your load order inside-out, only select the mods that add objects that are eligible for LOD Glad you figured it out. I just require the firstborn, they are more tender. Despite its name birdshfclean.esp is not clean. Clean it see if the CTD goes away. Have a look at the nono mod list Masterlist : Dangerous, Outdated and Superseded Mods. No need to waste any more time on this mod :) FAQ: Tree LOD / TES5Edit\TES5Edit_log.txt: and similar Messages about missing files for shrubs, fern, bushes etc. are normal. It only generates billboard LOD for trees. There are no trees in DLC01SoulCairn... -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The order of events 1) You start the game with DynDOLOD.esp and it won't load to the main menu 2) You start the game without DynDOLOD.esp, load a save that then complains it is missing, exit the game without saving 3) You start the game with DynDOLOD.esp and it makes it to the main menu and you can load any game? is what happens, the problem you are describing still makes no sense. There is nothing different in a normal game setup between step 1 and 3 in terms of how the game loads any data or the esp. The data in DynDOLOD.esp and non of the other files in the mod change. There has to be an outside cause with MO, antivirus or a dll or the system in some way. Did you ever checked the esp for errors? Is the load order sorted by LOOT? Are the other mods clean? Are you using the steam version of the game? Skymills is a master in DynDOLOD when it was active while generating LOD, you need to remove it before generating LOD. Please also test just enabling/disabling the esp, while keeping meshes/textures of the tree and static LOD. That should be fine. I rebuild a load order just with the masters/mods from your setup and as expected it just works as it should. FAQ: Skyrim: ILS or CTD If the game CTD or has ILS while loading a save game or starting a new game then verify memory usage with Memory Blocks Logs and adjust memory settings in skse.ini 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
1) You start the game with DynDOLOD.esp and it won't load to the main menu 2) You start the game without DynDOLOD.esp, load a save that then complains it is missing, exit the game without saving 3) You start the game with DynDOLOD.esp and it makes it to the main menu and you can load any game? Wow!? AFAIK the only files that change regardless of saving are the inis. Are you using some kind of an in-game save manager? Can you try what happens when you start the game without SKSE? Just for the sake of testing loading the game w/wo the esp... Are you using MO? Are there any files in the overwrite folder? Please post a list of the masters in DynDOLOD.esp -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I would then suggest to make sure to use default inis Check esps for errors with TES5Edit. Then maybe disable everything *.dll, like enb or skse plugins. Also look at things that modify the main menu, like interface\startmenu.swf or meshes\interface\logo\logo.nif or intro sequence -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Thanks, this helps! Your CTD report is confusing so I am covering all bases 1) If it CTD before the main menu it is missing masters. The latest SKSE beta can show you a message about which master is missing. 2) If it CTD after the main menu loads, before loading a save game or starting a new game I have no idea, maybe a main menu replacer 3) If it CTD or ILS while loading a save game or starting a new game then verify memory usage with Memory Blocks Log and adjust memory settings in skse.ini Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini 4) If it CTD in game shortly after the message "DynDOLOD successfully initialized" it can be an invalid nif. It could also happen when arriving in a new area for the first time. Verify 3) too. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This seems like a question that is probably better answered by a water mod author. Water reflection/colors changes gradually based on distance and usually before the LOD water, no? In a vanilla game with vanilla water or a water mod I have no visible seam between water in loaded cells and LOD water, unless I start using tcl. I believe these 3 things can influence the water planes reflection/color: Weather settings, ENB Water/Weather settings Skyrim.ini [Water] bReflectSky=0/1 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Full path will not work. There is a setting in nifksope under options/settings/resources where to look for textures. This is wrong "textures\textures\dyndolod\..." and the cause of the missing textures. This is correct "textures\dyndolod\..." I am not sure how or why this happened. Can you please upload a copy of these files TES5Edit\LODGen_log.txt TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_tamriel_textures_used.txt This will help me to figure out why this happened, hopefully. If you open TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt you should see lines like textures\lod\ash01lod.dds 256 256 2816 0 Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds 4096 2048 If it says Textures\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds you can fix the static LOD right now without having to redo the whole generation process: 1) With something like notepad search and replace all of the Textures\Textures\ to Textures\ in TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt and save 2) Set Expert=1 in TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD.ini 3) Start TES5Edit and apply script DynDOLOD World.pas, it is now in export mode. 4) Click on the first [...] button for LODGen export Find the file TES5Edit\Edit Scripts\LODGen_Tamriel.txt (or very similar name) 5) Click on the second [...] button to select the output path 6) Click the button "Execute LODGen.exe" This will create the static LOD bto files in Meshes\Terrain\Tamriel\Objects\ now with the correct texture path from TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt 7) Repeat from step 4 for other worlds if needed 8) Copy meshes from output folder to game or mod folder -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
