-
Posts
13,163 -
Joined
-
Last visited
-
Days Won
430
Everything posted by sheson
-
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Q: Skyrim: Out of place objects A: Updating of save game with old DynDOLOD.esp gone wrong. Follow instructions how to update save game with a new DynDOLOD.esp. 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
On a quick glance you are missing billboards for Skyrim Flora Overhaul - RecPines and LODs Basic v181b? You will have to create by splitting 181bs LOD texture. I don't think they are available for download. TES5LODGen - Vanilla Skyrim LOD Billboards Dynamic Distant Objects LOD - DynDOLOD Skyrim Flora Overhaul - Basic v1.87 Skyrim Flora Overhaul - Dragonbrn v02 TES5LODGen - SFO 1.87 Basic LOD Billboards Skyrim Flora Overhaul - RecPines and LODs Basic v181b [insert billboards for 181b here] Realistic Aspen Trees - 2k Vanilla LOD Realistic Aspen Trees 3.4 - Billboards for TES5LodGen I just assume the other billboards match the mods. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Every time I answer a question a firstborn is sacrificed, so you are terrorizing the firstborns, not me. 1) tree, roads and buildings typically uses the default in-game tree + static object LOD system. So if that goes funky it would do so anyways regardless of number of objects (simply more triangles) that were baked into the files, I presume. I would assume reloading would fix any issues. 2) See the FAQ answers to the questions "Tree LOD: LOD trees do not match close-up full model trees" and "Tree LOD: LOD trees textures cut off mid-way" There really can't be any other reasons than either the billboards being wrong at tree LOD creation time (download correct billboards, make sure they are overwriting each other correctly), or the LOD texture does not belong to the LOD meshes. 3) ENB? Do you have the particle patches from Mindflux? Or here Particle Patch All-in-One Extra bright objects could also mean 2 are superimposed on top of each other, which classifies as save game update gone wrong. open console, click it, disable, if it is still there, click it again, new form id? It is a second If problem persists post the form id of it or the base element, please -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Maybe from an additional download? Summer Solstheim HD file did not have that file. Compare to default DLC texture DynDOLOD Archive\Docs\img\solstheimtreelodexample.jpg If it is different then split with the additional advise about right click on Dragonborm.esm etc -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
New json files will only be written if the update run found new dynamic LOD in the selected worldspace. Check TES5Edit\TES5Edit_log.txt for where and which json files were generated There should be a line like [00:16:05.642] Saved C:\Output\skse\plugins\StorageUtilData\DynDOLOD_[worldspace]_Objects.json If it says "No new active cells. No need to update NearGrids or FarGrids", then there is no need for a new DynDOLOD_[worldspace].json file If it found new objects and needs to redo the grids there will a line like [00:17:53.458] Saved C:\Output\skse\plugins\StorageUtilData\DynDOLOD_[worldspace].json Near the very end there is a line for DynOLOD_Worlds.json [00:17:53.494] Saved C:\Output\skse\plugins\StorageUtilData\DynOLOD_Worlds.json In addition, the output path should be outside of the game folders and Mod Organizers virtual file structure. Set it to c:\output. To avoid any confusion make sure that c:\output is empty so everything is able to write new files. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You only need to hold the shift key the moment you click on "Generate LOD" in the menu. Make sure to right click on the mod that adds the worldspace to bring up the right click menu in the first place, for example right click Skyrim.esm for Tamriel If the vanilla worldspace still doesn't show up then make sure that Skyrim.ini contains sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa If using MO check ...\ModOrganizer\profiles\[profile name]\skyrim.ini If the worldspace is added by a mod make sure that it's BSA is loaded. Turn off MO archive management. The worldspace needs to have a *.lod file in data\lodsettings folder (usually in the BSA) Now, in a mod changing Solstheim, you still would have to right click on Dragonborn.esm in order to split the tree LOD texture of Solstheim, which may or may not be updated by another mod. However, Summer Solstheim HD doesn't have a textures\terrain\dlc2solstheimworld\trees\dlc2solstheimworldtreelod.dds or its own generated tree LOD. So there is nothing to split with this mod. It simply uses the vanilla tree LOD and splitting would just generate vanilla billboards again. In order to have billboards to generate LOD for trees that the mod adds but failed to supply any LOD itself for will have to be created with a tool like Tree LOD billboard creator for xLODGen -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The output path should be outside of the game folders and Mod Organizers virtual file structure. Set it to c:\output and try again. Then verify the nif not found errors are gone from LODGen_log.txt. Then there also shouldn't be any errors in MO. