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sheson

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Everything posted by sheson

  1. Great I know what the problem is. DynDOLOD_Worlds.json has a comma too much at the end. "dlc2apocryphaworld":"DLC2ApocryphaWorld", should be "dlc2apocryphaworld":"DLC2ApocryphaWorld" } } Now I will debug why that happened. Until then you can edit the file with notepad and remove the last comma before } as workaround
  2. Rustic Windows is a texture replacer and doesn't add any new objects. It will have no effect on LOD. I would think before Gopher would make any video this would need to be out of beta and a few of the LODGen.exe issues to be fixed first. We are not there yet. DynDOLOD + LODGen replace SDO. SDO should be deleted. When mods that add objects are updated it depends on the nature of the update if DynDOLOD.esp needs to be updated too. This may either mean creating it from scratch or doing a simple update run to it. Eventually I will add a section to the manual how to determine which. You may want to download the package anyways and have a look at the manual to decide if you want to try it or wait for now. EDIT: I should add that you do not have to use the dynamic object switching DynDOLOD.esp to benefit from DynDOLOD in general. You can either download the static only showcase from https://www.nexusmods.com/skyrim/mods/59721/ or uncheck 'Create DynDOLOD' when generating LOD in TES5Edit and do not load the DynDOLOD.esp when starting the game. This will use the new and improved static object LOD without the animated, dynamic LOD.
  3. Can you post its contents please? The file is supposed to be in data\skse\plugins\storageutildata EDIT: please also post content of DynDOLOD_Tamriel.json while you at it. I suggest pastebin.com :)
  4. it is as safe as before :) and after that it will be a bit safer. To update to 0.45.21 generate a new DynDOLOD.esp from scratch so that there is no left over data. Also the new default esp has the needed extra info to register the MCM menu. As always, when updating the game - in an interior - start game once without DynDOLOD.esp and then save before starting it with the new DynDOLOD.esp. This step is needed so it doesn't carry over any old data. Then everything should work just as before.
  5. This is the same known LODGen.exe issue "Static objects LOD may not exactly disappear or appear when supposed to with mulitbound objects that span across cell borders.". It is the same reason that causes the flicker when LOD and full model objects both stay active that was talked about a couple pages back. This will be fixed eventually.
  6. It will be simple turn mod on/off and reset like every object in case after updating things go wonky. Resetting like everything requires sacrificing functionality and seems worse than doing the normal update procedure of starting the game once without the mod and saving it before using the new version.
  7. Wild guess: Make sure to right click on Skyrim.esm and not Skyrim.exe. If worldspace menu still doesn't show, try loading Skyrim.esm only and nothing else. If it still fails ask here: https://www.afkmods.com/index.php?/topic/4051-wipz-tes5lodgen-for-trees-lod/
  8. I tried the past days if I could replicate this, but I just can not make it happen. Can you post the content of DynDOLOD-LODGen preset default.ini, and maybe upload the save game you made with the old dyndolod.esp before updating anything? Edit: I have finally managed to reproduce this. I can fix this with "Save the game while in an interior cell - a house without any DynDOLO.esp. Start game with new DynDOLOD.esp." But more importantly the next version will have a MCM menu with an option to reset like everything in case the update procedure didn't work for whatever reason.
  9. The download archive contains thorough documentation. Follow the instructions from the manual how to update when generating DynDOLOD.esp from scratch. Save the game while in an interior cell - a house. Disable old DynDOLOD.esp. Load save. Wait. Save Game. Start game with new DynDOLOD.esp. ModOrganizer doesn't matter Load order doesn't matter
  10. There is completely other possibility how this happened. The use cache checkbox was checked? Delete all cache files in TES5Edit\Edit Scripts\DynDOLOD\cache\ Then generate a new DynDOLOD.esp from scratch again.