All LOD water in the game is baked into the terrain LOD and based on water XCLW water height of a cell. e.g. a water plane the size of a cell that has no references. DynDOLODs dynamic LOD adds the Water1024 and similar ACTI baselements used for some rivers and creeks, e.g water that has references. This could be extended to the few other ACTI waters meshes, but I found the 1024 covers almost all the bodies of water. To add the other water nifs to the automatic discovery just copy Data\meshes\water\water2048.nif (in meshes bsa) to Data\Meshes\DynDOLOD\lod\water\water2048_dyndolod_lod.nif I remove the collision with nifskope, but it is not necessary for it to function as dyanmic LOD. A mod that replaces the cell water planes with ACTI baselements should be picked up automatically, but I never checked this in depth with the water mods, yet. A static water plane can be added to static LOD bto, but it can not be animated and probably won't reflect the sky or lighting correctly. Once I am done with adding glowing LOD (no ETA) I plan to look more into this. The water plane in the terrain files can be easily removed. Until then dynamic LOD it is. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Great news indeed. Thanks again for uploading the files and providing the crucial clue to fix this bug. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
When the atlas is there, then a single texture is missing. Static LOD generated by LODGen uses both texture atlas and single textures. Make sure you still have all dds files installed from the DynDOLOD archive Data\textures folder (and any other folders of course) You could go close to the LOD models that have missing textures, and once it changed to full models and looks OK, open the SkyUI DynDOLOD MCM / You are here. Find the name of the current static object LOD file, for example Tamriel.4.12.16.bto. Then open Meshes\Terrain\Tamriel\Objects\Tamriel.4.12.16.bto in nifskope and simply open the tree view items until you find BSShaderTextureSet. It will show you the path and filename to the textures it is looking for. For example textures\dyndolod\lod\dyndolod_atlas_tamriel.dds or textures\landscape\mountains\mountainslab02.dds Do this for each BSMultiBoundNode, as each of them has a BSShaderTextureSet. There should be typically 4 to 6 BSMultiBoundNode. Some may have the same texture, one with snow shader and one without snow shader. Make sure that all those textures either exist as loose files or are in the BSA files that are loaded when the game runs. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This looks like the atlas textures Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds and _n.dds created to the output folder are missing in the game folder. If the atlas textures are there, check TES5Edit\TES5Edit_log.txt for the line "Creating atlas textures [C:\Output\]Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds" Check if there are any complains about textures not found before the log line "Executing LODGen..." This data is not stored in the save file. The message shows because there is something wrong. Technically this is between the DynDOLOD.esp and the json files in the Skse folder. Tree and static object LOD, meshes and textures are fine. Update/Overwrite TES5Edit\Edit Scripts\DynDOLOD Worlds.pas and all files in TES5Edit\Edit Scripts\DynDOLOD\ with the new version from the DynDOLOD 1.37 archive. Best to first delete the entire TES5Edit\Edit Scripts\DynDOLOD\ folder and all files in it, then copy new version from archive. Update/Overwrite Data\DynDOLOD.esp and Data\DynDOLOD.esp.bak with the new version from the DynDOLOD 1.37 archive (MO will report the DynDOLOD.esp version as 1.34) Generate LOD from scratch with DynDOLOD Worlds.pas 1.37 which creates the folders Meshes, Skse and Textures to the selected output folder. These folders and all their files need to be copied to the game folder or a mod and not be overwritten by older versions or by other mods. DynDOLOD Worlds.pas 1.37 also updates DynDOLOD.esp, save it when exiting TES5Edit. Make sure it is not overwritten by older versions. Make sure to follow the update procedure of existing save games. RTFM, watch the video or check DynDOLOD SkyUI MCM. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The z -30000 and disabled is fine. That is the preferred method over using the the "Deleted" flag. Using "deleted flag" on trees can create stuck tree LOD and all kind of other problems. Fixed by the undelete and disable step when cleaning a mod. Removing a mod from load order that had LOD trees and not updating tree LOD creates stuck tree LOD as well. Then there is the stuck tree LOD in the child worlds when trees are placed in the same area into the parent world. Now this case is a different issue, which seems to be another engine limitation. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
