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sheson

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Everything posted by sheson

  1. Do not save changes to other mods. It means something is not compatible yet. Will probably be fixed next version. Get SKSE 1.7.3 and add [General] EnableDiagnostics=1 to the skse.ini. It will then prompt a message with the missing masters before crashing. Check this post for an updated file to use instead. Go back a few post for more discussion of that error. There should be no reason for this workaround. Just follow the manual/video. SkyMills and SkyFalls works out of the box with DynDOLOD. DynDOLOD automatically uses the SMIM SkyMills install option windmill sails with or without SkyMills. DynDOLOD moves the windmill sail at Katlas farm to a non clipping position with or without SkyMills. Not directly. They just happen automatically when doing Options\trees.ultra\DynDOLOD-Trees.txt
  2. Yes and I also wanted to mention a couple updates: Go to the Plugins tab in Mod Organizer's and temporarily enable the three High Resolution Texture Pack and Unofficial High Resolution Patch dummy ESPs. This is necessary for some LOD files to be created. This should not be needed anymore, now that I added all LOD textures from Hi-Res DLC to DynDOLOD. I am not aware that the Patch updates any LOD textures. One could argue the hi-res textures would be a better source for TexGen, but I doubt anyone could spot a difference once they are resized. DynDOLOD TexGen It should be mentioned that it requires Dawnguard and Dragonborn (I need to add this too) or it will complain about missing source textures. I changed its default LOD texture size back to 256x256, the 128x128 was a left over test. At the end maybe add info about - Let LOOT sort out DynDOLOD.esp position now that it has masters. - Make sure that the DynDOLOD Output Meshes/Textures/SKSE (Json files) are not overwritten by other mods, especially not by tree mods that come with their own tree LOD. It may also be a good idea to outline the steps when updating an existing save game since it is somewhat better to disable DynDOLOD from the MCM while the old esp is still active. This way people have a chance to see the procedure before they do it the first time.
  3. Can you open console and click on both sails and check the form ids? You know how the first 2 digest are the mod? One will belong to DynDOLOD. I am interested in the form id and the mod name of the other.
  4. DynDOLOD overwrites some objects of SkyMills and SkyFalls. That is intended, because some are changed to follow near/far Grid switching and or replaced by static LOD for better performance. If you still have some? missing dynamic objects something really goes wrong. You get waterfalls, the big tree inside Whiterun or giant fires? You are not speed running or used tcl? You could verify this: Unfold DynDOLOD.esp in TES5Edit, Tamriel persistent worldspace 00000D74. See if you can find a bunch of references like EditorID = SkyFallsSkyMillsDGDBesp_010387_DynDOLOD_LOD Name = SMFarmLumbermill01WaterWheel01_DynDOLOD_LOD [MSTT:xxxxxxxx] If you have those, pick one of them and note its FormID. For example 950044EB Remove first 2 digits 95 so it becomes 0044EB and convert this to an integer (windows Calculator, programmer view), for example 17643. Now open skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json in notepad and search for the number with quotes around it. For example "17643". You should find a line like "17643":["1","1","1","","","17643","DynDOLOD.esp","-1","-1"], If all this is the case, it means DynDOLODs created esp and data is intact. So the the cause is either this DynDOLOD.esp is not loaded in game. The *,json files in skse\plugins\StorageUtilData\ do not belong to this DynDOLOD.esp or some other mods overwrites the data. Great, glad we could hep you.
  5. The area immediately outside the town walls are attached cells. The Tamriel non-persistent worldspace cells get replaced by Town worldspace cells. They are distinct cells with their own set of objects that have no or very few objects placed outside the walls. The windmill sails are shown because DynDOLOD sets them to the persistent Tamriel cell and to always show. Since the town worldspace is a child of Tamriel the persistent stuff carries over. So dynamic LOD from DynDOLOD is showing when inside the towns. Static and tree LOD is also showing when inside the walls. But again the cells with the missing objects are attached. Attached cells do not show LOD. Glad your were able to fix the problems you created yourself
  6. DynDOLOD only does LOD. The optional file just adds the major buildings. Adding more objects will have a performance impact. There is a reason they made those walls so high to hide the barren non-LOD area outside. I would suggest to use Open Cities as alternative. DynDOLOD will detect and use installed SMIM windmills for SkyFalls. SkyMills does not to be active.
  7. You need to move DynDOLOD Output after Skyrim Flora Overhaul Basic edition. Regarding clicking form ids, you can only click on loaded models in the attched cells, but not on LOD. after clicking an object type disable to make it disappear, enable to show it again. Then you know you have the right object.
