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sheson

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Everything posted by sheson

  1. Try deleting ALL files in TES5Edit\Edit Scripts\DynDOLOD\ and reinstalling form archive. Not just the cache folder. From the TES5Edit log search lines starting with "Saving objects LOD data to ...." And check the referenced file in notepad. In those text files there should be a line starting with PathData= It needs to point to the games data directory... whatever MO tells it to be.
  2. TES5Edit is not processing any records. DynDOLOD World.pas is doing all the work it prints out 100s of lines what it is doing and at the end: "DynDOLOD Worlds completed successfully." All working as expected. However, this is about LODGen.exe not having access to required meshes. MO is managing the access to those files. Apparently something goes wrong there.
  3. TES5Edit and DynDOLOD Worlds.pas had access to these files or else they wouldn't be part of the export file for LODGen.exe This is all about MO, hook.dll and access to the files while the LODGen.exe runs. Do not close TESEdit while LODGen.exe runs. Do not do anything in MO while LODGen.exe runs.
  4. meshes\lod\rocks\rockpiles03_lod_0.nif not found meshes\lod\rocks\snow\rockcliff02snow_lod_1.nif not found meshes\lod\rocks\snow\rockcliff07snow_lod_1.nif not found LODGen.exe won't be able to create LOD without access to the LOD meshes. All 3 are from the DynDOLOD package.
  5. Only because when doing LOD you get away with being sloppy.
  6. Sounds like LODGen.exe has a problem creating those files. It is the white on black command prompt window popping up. Post content of TES5Edit\LODGen_log.txt if it has any. If not you need to watch the white on black window for errors and report it. The rest works OK? You have json files in SKSE and the dds in textures?
  7. 1.00 Woohoo! Finally created Dawnguard Castle LOD models. I had them on my list for a long time. Sjel Blad Castle
  8. Don't worry about it, after a year working with this I picked up a few things - I assure you, it was not over night, so no problem :)
  9. full models use CastleWallStone03_n.dds for CastleWallStone05.dds
  10. LOD doesn't use parallax textures. The only way I think textures can cause CTD is when their dimensions are not one of 64, 128, 256, 512, 1024, 2048, 4096, 8192 There is usually no pattern across different types of architecture as far as I can tell. Just use nifksope and open specific LOD nifs to see what textures they use by unfolding NiTriShape->BSLightingShaderProperty->BSShaderTextureSet
  11. YOU This looks like you generated a new DynDOLOD.esp and didn't follow the update procedure for an existing save game. I only added the buildings and the water plane to the outside, more stuff outside will mean more and more performance impact Neither SkyFalls or SkyMills is needed when you use DynDOLOD.
  12. Sorry not yet. I should have by now but I don't. Once you spend a couple days looking at textures you will know where they are I keep pondering about a script that automates the simple 2x2, 4x4 but don't hold your breath. This will be DynDOLOD v2.
  13. Not that I know of. But I can write this up real quick :) Either use Photoshop (dds import/export plugin form nvida) or Gimp (find dds plugin through google). Then look at the vanilla LOD textures, for the imperial forts it is textures\lod\imperialfortlod.dds (may need to unpack Skyrim Textures.bsa) This is a mini atlas of 4 textures simply put in a 2x2 square. top left textures\dungeons\imperial\impextrubble01.dds top right textures\dungeons\imperial\impextfloor01.dds bottom left textures\dungeons\imperial\impwall05_n.dds bottom right textures\dungeons\imperial\impextwall01.dds So, copy paste those 4 textures into a grid of 4, then shrink to 256x256 (or 512x512 if you don't care about vram) Do the same for the _n.dds versions and you are all set. If you have a complete set of updated textures for a replacer I will happily add them to DynDOLOD as optionals and of course I'll give credit :)
  14. Compare to vanilla LOD and you will notice the LOD textures are the same. Those full model textures are not vanilla textures. LOD uses vanilla textures until someone creates LOD textures for whatever the texture replacer it is you are using.
