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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
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 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Looks like the dds libraries of TES5Edit doesn't like a certain source texture. LOD will still work you will just not have "perfect" LOD textures for the few remaining textures it couldn't create. Lets try to narrow it down. Download attached version of DynDOLOD TexGen.pas that will print a line for each LOD texture it is working on. Take note of the last .dds file before it crashes. You can look up the source textures used for the LOD texture in TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_TexGen_noalpha.txt yourself. Or just post the last line here and then I can tell you which source textures we have to look at. If you identified the source textures upload them somewhere or better yet please name the mod they are from. DynDOLOD TexGen.1.30.7z -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Change line #91 in DynDOLOD TexGen.pas iAtlasSize = 256; Messages about missing files for shrubs, fern, bushes etc. are normal. It only generates billboard LOD for trees. Output size seems too small, but I think that was addressed by the other posts. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD 1.29 Fixed missing master error report by wysiwyg Small update to a papyus script. Works without updating esp or save game, just replace script. Added a short manual for DynDOLOD TexGen.pas with a video. Check it out in case texture replacers are used and you want to create better matching LOD textures for it. This works for most LOD textures but not the ones that have baked textures mini atlas like the major cities LOD. Added rules and/or added/updated LOD meshes for Daedric Castle, Hearthfire Extended, Skyfall Estate - Buildable Edition, Marnya - My Hobbit Home. You only need to generate LOD again if using any of these mods or if you want LOD for the newly created wordwalls. All but the one on the Throat of the World are static LOD. DynDOLOD 1.28 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The GamerPoets Video is as detailed and thorough as it gets - it is up to date as well. So is the included manual. The reddit tutorial was already outdated the day it was posted :) The json files are generated to the SKSE folder in the output directory. The last few lines of the TES5Edit log that prints out all the nice things DynDOLOD World.pas does look like this [00:17:19.001] Saved F:\Skyrim\TES5EditOutput\skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json [00:17:19.026] Adding world index with 9 entries [00:17:19.042] Saved F:\Skyrim\TES5EditOutput\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json [00:17:19.060] Disabling 2 REFRs [00:17:19.097] DynDOLOD Worlds completed successfully. Location and name of 2 json files... The Uninstallation / Updating section of the manual lists all the included and generated folders and files, including "data\skse\plugins\storageutildata\DynDOLOD_*.json". If generation ran without errors and you don't see any static LOD (bto and dds files) and consequently no dynamic LOD (esp and json files) it means that the 3 folders Meshes, Textures and SKE from the output folder are not installed correctly. You can check in MO by clicking the "Data" tab in the right pane and drill down the tree by clicking the [+] signs. It should show: - Unfold SKSE to SKSE \ Plugins \ StorageUtilData and it should contain the json files from the mod that has the output from DynDOLOD. - Unfold Meshes to Meshes \ Terrain \ Tamriel \ Objects and it should contain the bto files from the mod that has the output from DynDOLOD. - Unfold Textures to Textures \ DynDOLOD \ LOD and it should contain DynDOLOD_Atlas_Tamriel.dds and DynDOLOD_Atlas_Tamriel_n.dds files from the mod that has the output from DynDOLOD. No log... uhm then report the error on the AFK thread please. Include what windows version and language settings you are using. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Skyrim Spring Overhaul is compatible. It comes with LOD textures and billboards. Overwrite textures from DynDOLOD. Then proceed as normal. Can not say anything about the other mods. Check the mods pages for info. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes, please send me a copy. I would like to figure out what is causing the problem. You mean this version? https://github.com/TES5Edit/TES5Edit/releases/tag/xedit-3.1.1 Something else is causing this. Please post a copy of TES5Edit\TES5Edit_log.txt -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