  11. When you ran the DynDOLOD World.pas script after updating everything from DynDOLOD was the DynDOLOD.esp the empty default or did it already have data from before? I would assume you overwrote it too with the empty default, just want to make sure? Either way, between old DynDOLO.esp and new DynDOLOD.esp where you in an interior cell, for example a house, like the manual instructs? You can also try a "clean" save. If you don't have the old DynDOLOD.esp anymore, start game without any DynDOLOD.esp, go in a house, save. Then start game with new DynDOLOD.esp, leave house, see if the LOD is normal again.
  12. Can you be more detailed about that? What was the mod list before and after you updated? Everything was fine with the LOD before updating mods? Most likely everything will be OK when you create LOD again from empty DynDOLOD, but a "simple" update should work too.
  13. Mountains always z-fight with the landscape in the distant regardless. It is just how the engine works.
  14. I am afraid not at the moment. We will have to wait for LODGen.exe to be updated, which with some luck will hopefully happen soon-ish.
  15. Based on that information, this is either normal engine operation where there is a time delay between static LOD switching off while loading full models in a cell or what is described in the readme as one of the issues with LODGen: "Static objects LOD may not exactly disappear or appear when supposed to with mulitbound objects that span across cell borders." Both cases only happen with objects close to or just inside loaded cells. Are there any cases of this in the further distance, well past loaded cells? You can turn on yellow lines that show cell borders with "tb" in console.
  16. yeah then try to do what I wrote in the Edit. in console, tfc to fly close to such an object and click it, to find out its form ID / what the mod is that adds it.
  17. Please be a bit more specific and detailed After disabling DynDOLOD.esp you all of sudden have missing textures? This can not happen when only disabling an esp. Make sure to keep the textures\dyndolod\lod\*.* files. If you have that folder and its files than the models with the purple missing texture color are not part of DynDOLOD. Edit: if it still is like there are two objects on top of each other while DynDOLOD.esp is disabled, open console, click on the object and note its form ID, the first two chars are the mod number in hex. Disable that mod, and let me know its name. Was that mod loaded into TES5Edit when generating LOD? This SKSE mod Mfg Console help greatly identifying objects marked with console.
  18. Do you see the same z-fighting when starting the game without DynDOLOD.esp but keeping the generated static LOD?
  19. Like everything else that has no LOD, they disappear :)
  20. There is no LOD for seruinswaygate01.nif so you would have to add a mesh rule for the full model (similar to the byo.... rules), make sure to uncheck 'Use cached base elements' and then you can update the existing DynDOLOD.esp EDID: you may want to add the base seruinswaygateplatform01.nif as well.
  21. Ah yes. Updating only supports adding other mods but not removing. I will add some more information to the manual about it. So to recap, you removed 2 mods, then also removed DynDOLOD.esp, then made a clean save. Then generated a new DynDOLOD.esp from scratch for your new load order, and then everything was working as expected. That is valuable information!
  22. I am not sure I understand correctly. The first time the problem showed up was after generating everything for the first time for your load order and then load up an existing save game that never has seen DynDOLOD before? I never had any such trouble so far. A dynamic LOD object get its status to show from the real object in the cell. When you leave the cell and LOD appears for a currently disabled object that is indeed really odd. I could only imagine that happening if the LOD object is tied to wrong real objects. I would be interested in that save game to try to reproduce the problem. Maybe you can upload it somewhere?
  23. Sorry, but are we magically supposed to know the steps that lead to the error? My Khajiit clean up after themselves. When you go into the cell the tents were and then back out again do the LOD tents show up again out of nothing? Is this a new or existing game?
  24. I will have a look at Shadow of Meresis and Caranthir Tower. Most likely custom meshes that don't have LOD mixed with normal objects. The idea would be to use the rules to add the missing pieces as full model. I will have info for those mods in the next update. Falskaar and Wyrmtooth work nicely as well. See manual for some additional info. Todays 1.14 update of Wyrmtooth fixes the mushroom LOD issue that is documented in the manual.
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