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sheson

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Everything posted by sheson

  1. Are you using the latest TES5Edit? What language/region settings is your windows? Check "Tree LOD: LOD trees do not match close-up full model trees" and "Tree LOD: LOD trees textures cut off mid-way" from the FAQ Each tree needs a matching billboard dds at generation time. Make sure to use the correct billboards and don't confuse "Tamriel Reloaded HD LOD Billboards" with "Tamriel Reloaded Trees LOD Billboards" The generated Meshes\Terrain\Tamriel\Trees\*.btt and *.lst and Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds tree LOD files need to be last in load order.
  2. The TAVE series are truly problematic mods. How can Towns and Villages Enhanced - Riverwood that adds a floating tree in the middle of the map get over 4,400 endorsements? Nuts, if you ask me :) The thingies you see is messed up tree LOD mostly added by WhiterunInEnhanced.esp. If a mod adds trees into Tamriel worldspace city areas and then tree LOD is generated for them they will stick through into the child worlds. This is a know engine limitation. The quick option is to disable such mods when generating tree LOD. A workaround is to add an XESP - Enable Parent to the player reference 14. Tree LOD generation ignores references that have Enable Parents. DynDOLOD Worlds.pas then creates static/dynamic LOD for them, which works. Make sure to clean all TAVE esps including WhiterunInEnhanced.esp. and RiverwoodEnhancedPlugin.esp before generating LOD. That should take care of the tree LOD sticking through in Riverwood. In case of RiverwoodEnhancedPlugin.esp, remove the whole Block 0,0 tree in Worldspace\Tamriel\
  3. I edited the answer after looking for the root cause. Instead of removing the entry, get the newest version of Enhanced Lighting for ENB (ELE) - LITE ELE_Legendary_Lite.esp, then start TES5Edit again and check the Blackreach record to see if the error message in the field is gone. If all is fine run DynDOLOD Worlds.pas with a default DynDOLOD.esp Since the original records had the field empty and it relates to lighting there won't be any harm removing the entry. If it can't resolve in TES5Edit it can't resolve in-game either, so whatever the setting it won't work anyways. If you can't click them they are static object or tree LOD. They should have a full model that replaces LOD. If it doesn't it may mean deleted records, which should be undeleted and disabled instead, e.g. cleaned with TES5EDit. I will look have a look at TAVE to see if I can find anything. LODGen.exe only seems to speed up towards the end. The last 100 quads in remote area just don't have many objects, so more quads can be done in less time. The "waiting" routine uses the same CPU cycles regardless of printing the message every 5 or 30 seconds. It will waste a core just about the same. The waiting messages at the end are automatically disabled when switching to and generating from the advanced options. Yes, overall LODGen.exe will probably be a few seconds faster then. While testing things and generating LOD over and over again several times a day, I suggest to change Expert=1 in TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD.ini and then uncheck "Remove unseen faces" from the Static LOD Options. This will speed up LODGen.exe a lot, at the expense of larger *.bto files. Larger bto files mean more memory usage and more data to transfer, so obviously this is for testing only. coc is fine for testing. For starting a play-through without intro I recommend Alternate Start - Live Another Life
  4. Awesome stuff! Yes all 32 bit form ids should be FormID and $00FFFFFF, so that the mod load order number is zeroed. I find it curious that this works for the form ids of the dynamic LOD objects in DynDOLOD_Tamriel_Objects.json (lib\create.pas line 685) but not for the form ids of the activators in DynDOLOD_Tamriel.json (lib\create.pas line 765) Both are references in the same worldspace and not really different how they come to be and are processed. Anyhow, if you could try this blind stab in the dark updated TES5Edit\Edit Scripts\DynDOLOD\lib\create.pas where I changed all lines in question to AND $0000000000FFFFFF. No clue if it works but you are the one that needs to test. Here is another version of TES5Edit\Edit Scripts\DynDOLOD\lib\create.pas to test as well. Please test both and let me know how they do. If it doesn't then maybe you can look around yourself at those lines #685, #765 and below Maybe print formids to logoutput with MyMessage(IntToStr(FormID)); or MyMessage(IntToHex(FormID, 8)); and see if they are already off before they are ANDed.