An element uses form id 0902e576 for one of its records and mod 09 was not added as master. It may be because of lazy programming on my part or just some odd combination of things. The error probably has nothing to do with ExpandedWinterholdRuins.esp. It can be just coincidence that it was added as master before the error happened. Are you using the old that is not on nexus anymore (id was 8333)? I still have it and tested it a while back and it worked then. Please post a copy of the complete log TES5Edit\TES5Edit_log.txt that contans the error I can then have a more closer look. In the meantime you can try to uncheck the esp (or any other) and generate without it and see if the problem goes away. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
No it didn't fix it. It just helped you to narrow the possible mesh causing the error. You will have missing LOD or textures keeping the folder renamed. You should now rename it back, and start renaming sub folders to narrow it further down. ops DynDOLOD_TexGen.html is in the next planed update... I forgot :) Check this post for a copy The way I created the 3D static LOD trees is to create a 2D billboard with 2D trunks dds instead of 2D tree dds. Then copy/paste the 3D leafs from the original nif into the billboard nif. Just check out such a tree bu opening Meshes\DynDOLOD\lod\trees\treeaspen01_lod.nif in nifksope Use billboard creator to "screenshot' 3D trees/trunks in nifksope. Touch things up with photoshop/gimp. Is there still a problem or not? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Landscape LOD meshes are not used for object LOD. I doubt you will find any of them in the list DynDOLOD_tamriel_mesh_count.txt See docs\DynDOLOD_TexGen.html for how to update the texture atlas only, so you do not have to wait for the scanning process again. Move either single LOD meshes or entire folders out of the game directory based on what you see in DynDOLOD_tamriel_mesh_count.txt Rebuild atlas until it works. The last batch of moved meshes has the problematic one. Move files back one by one until it crashes. You should then have found the nif. Start with moving any loose _lod_flat.nif -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Temporarily move the LOD meshes form DynDOLOD out of the game folder to reduce the list. Also, you can try to rename Skyrim - Meshes.bsa before starting TES5Edit, so it won't use the vanilla LOD files. There aren't that many LOD meshes supplied by other mods. It most likely will be a lod_flat.nif tree LOD from some mod. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
It read like you created nifs yourself, so one of them I would suppose. The function takes a list of meshes. You can find a copy of the used meshes in TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_tamriel_mesh_count.txt MO "hide" or remove the LOD resource folders from DynDOLOD before running DynDOLOD Worlds.pas to reduce the number of nifs in the list. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Looks like none of the generated files from the output folder were copied/moved to the game data folder. Video @ 1:52 The error happens in a TES5Edit function that scans the meshes for texture names in lib\create.pas line 117 wbGetUVRangeTexturesList(slLODMeshes, slLODTextures, 10); Make sure the nif is valid format with nifksope/nifconvert If nif is valid and problem persists you need to check over at https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/ about the nif -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The question would be if it is different with/without DynDOLOD. Not sure what picture to look at from that list? Water in the distance always reflects the blue sky color AFAIK. You are most likely reporting normal game engine behavior of LOD water (which is part of landscape LOD). LOD water is not done or changed by DynDOLOD. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Water patches are added to dyanmic LOD depeding on low/medium/high settings. It should copy all data from the modified base elements which define color and such. I will have a look. Edit: Didn't find anything wrong yet. Please compare before/after. DynDOLOD doesn't change appearance of LOD water which is baked into the landscape LOD (you can not get a form id from this water if you click on it). DynDOLOD only adds a few patches here and there that were missing before and they seem to be alright. (they have a form id). Post a screenshot if needed. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The log that you uploaded doesn't include the MCM entry or anything else from DynDOLOD. If you are confident that is the correct log, then the cause of CTD is not invalid meshes If there are no messages like [05/16/2015 - 01:15:10PM] [sHESON_DynDOLOD_LODObject ] using base element [Form ] using meshes\architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif it means there aren't any meshes enabled for dynamic LOD Nothing weird about the -256MB, it is just how those settings work. I would think any guide mentions that. Also the fact that some people have to raise block2 once block1 is higher than certain values is a known thing. However, if you use enbboost make sure to set ExpandSystemMemoryX64=false in enblocal.ini, then typically there is no need for raising block2 AFAIK. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