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Out of place or oddly behaving LODs usually means a save game wasn't updated correctly. Test with a new game. Please upload TES5Edit\LODGen_log.txt -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The poles and flags will be at their correct location and have LOD when starting a new game or following the save game update procedure correctly. Next DynDOLOD version will fix the weapon models moving around when used for dynamic LOD. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD 1.29 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
2D billboard LOD trees will be 2D billboard LOD trees as always. you could either try to find or create better matching 2D billboards, or adjust brightness for tree LOD on the advanced so their color matches better. Or try Options\trees.ultra\DynDOLOD-Trees.txt, but this will only work for vanilla trees. Removing existing LOD textures in order for DynDOLOD TexGen.pas to run doesn't really makes sense to me atm, since TexGen pas creates them into the output folder form the full textures without "lod" in the name. Hmmm I will do some testing in that regard. I suggest to use LOD textures that come with mods and overwrite vanilla and default LOD textures shipping with DynDOLOD. LOD textures coming with a mod are most likely better suited. If you create those LOD textures with DynDOLOD TexGen.pas they should be same as the ones shipping with the mod, unless the mod author worked on them further somehow. In that case I suggest to visually compare the LOD textures from the mod with the ones created by DynDOLOD TexGen.pas and then decide which ones to use. Make sure c:\portable\tes5edit\edit scripts\lodgen.exe exists and and no windows permissions get in the way of starting it. Maybe start TES5Edit as administrator, if TES5Edit is started from within MO then start MO as administrator. Make sure c:\portable\tes5edit\ is writeable. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Follow the update instructions for existing save games. Whenever running DynDOLOD Worlds.pas it will use whatever install option for the windmill fans was chosen in SMIM. Vanilla or large, with or without sails. The SMIM esp do not matter for DynDOLOD. Windmill fans are meshes and textures only. This is a list of mods that need extra work. The extra work is detailed in the manual. The list can not be up-to-date and have such info for all mods which need work. LOD is generated for the load order opened with TES5Edit. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That is what the "Dyn" from dynamic stands for. LOD updates with all changes happening in Helgen in the vanilla game and with the Helgen Reborn mod. DynDOLOD Worlds.pas looks at the load order, not the save games. It detects objects that are changed by quests and adds them to the dynamic LOD system instead of creating static or no LOD for them. When a save game is loaded or quests change objects DynDOLOD will adjust accordingly to current status of these objects. If DynDOLOD is added mid quest so to speak, some objects may require the player to visit the cells they belong to, so the current status of these objects can be read. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD 1.30 Fixed double Solitude windmill reported by adelinadragonborn Fixed changes made to arnima.esp reported by Snakestone DynDOLOD TexGen.pas is now the version I posted earlier in this thread. It always prints out the current LOD texture it is working on, so reports about trouble are more specific. The alternative LOD texture list without the 3 troublesome LOD textures is included as well, together with notes about it in the TexGen manual and FAQ. Added a bunch of updated LODs, rules and 3 additional billboards (in patches folder) for Beyond Reach, see notes in Manual for more information Added rules for Pinegrove Lodge - Family house and The Great Forest of Whiterun Hold Consider generating LOD from scratch if you use any of the above mods or if you encountered the fixed bugs mentioned above. [spoiler=Changelog]1.30 DynDOLOD TexGen.pas - added printing a line for each created LOD texture for better troubleshooting DynDOLOD_TexGen.html - added a note for an alternative textures list file in case of crash DynDOLOD Worlds.pas - fixed