From the Manual "Put DynDOLOD.esp last in the load order, or specifically it needs to load after the last mod that contains objects in the world for which LOD is going to be created. Once DynDOLOD.esp contains data from other mods LOOT sorts it properly based on its masters." I would not know what else to recommend. Most of the data that is added to DynDOLOD only exists in and for DynDOLOD. DynDOLOD sets a flag on base elements that now have static LOD. Nothing bad can happen when that flag is cleared by another mod later. There may only be visual oddities. In case DynDOLOD modifies an original reference directly which then gets overwritten by another mod should only result in visual oddities. DynDOLOD tries to work with copies of records that only exists in DynDOLOD as much as possible otherwise. The papyrus script checks the status of the source object when needed. If another mod changes it the status query will still work accordingly. The only way another mod can ever overwrite data that DynDOLOD overwrites is when that mod was added to the load order later / not present when generating LOD. The only consequence should be visual oddities - if at all. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Check generate Textures atlas when doing the second run. It means that: The DynDOLOD.esp needs to be in sync with the json files from the SKSE folder in the output directory. Either the active DynDOLOD.esp is from an other generation or the json files are. Double check that there is no old files overwriting the new ones. This can also happen when you generate LOD with an older version of DynDOLOD World.pas while already using newer Data and papyrus script folders. You should upgrade everything to 1.37 Now that I have 2 mods here that affect each other I will try to narrow it down. The usual suspect Deleted flag is not the case with these 2 mods and nothing else weird with the tree references on first glance. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Tree LOD is done by TES5Edit. DynDOLOD just executes the built-in command. The IgnoreModFileName doesn't have any effect on it. All the rules and settings are for static and dynamic LOD. You would have to remove mods from the load order that you don't want to generate tree LOD for. I only get stuck tree LOD when using both mods together. This order has it in Riverwood. LoS and TaVE patch.esp LoS and RE patch.esp If I switch the order Riverwood is fine, but then I see it in Rorikstead. So I would advise to remove both mods from load order when generating LOD. A workaround would be to use the advanced options to generate only tree LOD first run without the mods, then on a second run generate static and dynamic LOD with the mods. This will add their trees as static LOD and it should work properly. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This is great news. Thanks! High Quality LODs is doing landscape LOD, so there is zero overlap with DynDOLOD. You can add/change/remove it as you like it without having to worry about DynDOLOD. AFAIK STEP Optimized Vanilla Textures is still all vanilla textures just optimized for file size/format, so they should look the same as the vanilla game and the default LOD textures shipping with DynDOLOD. You only "need" to run DynDOLOD TexGen.pas to update the source LOD textures when using a texture mod that alters the look of textures which are also use for LOD. Mostly landscapes, farms and imperial forts and nordic ruins. There is no need to run the entire DynDOLOD Worlds.pas process again just because the source LOD textures were updated by DynDOLOD TexGen or from a texture replacer mod for example. Read "Update Texture Atlas" in Docs\DynDOLOD_TexGen.html how to update the texture atlas only. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Delete all files in TES5Edit\Edit Scripts\DynDOLOD\cache\ seems pretty unambiguous to me :) It is a cache folder, you can delete all files safely. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD 1.37 Fixed exception reported by Bcsp and stickman1024 Just update TES5Edit folder. [spoiler=Changelog]DynDOLOD Worlds.pas - fixed an exception for mod # > 128 DynDOLOD 1.36 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD 1.36 Fixed a pointer/integer conversion error based on the report by Hillistine causing missing fxxxx message in game. Apparently windows 8 is even more picky than wine in some cases... In addition some housekeeping with related objects. Somewhat flying blind since I can't reproduce the error, so feedback is appreciated. Generate LOD from scratch with default DynDOLOD.esp if you had this error with older versions. Fixed typo in message in the papyrus scripts. Simply overwrite scripts with new version. This is plug and play and doesn't need any special updating steps. Added mesh rules for Routa. In case you use this mod, updating the existing DynDOLOD.esp for Tamriel worldspace and then overwriting existing meshes/ske/textures with newly generated files from output folder should work. Then just continue the game. May be a good idea to back-up those files beforehand just in case. [spoiler=Changelog]DynDOLOD Worlds.pas - fixed pointer to integer conversions sometimes causing wrong ids DynDOLOD Worlds.pas - optmized discovery of _far.nif DynDOLOD Worlds.pas - assume disabled references with z = -300000 to be "Deleted" regardless of XESP DynDOLOD Worlds.pas - updated a couple more cases to use a native TES5Edit function Papyrus Scripts - fixed an error message 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 1.35