More LOD uses more memory and thus may cause ILS. Double check heap memory usage (block 1) with Memory Blocks Log and adjust SKSE or SSME memory settings.If you have ILS at loading screeen use my memory patch, or increase heap. The map usually uses landscape LOD level 32 and object LOD level 16. So I guess that setting changes that behavior. Not all objects have LOD defined for that level. I think DynDOLOD assigns a couple more buildings to LOD level 16 than the vanilla game. You could use the mesh rules to make sure certain objects also have a LOD model defined to LOD level 16. Something went wrong with enabling the extra debug info as there are no lines from DynDOLOD in the papyrus log you posted. There should a good number of line looking like [05/16/2015 - 01:15:10PM] [sHESON_DynDOLOD_LODObject ] using base element [Form ] using meshes\architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif Make sure you edited the correct \DynDOLOD_Worlds.json and/or check that you posted to the correct papyrus log as it keeps the last 4. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Install each set of billboards right after the mod they belong too. Realistic Aspen Trees Billboards for Realistic Aspen Trees Tamriel Reload HD Billboards for Tamriel Reloaded HD Tamriel Reload Trees Billboards for Tamriel Reload Trees SFO 2.3 Billboards for SFO 2.3 If trees are not matching, double check you have the right billboards for each mod. There may be differences in versions. If height is still not matching you can adjust it yourself: Go into the game close to such a tree, open console and click it to get its form id. You can use this form id to look up the base element in TES5Edit. Use the base elements form id to find the billbord text file. A mod like Mfg Console can tell you the form id of the base element right in console without the need to look it up in TES5Edit. For example, some type of aspen trees use the base element with form id 0006A9E6. The billboard dds and text are Textures\Terrain\LODGen\Skyrim.esm\TreeAspen01_0006A9E6.dds Textures\Terrain\LODGen\Skyrim.esm\TreeAspen01_0006A9E6.txt You can edit the text file and add/modify the Scale= line Scale=1.2 Next time tree LOD is generated it will scale this LOD tree with the new value. 1) The Some Assembly Required and Works Out Of The Box lists are mods that were checked. It is by no means a complete list. Typically you want to generate LOD whenever you install a mod that adds objects that have LOD. Buildings and such. Mods that also change landscape maybe depending on your preference. Technically there is no requirement to generate LOD just because a mod was added - there would be missing LOD, but no other problems. 2) No. Whatever windmills fans you had installed DynDOLOD will use. If you change low/medium/high you need to follow the esp update instructions for existing save games. This applies to whenever generation is done with a default esp from scratch, even when using the same low/medium/high setting. Nowhere in DynDOLOD manual or videos does it say anything about uLockedObjectMapLOD, so no idea why you think it would be needed by DynDOLOD. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I only work with meshes and textures from Vanilla and the DLC. It is up to mod authors to work own their on files - if needed. LOD textures for ice are problematic because the reflection (cubemap) has to be baked into the texture. I will have a look at the mod regardless, maybe there is a way for TexGen to create a suitable texture automatically. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
They have less polies. Basically the trunk is a 2D billboard while the leafs are 1:1 copied from the full trees. LODGen will use all leafs regardless of BSLOD fade. This was done manually. You can use and modify the nifs/textures as you like, just give credit. Not recommended, but you can try: You would also have to remove all references in all worlds that have EditorIDs similar to RealShelteresp_000000_DynDOLOD_LOD I guess you should then check for errors to find remaining records complaining about a missing master and remove them as well. Great :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
All these settings have to do with the full model and the object detail fade. Some full trees have branches fade out. I already mentioned those settings earlier. The ones with "tree" raised to > 4096 * 1/2 ugrids will make sure full model trees don't turn "skinny" at medium distance inside the ugrids. They will not change the fact that the 3D LOD tree models do not match if used with non vanilla trees. Also they won't change the behavior of the engine showing both full and LOD models for a time. The engine has to wait for all full models with LOD flag to load before turning the LOD off for a cell - since LOD objects are combined into one big model it doesn't know individual LOD models. If it wouldn't wait there would be a second of missing objects.