  5. No hard feelings, I was honestly concerned there may be someone new to modding and computers in general... hard to tell really. Don't worry about asking any more questions, I will keep helping
  6. No. In fact there is no troubles. You doing everything right it seems. BTW when you click a tree you need to use its reference form id in TES5Edit to look up the trees base element form id. Or use something Mfg Console. It will then also show the base elements form id right away. The tree LOD atlas texture that is included in Skyrim Flora Overhaul - Basic Edition 187 is just that bad. This is how Skyrim Flora Overhaul - Basic Edition 187 looks by default when just using the mod without anything else The tree LOD billboards download is of course based on what was shipped with the mod, so generating tree LOD with TES5LODGen or DynDOLOD will create the same looking LOD. So I went out of my way and quickly created better tree LOD billboards by using Tree LOD billboard creator for xLODGen with CK tree preview Download this version of Vurt SFO 1.87 Basic LOD Billboards v2 and check if tree LOD looks better for you too. If you find it suitable I will update the billboard archive on the TES5LODGen download page with it. All files created by DynDOLOD to the output folder should overwrite all existing files. If not there will be "old" static or tree LOD and in case of tree LOD the risk to use a not matching tree LOD atlas texture resulting in broken looking tree LOD. If you overwrite all files and the dumplings come back, get close to them with tcl or tfc, open console and click them to get a form id. It will most likely belong to an object in DynDOLOD.esp Open TES5Edit and enter the form id into the FormID field top left. Hit enter to bring up the data in the right pane. Find the row called EDID - Editor ID. It should look something like [modnameesp]_0A104E_DynDOLOD_LOD or [modnameesp]_0A104E_DynDOLOD_TOWN Let me know the mod name please
  7. From DynDOLODs download archive copy everything from the 'TES5Edit\Edit Scripts\*.*' folder into the 'TES5Edit\Edit Scripts\' folder where TES5Edit was installed. TES5Edit will only show the scripts that are in its 'Edit Scripts' folder. That is where 'DynDOLOD Worlds.pas' needs to be. The 'DynDOLOD' subfolder needs to in there as well. There is a video that shows unpacking Data and TES5Edit folder and all the rest when using NMM. Honestly, if copying files from a download archive to a folder is a challenge, generating LOD with the required prerequisites may not be for you just yet. I suggest to gain some more modding experience first and instead use the the pre-made show case files from DynDOLODs download page along with SkyFalls and SkyMills for now. I will set this order up here and see what I can find out. Glad you could fix yourself. I wonder what mod adds those. Do you see them from far away when looking into Whiterun from the outside? To make sure everyone understands this: the current state of a save game does not matter. None of the tools involved care about them. Just the load order of esp, bsa, and loose nif and dds files. It seems that both STEP Extend Patch.esp and WAO-WeatherAndAbienceOverhaul.esp have the same error. The authors of both mods should be notified about it. In the meantime, you can continue by either not selecting Bleakreach in the worlds box, or better by right clicking on [0B00DF3] EDIT: Get the newest version of Enhanced Lighting for ENB (ELE) - LITE ELE_Legendary_Lite.esp, then start TES5Edit again and check the Blackreach record to see if the error message in the field is gone. If all is fine run DynDOLOD Worlds.pas with a default DynDOLOD.esp LODs and cell border bug was all about static object LOD generated by early versions of LODGen.exe and about objects and the border between loaded ugrids and LOD outside of it. The streams are full models done by dynamic LOD. This looks like a save game update gone wrong. Does this happen when starting a new game, open console when at the start menu and type coc whiterun? If it is still there, are you sure the json files in the SKSE output folder are from the same generation run as DynDOLOD.esp? Open console, click on the object, note its form id, type disable. If a second one is still there, click it and note its form id as well. Use form ids to look these objects up in TES5Edit. One probably is from DynDOLOD, one is from another mod. Post results here.
