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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
Use newer Version of LODGen.exe from xEdit svn 1930 or higher -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Your choice :) From 1.02 to 1.04 you would only need to generate Tamriel again if you suffer from double windmills in Solitude. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You can do whatever you want with DynDOLOD and its resources, just credit :) I will soon have a tool to automatically generate LOD textures where possible. e.g. for mini atlas that is a simple combination of full textures. This is not intended for end-users. Just like splitting tree atlas it is meant for people like you and me to generate ready to use LOD texture patches. The building LOD textures still need manual work obviously... It should skip it automatically now if SkyMills is part of load order If you are using Mod Organizer make sure to set output path to a directory outside of MO. Do not even use the overwrite folder. If that doesn't fix LODGen.exe you have to double check why it can't read mountaincliffcrevasse_lod_0h.nif and any others nifs. Usually mountaincliffcrevasse_lod_0h.nif is in "Skyrim - Meshes.bsa" MO is the manager that controls access to these files. If there are trees missing from the generate texture atlas it means you are missing billboards for those trees. If they are not the correct size you need to check that you have the right billboards for whatever the mod is that changes the tree size by replacing the full tree meshes. Tree sizes changed by scale setting without replacing full meshes doesn't need its own billboards. Check tree LOD discussions at https://www.nexusmods.com/skyrim/mods/62698/ for more info that might help with your load order. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Huh It never really registered with me it has a different color sail, I thought they are alway yellow. Just shows how much I pay attention to detail :) Will fix in next version. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Thanks for the info. Root cause will be fixed next version then you can leave the mod in the load order when generating LOD. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Start over with a default DynDOLOD.esp If problem persists post content of of TES5Edit\TES5Edit_log.txt -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Ah, no data in DynDOLOD for 00050c57. That explains why you still see the vanilla rotor of swindmill.nif. This means the record does not get overwritten as it is intended to be. It seems there is a bug in DynDOLOD Worlds.pas that sometimes doesn't load the required overwrite info when generating several world spaces at once. Edit: This is fixed in 1.04 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The double sails you see are built into architecture\solitude\swindmill.nif Which is how Vanilla does it. DynDOLOD Worlds.pas fails to make them invisible. This should work with the Vanilla nif (and current SMIM version) Start TES5Edit with the updated DynDOLOD.esp, then enter FormID 00050c57 top left It should look like this Do you see the 4 Alternate Texture entries for the DynDOLOD column? This for the SMIM version, Vanilla will have slightly different values for 3D Name. What does yours look like? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Do you use a mod other than SMIM that alters architecture\solitude\swindmill.nif? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
So after I more or less copied your complete load order and also quickly installed a win 10 preview in a virtual machine. I just can not reproduce that error so far. I stood clear of changing user and didn't run into any permission troubles with win 10. I installed TES5Edit in c:\TES5Edit and MO into c:\ModOrganizer My LOOT sorts things differently. I might try manually moving esp to your order when I have more time. There is no 06000000 in Unofficial HearthFires as already mentioned so I am still wondering how that formid pops-up. Do you have any chance at all to run your load order under a different windows to compare? Delete everything in TES5Edit\DynDOLOD and then reinstall from archive. If that error does not go away I will prepare a debug version of DynDOLOD Worlds.pas for your so to test further. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
They are done rendering the model. The easy way is to use nifskope 2 now that it mimics skyrim shaders "P" to switch off perspective view (to orthographic). "Alt+L" switch lighting. Screenshot or use tool from Zilav https://www.nexusmods.com/skyrim/mods/60733/ Then spend some time in gimp or photoshop. Sometimes you may need to create/modify the model to use for this. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Oh - this still applies. Need to automate that. "Comment out the line starting with 'SolitudeWindMillFan' in 'TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_manual_refr_Tamriel.txt' when using SkyMills Solitude Windmill model." -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The problem is that there can't be a Form ID xx000000, typically the lowest form ID in a mod is xx000800. It is most likely a conversion error from "modname;formid" -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
10? X? XXX? - Can you just try something silly then, please? Rename/Delete/Move TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_manual_base.txt and see if the error goes away? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD 1.02 fixes a couple minor things and making sure to be compatible with upcoming new versions of xEdit svn so hopefully nothing breaks. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Sorry I meant to say, can you test with less than 128 mods loaded and see if it works? EDIT: Wasn't able to replicate yet will keep testing with your load order. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You have more than 128 mods loaded... That won't work. You do not need to load mods like batched patch or beards, cloaks, clothing, coin replacer, ihud etc to generate LOD That's a start, thx. For now we will only be able to automate simple textures. Those town mini atlas require a different approach we will have to deal with separately. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
@EssArrBee That script idea to take single textures (from current load order using landscape textures from replacers) and build mini atlas etc just took a good step forward. If you already happened to have started a list of what texture is in what mini atlas I wouldn't mind getting my hands on it :) If you also don't have anything yet no worries. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
xx000000 is a really wierd form id... smells fishy :) Please post contents of TES5Edit\TES5Edit_log.txt with that error. If you can also find last added record with highest form id in DynDOLOD.esp and take a screenshot or take note of the referenced records. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Sure thing! You helped to get us here. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You are right. I should use it. They would be 1/3rd in size. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The process is only about dynamic LOD, tree and static object LOD, the *.bto, *.btt and *.dds files can always be updated. Technically if a game in progress never saw dynamic LOD (DynDOLOD.esp) before, it is the same as a new game. The only side effect is, that there may be dynamic LOD showing for objects that start as enabled/visible in a new game but have since been disabled by quests. This fixes itself as soon as you enter the cell that contains that full object. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
TES5Edit pas scripts only supports bmp at the moment. Support for other formats can be added but I didn't 't find it important enough to request it. :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Test with this version of LODGen.exe please https://mega.co.nz/#!AUAhUQKR!M26iBnbu7H3L7WiUpPxIKryiCi-nmPAALks4gZQ-AfQ It won't fix the underlying problem accessing the meshes and landscape terrain files, but may print a decent error message instead of crashing. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Programs are unaware about symlinks done by the OS. They should pose no problem. "... set the output path to a dedicated directory. It should be outside of the game and MO virtual file structure." :O_o:

