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sheson

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Everything posted by sheson

  1. You are welcome and thank you. The video everyone undecided has been waiting for: Comeplete step-by-step tutorial from GamerPoets https://www.youtube.com/watch?v=c3zVK8PD3Vg As you can see by the length and content this took a good deal of work to put together, so kudos to Michael and everyone else at GamerPoets for making this happen.
  2. If you verified that the atlas files are in Skyrim\Data\Textures\DynDOLOD\LOD\ then you might run out of VRAM, though that seems unlikely with the short list of mods... If the files are at the correct location, then the only other thing I could imagine that they may be corrupt somehow so that the game would not load them. That would be a first, but you could check by simply copying a known working texture to the atlas file name. Are the mountains purple too? 9 Textures? Would you care to list them all? This is 1 more than I would expect.
  3. If there are no ILS or CTDs the value should be fine. If you have any trouble use Memory Block Log to see if you need to increase it. Check the TES5Edit log TES5Edit\TES5Edit_log.txt if it complained about missing textures when creating the atlas. "Can not find filename.dds for texture atlas" If there is no such messages use nifskope to open a BTO from Meshes\Terrain\Tamriel\Objects\ and check the texture path for the BSMultiBoundNodes. Drill down to BSShaderTextureSet, then check Block Details below for textures\... Purple textures means those referenced textures are missing from the load order.
  4. More LOD means more memory block 1 usage. You probably need to use my Skyrim memory patch that is build into SKSE. Sounds like you forgot to copy files from output folder Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds etc to the game folder.
  5. I never said that but your screenshots were funny :)
  6. You will be fine with using the wizard and one of low/medium/high presets. The advanced is when you need to tinker things like updating rules yourself. For example for a house mod to have LOD in case it isn't done automatically. The atlas will will be created automatically in wizard mode, since it is important to have it for performance reasons.
  7. Click on advanced to see the list of current mesh rules. The "current" list depends on low/medium/high and of the loaded mods. Pre-defined rules are stored in TES5Edit\Edit Scripts\DynDOLOD\rules\ Yes, you can remove SkyFalls and generate animated LOD waterfalls for Pure Waterfalls automatically. It works out of the box.
  8. You can use any uGrids you like. It will work just like that with any setting. On the other hand you can add more full model objects that you deem LOD worthy to the Near and Far Grid of DynDOLOD. "Simply" add a mesh rule for the base element.
  9. @Obliterator2 and @WantedPC xEdit 090515 fixes the missing objects from No Snow Under the Roof
  10. The script folder is part of the installation and is not changed when running DynDOLOD Worlds.pas Set the output path to a new directory that is nowhere near MOD Organizers folders. Make sure to have no old files in TES5Edit\Edit Scripts\DynDOLOD\ from older versions, delete it before installing a new version. Make sure StorageUtilDataSameAsOutput=1 in TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD.ini Once everything is generated and DynDOLDO Worlds.pas finished with "DynDOLOD Worlds completed successfully." and the command prompt window closed, close TES5Edit and save esp. Then copy Meshes/SKSE/Textures folder from output directory into a new mod folder in Mod Organizer
  11. I tested here again, and everything is fine, e.g. static LOD is switched off for the loaded cells and I only see full models. If you see this with every light post try reverting the Skyrim INIs back to default. If it is only a few select light posts please post a couple form ids. If everything went according to plan, the light posts are done as vanilla static LOD. Their mesh is merged with all other objects using the same texture atlas in a quad (4x4 cells). Either the whole merged static object LOD for a cell is unloaded or not. Some lanterns are done as dynamic LOD. In that case this indicates an esp update gone wrong. Test with a new game.
  12. There will be a tutorial video soon that includes Open Cities. Get DynDOLOD 1.18 Step 1 is still the same, Start TES5Edit without OpenCities start DynDOLOD Worlds.pas, go to advanced. Select all worlds, click low/medium/high Check Generate Static LOD, Generate Tree LOD, Create Texture Atlas Uncheck Generate DynDOLOD Click OK Do not save esp Keep only Meshes and Textures Step 2 Edit DynDOLOD.ini: * remove Open Cities Skyrim from WarnModFileName= * comment out every line at the bottom as before Start TES5Edit with OpenCities Start DynDOLOD Worlds.pas, go to advanced. Select all worlds, click low/medium/high Check Generate DynDOLOD Uncheck Generate Static LOD, Generate Tree LOD, Create Texture Atlas Click OK Save esp. Keep only esp and SKSE folder There should be no prompt for overwriting following these steps. In case there is say 'No'
  13. I suggest to let the texture replacer overwrite any mountainslab and landscape textures. LOD will still use vanilla LOD textures of course - just like before - unless someone creates a patch.