  8. Can you try to screenshot the complete error message in the left LODGen.exe window. The one you posted is cut of at the top, it would help to see the complete message. Thanks
  9. I you remove a mod that had LOD added by DynDOLOD Worlds.pas you need to rebuild LOD with a default DynDOLOD.esp. From the "DynDOLOD_Manual.html": If mods are removed from the load order it may be possible to keep the existing DynDOLOD.esp, but in case masters are missing or LOD objects behave weird generate everything including tree LOD from scratch. Do the clean save procedure. The risks of removing mods from a save game are well known. From the "DynDOLOD-FAQ.txt": Q: Skyrim: DynDOLOD can not read data from *.json / DynDOLOD can not find master data in *.json A: Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Can also be a save game update gone wrong. Test with new game. Check the in-game MCM for instructions. From the "DynDOLOD-FAQ.txt": 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. Check DynDOLOD SkyUI MCM. If this is a first time generation and a new game, then make sure to copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Make sure DynDOLOD.esp is activated. Check the MCM that DynDOLOD is active. To make tree LOD brighter/darker, click the advanced button in the wizard for more options, including setting tree LOD brightness. You do not need to create static/dynamic object LOD again if you just want to update tree LOD. Select desired worlds top left, uncheck Generate static LOD, uncheck Create texture Atlas, uncheck Generate DynDOLOD, then click OK. If LOD trees are the wrong trees the installed billboards or their order is wrong. Open console, click on tree to get form id like 0006A9E6. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. Follow the update instructions from the manual or watch. If the MCM already shows DynDOLOD as not active just skip that step. Make sure to copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory.
  10. It may not like certain Cyrillic? characters in the path... Do not set it to any folder that belongs to or is handled by MOD Organizer Can you try to just set the output folder to c:\output and see if it works?
  11. The arch is static LOD, so yes, not save game/esp update related I have seen the game engine sometimes show static LOD briefly when fast travel/loading or when an object is enabled (like a house building mod enables a building) - also maybe ENB related (was it related to occlusion?). It always goes away in a second and never pops back. If the problem persists try default inis and/or turn off ENB for further testing. All these files are generated to the output folder. The lst and btt files in Meshes\Terrain\Tamriel\Trees\ and Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds are generated at the same time, so their timestamps should match within seconds. When copying them to their own mod in MO make sure that no other mod overwrites any of these files.
  12. That screenshot looks like a save game update gone wrong. Do you have this with a new game?
  13. Is that a trick question? Of course not Please post TES5Edit\TES5Edit_log.txt with that error. :facepalm: Sounds like you may have accidentally copied the tree LOD texture atlas Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds from an earlier generation into the DynDOLOD source files? Double check that Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds that is used is the correct one matching the generated tree LOD. In MO, right pane, click "Data" tab. Drill down the file tree to a file, the mods name is is in he MOD column. Either you haven't installed the correct billboards in the correct order for the tree mods you are using or the Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds is not in sync with the files in Meshes\Terrain\Tamriel\Trees\. All these files are generated when generating tree LOD and belong together. I advise against using this for game play. Adding over 44,000 trees to dynamic LOD means a lot more objects will have to be handled through papyrus scripting. It will work to a degree depending on other mods/scripts. Also keep in mind that static LOD level switch in groups of 4x4 cells (LOD 4), while near/far grid switch cell by cell. There will be overlap of dynamic and static models in the distance, or if near grid is too small cells with missing LOD. Full model trees can not be used as static LOD with LODGen.exe. The tree nif features are not valid for static LOD. You always need to use hybrid or flat trees for static LOD. Here is how to use full or hybrid trees in dynamic LOD and the flat models for static LOD level 8 and 16: Do all the same steps as for the ultra trees. When it comes to add the tree mesh rule, set LOD 4 empty. Set Grid to either Near LOD -> hybrid models - in case there is no hybrid model it should use the full model - needs testing or Near Full -> full model for all trees If using full model experiment with the Reference drop down by setting Replace so the model doesn't switch when cells attach. It will take forever to generate and add a lot of records and data and probably have a severe performance impact. You have been warned. What is the error message? Did you selected an output folder that is part of MOs virtual folder structure? This setup will simply use tree LOD from Tamriel Reloaded HD.
  14. As mentioned TamrielTreeLod.dds is created when tree LOD is generated. Strictly speaking tree LOD is generated by TES5LODGen, DynDOLOD just executes its tree LOD generation. AFAIK nobody else reported any principle problems with either archive of the billboards. This suggests something else causing this.
  15. Yes. Make sure to get the correct billboards: Tamriel Reloaded HD LOD Billboards and Tamriel Reloaded Trees LOD Billboards are two different sets.
  16. Make sure to move the billboards right after the mod the belong too. For example SFO SFO billboards Tamriel Reloaded Tamriel Reloaded billboards The generated LOD output needs to be after all of them.