loading some rules twice sometimes DynDOLOD Worlds.pas - fixed creating LOD for neverfades in child worlds that are copied to parent world DynDOLOD Worlds.pas - fixed updating existing texture replacements on master record causing changes to other mods DynDOLOD Worlds.pas - remember status of custom mod handling accross reruns without reloading default rules DynDOLOD Worlds.pas - do not show child worlds in case they have erroneous *.lod file DynDOLOD Worlds.pas - raised possible position changes to detect existing child world copies from 1/100 to 1/1000 DynDOLOD Worlds.pas - updated function to add manual base elements based on worldspace name DynDOLOD_Manual.html - updated compatibility information for several mods Meshes/Textures - updated LOD meshes/textures for better compatibility with mods DynDOLOD 1.29 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
In my experience the cause of ILS is always not enough heap memory (block 1) defined. Use Memory Blocks Blog to verify heap memory settings are working and raise value in case value for block 1 reaches maximum. Maybe double check enb boost settings as well. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Oh you cheated :) Then I pass on the mesh. You can also have the same effect by adding a mesh rule for the mesh in question and set LOD 4 to full model. Copying and adding _lod will be rule independent, since they get reset whenever you click low, medium, high, so I guess it is the better solution. In the meantime I tested the smoke rule and it works quite nicely. I guess it really makes sense with the chimneys mod. That took a really long time then... Glad it worked out. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This can't be done with a rule yet. One way would be to give the references of those trees XESP enable parents (use the player form id 14). Then they will be ignored by the built-in tree LOD generator and should be done as dynamic LOD. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I think you need to enter Solitude once for the second fan to show up. That is why I missed the bug. New version with fix coming soon. Please get the updated version of DynDOLOD TexGen.pas from this post. It will tell us which LOD textures it is creating at the time of error. Please post last few lines of log after trying with it. Glad it works now! First of all, I would like to add the LODs to DynDOLOD. I will give credit of course :) you can add a rule for whatever the smoke nif is used. Most likely meshes\effects\ambient\fxsmokechimney01.nif and fxsmokechimney02 Mesh: fxsmokechimney LOD 4, 8, 16 all empty VWD unchecked Grid Near or Far LOD Reference Unchanged -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Check this post for an updated file to use instead. Go back a few post for more discussion of that error. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Make sure to follow the save game procedures explained in the manual/video if updating an existing save game. Post about your troubles at https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/. Also you can try the version labled xEdit 190515 in the first post. I doubt DynDOLOD.esp is the cause of crashes at start up. You probably should default the inis and look at the proccers. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The output folder needs to be clear of old Tree LOD and the *.lst file replaced with the empty version. Existing static LOD meshes and texture will be overwritten anyhow. It is important to clear the cache folder TES5Edit\Edit Scripts\DynDOLOD\cache\. You do not need to start with a new DynDOLDO.esp. On the advanced options uncheck 'Generate DynDOLOD'. However, the quickest method would be to backup the DynDOLOD.esp and SKSE folder with the json files. Then run the process with a default DynDOLOD.esp, but do not save it afterwards. Also simple discard the created files in the SKSE output folder. Basically keep using the old DynDOLOD.esp and the old json files. Only copy/use Meshes/Textures from output folder. Put them in their own mod after the existing static and tree LOD, and you can turn it on/off as you please. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You could either create higher resolution billboards with Tree LOD billboard creator for xLODGen or check out Options\trees.ultra\DynDOLOD-Trees.txt from the DynDOLOD download archive. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Will be fixed in next version. No idea how that sneaked back in. You can simple remove either one to fix it in the meantime. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Just revert the arnima.esp to its default version. Nothing else needs to be done. It is the holy cow. Doesn't do anything. It just stands there and is holy.