  14. DynDOLOD doesn't have a mountainslab texture or any other non-LOD textures in its archive.
  15. As a general rule if you have a mod that has its own LOD textures then do not overwrite them.
  16. Double check block 1 usage of the memory patch. More LOD needs more memory
  17. The xEdit team is working on a fix so no more reports needed. Remove all those esps for now or just wait until we have new xEdit svn version. Only uncheck Generate DynDOLOD or you might end up with wrong LOD textures and double LOD trees or something. You can also keep all checkboxes and then just not save updated DynDOLOD and not use any files from the SKSE folder.
  18. See the manual in docs in the DynDOLOD archive, there are some ini settings explained. @Obliterator2 and @WantedPC Both your cases are the same. There is something going on with No Snow Under the Roof. I am working with Zilav to figure out what it is. In the meantime generate LOD without it being loaded and it will be fine. To just update static LOD so you get those buildings back, start TES5Edit without New Snow Under the Roof.esp (until I write an update note whenever the problem is fixed) Keep you already processed DynDOLOD.esp. Start DynDOLOD Worlds.pas script, click advanced. Uncheck "Generate DynDOLOD", click on of low/medium/high, select worlds top left that having missing pieces or simply all... Click OK to start generating. Once completed close TES5Edit and let it save DynDOLOD.esp Then copy all files from output folder as before. 1.18 Small maintenance release for DynDOLOD Worlds.pas no need to generate any LOD again.
  19. There is an update procedure. However, since this problem is static LOD an update can be done without having to redo the esp. Once I know the fix etc, I will write instruction how you can update without having to updat the esp. Look around a bit more. I would not be surprised if a couple more things went missing for the same reason.
  20. For completeness sake, please upload TES5Edit\TES5Edit_log.txt I can see that you are missing that particular LOD model when ever it is using the snow shader, but it has the LOD for the ones without. Not quite sure yet why that would happen, but at least I have found a clue.
  21. hmm if the reference and the base element are unmodified, lets verify mesh rules. I assume you didn't change them. Please post content of TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD-LODGen preset default.ini so I can double check. Also could you check TES5Edit\Edit Scripts\LODGen_Tamriel.txt contains an entry for the the form id 0007586A? This is the data that LODGen.exe uses to generate the BTO files. The line should look like: 0007586A 00008000 40548.171875 102704.453125 -5587.875488 0.0000 0.0000 144.3855 1.250000 ImpExtIceTower02 00018800 Snow meshes\dungeons\imperial\exteriorice\impexticetower02.nif meshes\lod\imperialice\impexticetower02_lod.nif meshes\lod\imperialice\impexticetower02_lod_1.nif meshes\lod\imperialice\impexticetower02_lod_3.nifI would assume it is missing.
  22. Lots of mods use the same base elements :) To verify, you went into the game and the top that is not having LOD is 0007586A? Is the reference 0007586A or whatever ID it might be modified by another mod?
  23. If you just rerun generation without fixing the underlying problem the result will be the same. By default top of the nighercaller temple has form id 0007586A. If you get close to it, open console and click, that number should appear. If it is different a mod changed it. Lets assume it is still the same, open your load order in TES5Edit, enter 0007586A into the FormID top left and hit enter. In the right window CTRL+Click onto the field to the right of NAME - Base, which looks like ImpExtIceTower02 [sTAT:0006F748] It will switch to the baselement, top row tells you the name of the mod, please let me know which one it is. Also let me know what it says for MODL - Model Filename, vanillais Dungeons\Imperial\ExteriorIce\ImpExtIceTower02.nif When using TFC patches of land will be missing because of occlusion culling. Run around normal. If things are still weird then, revert the INIs to default.
  24. The problem is a mod changes the base elements of those ruins and there are no LOD meshes matching it. Better Snow is one of those mods, but we have that one covered - unless you forgot to copy the DATA folder form the DynDOLOD archive which contains all the new LOD resources or there is a new version of Better Snow that does things differently? Open your load order in TES5Edit, enter 00026F96 into the FormID top left and hit enter. In the right window CTRL+Click onto the field to the right of NAME - Base, which looks like NorTempleExteriorRib01Snow [sTAT:00026FCC] It will switch to the baselement Top row tells you the name of the mod, please let me know which one it is. Please post TES5Edit\TES5Edit_log.txt if above does not help That error was fixed in 1.16. Are you using the latest version? Make sure to overwrite all files in TES5Edit\Edit Scripts\DynDOLOD\ when installing a newer version.
  25. Double check memory usage. You may have to increase block1. If you use medium there should not be much difference to SDO+SkyFalls performance wise, though this depends on what else is in the load order. It may be an indication something didn't go as planed when generating LOD, but hard to tell from here. There is a DynDOLOD ini setting for the the skse folder output location. It is normal to have Record Flags -> and Record Flags -> errors.
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