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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
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 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Are you trying to update an existing DynDOLO.esp generated with an older version? RTFM maybe or watch video. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Having no performance loss can only mean one thing: you need to choose medium or high settings next time. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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. -
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.