  17. The Readme, the FAQ and the Manual all mention how more LOD uses more system memory and to adjust heap size if needed. I am not sure where else to add it? I would hope it is common knowledge by now that ILS happens when block1 is full and to check memory usage with Memory Blocks Log. The Manual also says were to put DynDOLOD.esp when generating LOD (last) and to let LOOT sort it later, once masters are added. The Manual also mentions to overwrite vanilla LOD files and that the most likely best option is to let any other mod overwrite DynDOLOD LOD textures. The TexGen manual says to overwrite DynDOLOD LOD textures. From TexGen manual "If a texture replacer is used, the vanilla LOD textures may not match the looks very well. With DynDOLOD TexGen.pas most but not all LOD textures can be generated from the full textures in the current load order." So yes, this is optional :) No. Any serious error will cause it to stop right when the error happens. When LOD trees look like in your screenshot it means the Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds does not belong to the tree LOD data in Meshes\Terrain\Tamriel\Trees\*.* These files are created together when tree LOD is generated. Keep them in sync, do not mix with other mods or older files from earlier generation.
  18. The billboard file for that tree is wrong then. Look for Textures\Terrain\LODGen\Skyrim.esm\TundraDriftWood01_000B8F53.dds and Textures\Terrain\LODGen\Skyrim.esm\TundraDriftWood01_000B8F53.txt in the different mods and make sure the right version is the last in the load order. Then generate tree LOD again. TES5Edit loads BSAs the same way the game does. The MO managed archive function is incompatible with that. Great, what was the cause? The log shows that JKs Skyrim.esp loads after DynDOLOD.esp. [00:18] Background Loader: [DynDOLOD.esp] Loading file . . [00:18] Background Loader: [JKs Skyrim.esp] Loading file Also if JKs Skyrim.esp is already a master in DynDOLOD.esp you generated LOD already. You probably want to start with a default DynDOLOD.esp.
  19. All those missing files are in "Skyrim - Textures.bsa". When you start TES5Edit it lists all the bsa it loaded. This one is not in the list. You need to set MO and/or Skyrim.ini so TES5Edit loads the file. Make sure the used Skyrim.ini for that profile has sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsaAlternatively unpack all the textures it did not find from the bsa and make sure they are available at their standard game path.
  20. That number and size for the LOD textures is about right. You can now copy those into a new mod to "overwrite" the vanilla and default LOD textures shipping with DynDOLOD. The only ones getting shocked to death or their heads removed are the ones not willing to give up their firstborns.
  21. Without actually understanding the cause yet, I was expecting that one to pop-up next. Attached is another version of to overwrite TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_TexGen_noalpha.txt You can open the text file in notepad yourself and simply remove every line that has skyhaventemplelod01.dds in it. There are always several lines grouped together for each LOD dds. I was wondering if MO log maybe shows any file access errors. Usually its warning sign top right lights up then. It will light up anyhow because of left over temporary files in overwrite. If you click on it it, may be it shows more than one error? DynDOLOD_TexGen_noalpha.7z
  22. Without actually understanding the cause yet, I was expecting that one to pop-up next. Attached is another version of to overwrite TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_TexGen_noalpha.txt You can open the text file in notepad yourself and simply remove every line that has skyhaventemplelod01.dds. There are always several grouped lines for each LOD dds.
  23. Interesting. I attached another version of the DynDOLOD_TexGen_noalpha.txt file without the plated roof. It is from the Orcs long house. No idea if there is a mod changing that texture, though by now I doubt the textures themselves are the problem. The DynDOLOD_TexGen_noalpha.txt is for the guys having problems generating LOD textures with DynDOLOD TexGen.pas. It goes into the TES5Edit\Edit Scripts\DynDOLOD folder. Apply Script shows and executes *.pas files not *.txt files. DynDOLOD TexGen.pas needs to be in the TES5Edit\Edit Scripts. The DynDOLOD download archive contains a folder called TES5Edit. Follow instructions how to unpack/install the TES5Edit script folder from the download archive and both DynDOLOD Worlds.pas and DynDOLOD TexGen.pas should show up in the Apply Script list. DynDOLOD_TexGen_noalpha.7z
  24. If you followed STEP I believe it means Improved Vanilla Mountains HD I quickly checked with its mountain textures and it worked OK here, so I have no idea at the moment about the cause. The good news is the textures basically look like the vanilla mountains so a custom LOD texture is not needed. Download attached updated file and overwrite the existing TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_TexGen_noalpha.txt. I took out the mountainslab, lets see if the rest of textures generate OK. Apply Script lists all *.pas files in the current TES5Edit\Edit Scripts\ folder. If you do not see a script with "Name" it means its Name.pas file is not in that folder. DynDOLOD_TexGen_noalpha.7z
  25. If I remember right I added a check if file exists. We will see :) Then you haven't extracted the archive correctly or maybe changed its filename? DynDOLOD TexGen.pas was added in version 1.10 already.
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