  8. They really don't have 3 form ids, it is just the interface being funny. Where can I download "Skyrim Flora Overhaul - RecPines and LODs Basic v181b"? It seems to be gone from Flora Overhaul download page? Maybe I am just blinded from blood splatter. I could then try to mimic your setup and split tree LOD atlas texture, just because I am a nice guy.
  9. That is an odd error. I tried to replicate by rebuilding pieces of your load order, but I had no "luck" yet. I think you can help narrow this down. Please download this debug version of function.pas and overwrite TES5Edit\Edit Scripts\DynDOLOD\lib\functions.pas Then try running DynDOLOD Worlds.pas again with a default DynDOLOD.esp for Blackreach. This time it will print out log lines "Copying ... " Just before the error we are now expecting to see [00:04:01.077] Copying Blackreach "Blackreach" [WRLD:0001EE62] [00:04:01.092] Copying [CELL:0002D4E0] (in Blackreach "Blackreach" [WRLD:0001EE62]) If the last log entry is like the first note form id 0001EE62, if it is the second note form id 0002D4E0, if it is something else note the first form id in the line. Put the form id into the FormID field top left of TES5Edit and hit enter In the right window it opens up the record, scroll to the very right. What is the last mod mentioned on top of the most right column? (If it is DynDOLOD.esp, the second last) With eagle eyes you may spot the row with the problematic entry 0400DFE3, which points to the wrong mod.
  10. This is an requirement of Helgen Reborn not DynDOLOD. Generating LOD for Helgen Reborn works of the box. Whenever a master is disabled temporary you also disable mods that require that master only temporary. This is nothing special.
  11. Next version will support both mods, clay version or not. All automatic. Also checked with jet4571 about creating some LOD meshes for his resources, since I keep seeing quite a few mods using them. Obviously it is better for performance to have LOD models instead of making too many things use dynamic full model LOD. You are in an interior or a worldspace that no dynamic LOD was created for. Go outside ...
  12. The chimney resource is originally from https://www.nexusmods.com/skyrim/mods/58262/ I will add rules for the full models, no problem. Will add the smoke we talked about earlier to the high rules. Maybe medium too?
  13. This is by design. "D:\Steam\steamapps\common\Skyrim\" is a game folder and to avoid any problems or accidental overwriting it is blacklisted from being selected for output. Just copy from wherever the output was created and manually copy to the data folder. Compare that area to before where this had no LOD at all :) I sometimes revisit LOD objects and update them, but priority is to create new ones so there is something there at all.
  14. Log looks all good. This is how LOD of RockCliffMineEntrance02Dirt02 is supposed to look You see it different? I see LODGen.exe ran a long time. Did you let it finish? Check TES5Edit\LODGen_log.txt for errors
  15. Yes, all the files from TES5Edit are just unpacked from the archive.
  16. No specific topic, just here. But usually mine entrances have LOD. There is 2 basic types. Vanilla only has LOD for one. DynDOLOD adds the other. There is a chance Skyrim - Meshes.bsa is not loaded when generating LOD and so it misses LOD models. Check in TES5Edit\TES5Edit_log.txt that file was loaded by TES5Edit. In game, open console and click on the full model to get its form id. Post it here then I can check. Use disable/enable in console to verify you have right object. You need this file C:\Games\Tes5edit\Edit Scripts\LODGen.exe It comes with the TES5Edit 3.1.1 download.
  17. DynDOLOD 1.31 Fixed worlds showing up more than once in the selection box reported by TrulyBigHeaded Fixed weapons used as LOD moving and almost killing things reported by Agnusthemagi Papyrus scripts updated to switch dynamic LOD in attached cells quicker when using fast travel. This is plug and play, just overwrite the papyrus script folder. There is no need to update DynDOLOD.esp or the save game. Verified and added a bunch of mods to the compatibility list. However, there is no need to generate LOD again with this update, since they all worked out of the box. [spoiler=Changelog]DynDOLOD Worlds.pas - made worldspace list for checkbox resilient versus overwrite records DynDOLOD Worlds.pas - upgraded log message to a message dialog in case DynDOLOD.esp is not last in load order DynDOLOD Worlds.pas - changed copied base element use the same signature as the source base element DynDOLOD Worlds.pas - copy OBND data and flags when copying base elements for dynamic LOD DynDOLOD Worlds.pas - added cache handling for LOD using emissive color for future releases Papyrus Scripts - improve switching times of dynamic LOD for fast travel DynDOLOD TexGen.pas - updated creation rules for dlc01soulcairnlod.dds DynDOLOD_Manual.html - updated compatibility information for several mods Meshes/Textures - updated LOD meshes/textures for better compatibility with mods DynDOLOD 1.30
  18. Nobody else reported any of these problems using 1.29 or 1.30. There are no functional changes how LOD is done between the versions only a couple bug fixes, updates to documents and a couple new rules for some mods and new meshes. I suggest to read the update posts DynDOLOD 1.28, DynDOLOD 1.29 and DynDOLOD 1.30 to decide if you want to generate LOD again and for old versions. You are suffering from the bug that some worlds show more than once in the world space selection box. Do not select all worlds. Make sure to select each world only once. Will be fixed in next version.
  19. Are you trying to update an existing DynDOLO.esp generated with an older version? RTFM maybe or watch video.
  20. Then the json files do not match the DynDOLOD.esp. See discussion with Griwildor. If the dynamic LOD objects do not have the matching data in the json files they do not appear. This can only happen when the json files are from a different generation run than the DynDOLOD.esp
  21. Looks like a save game update gone wrong. If this is a new game, is the generated esp activated and the output folder including the SKSE folder with json files copied and active? In the download archive \Docs\DynDOLOD_Manual.html RTFM and/or Video Well, you know how it runs for hours on end? That's how :) Some of the Legendary Cities could use a bit work, but I guess generally it is OK.
  22. All your problems are related to tree LOD generated by TES5LODGen. I never have this problem with trees being stuck in LOD in any of the tests I do. I know we discussed this error over at that thread. I don't recall the cause or if there was a fix, please check there. It may have to do with references deleted by a mod. To troubleshoot just generate tree LOD with TE55LODGen / inside TESEdit to fix those issues. Once it works there it will also work when started by DynDOLOD just before it generate its object LOD. If the tree LOD texture is wrong, either the wrong billboards are used, the billboard order is wrong or the generated tree LOD texture atlas does not belong to the tree LOD mesh data - which both is generated at the same time. See the FAQ "Tree LOD: LOD trees do not match close-up full model trees" and "Tree LOD: LOD trees textures cut off mid-way" Just 7zip the output folder? Creating a zip seems to be for a specific modding tool. I'd rather do nothing special for any tools. I find it bad enough to have to check for MO quirks already :) Manually copying the esp.bak to esp is the easiest, least error prone way, really. As mentioned the DynDOLOD.esp needs to last in the load order when running DynDOLOD World.pas. Once it is done, LOOT will sort sort it. In any case, NEVER save changes done to other mods by the script. The latest updated alternative version of the file is included TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_TexGen_noalpha.txt.bak Rename and use that. If error still occurs, please post a copy TES5Edit\TES5Edit_log.txt
  23. Having no performance loss can only mean one thing: you need to choose medium or high settings next time.
  24. Right click on "Worldspace" of that mod and select remove ans save it. The mod doesn't add anything to Tamriel, the whole tree is empty anyways. I am not sure if this indicates any more serious problems with the mod though. That should fix the double Tamriel in the menu. Next version of DynDOLOD will work with mods changing the FULL name. Then try generating again.
  25. Grass has nothing to do with LOD or vice versa. It hints at bad performance and/or ini problems. Edit: In TES5Edit, unfold worldspace for skyrim.esm, click on Tamriel to bring up the data in the right window. In the right window find the row that says "FULL - Name" and see if there is any mod that doesn't show "Skyrim". Probably a translation? Please post TES5Edit\TES5Edit_log.txt
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