  15. Search this thread, back in February I talked with crime_syndicate how to do all trees as static LOD. Use TES5Edit\Edit Scripts\DynDOLOD\nolodtrees.lst to overwrite Meshes\Terrain\Tamriel\Trees\Tamriel.lst so DynDOLOD World.pas finds no tress and the game doesn't display any tree LOD. Go advanced, turn off tree lod genereation, it should still scan tree LOD at start but report 0 found trees. If you use high, it has a 'tree' mesh rule, it should then do all trees with those hybrids trees.
  16. Yes, I think all of the landscape texture are. Have a look at Meshes\DynDOLOD\lod\trees\
  17. They are normal when you use tfc. It is the engine doing occlusion culling, not rendering things behind other things. Use "tcl" for toggle clipping and then walk upwards. Enter it before loading a safe game so you don't fall. Remember though, once you start to move with tcl enabled across cell borders, the dyanmic LOD willl turn off. Enter tcl again twice to turn it off/on for a second and you will see dynamic LOD catching up for your screenshot. When you choose a location, do this without a loaded DynDOLOD.esp when saving, so you have a "clean" save when you want to load it again to compare low/medium/high
  18. Just to recap, if the content of the HighRes BSA files exists as loose files you do not need their esp or the BSA
  19. They are the data files for the dynamic LOD. They are generated to the selected output in the SKSE folder next to meshes, textures. "Copy the generated files from the output path into a custom mod ..." https://youtu.be/bjhPfNzRbpo?vq=hd1080&t=86 I would have no idea how they could end up in MO overwrite when you selected an output folder that is outside of MOs virtual file structure.
  20. For Tamriel alone there are typically 685 object LOD BTOs and 388 tree LOD BTT files plus a couple texture atlas dds and the json files. Some more for each other worldspace...
  21. I have probably run this process over 9000 times in the past year :) There is a performance impact if there are textures that are not in the atlas but could be. It will be small and probably not noticeable if it is just a few textures of a couple objects. It will be very noticeable if it is a landscape texture that is is used 1000s of times. Just keep the loose files from the HighRes and it'll be fine.
  22. They are needed at generation time to build the atlas. The objects in the BTOs can then be merged and use the atlas texture instead of the single texture files. You really want this for performance reasons as it significantly reduces draw calls. This was no test at all because you told us you have the textures as loose files, so they are always there no matter what.
  23. Each resource has to exist at least once - either in a BSA or loose file. That is why the requirements say nothing about BSA or loose files, they just need to be there. If the resource only exists in a BSA, the BSA needs to be loaded by the tools/game so the resource can be used. MO users may be unaware that TES5Edit is not loading some BSA because MO hides them or there is no dummy esp. That is why there is a note about MO archive management. Each resource has a path like meshes\architecture\farmhouse\farmhouse01.nif - it acts like a unique identifier. The resource path can be in BSA file(s) and/or exist as loose file. The tools/game build a list of paths by first loading the BSA listed in Skyrim.ini, then the BSA matching esm/esp in the load order and then the loose files last. There can not be duplicate resources paths, so the last occurrence of a resource path is the one that is used by the tools/game There are Dawnguard LOD textures in the HighRes BSA that are not in the Dawnguard BSA. These textures are needed to successfully generate LOD for Dawnguard objects and they may be also needed later in the game for dynamic LOD. If these textures exists as loose files you obviously do need the BSA and do not need to download the textures again from other resources. MO is certainly not the only way to achieve specific order of single resources. If resources for LOD are missing there will be missing or invisible LOD objects, and/or there will blue-ish objects because of missing textures.
  24. Using the terms higher or lower in terms of load order is ambiguous. Use first, before, after, last or overwritten by. If you use a loose file version of the HighRes pack and it contains the LOD meshes and textures, then obviously you do not need Skyrim Vanilla LOD Source Files 1.5. You do need LOD meshes and texture from any mod when running the game. Loose or BSA doesn't matter. The files should to be there one way or the other. I suggest to install any of these resources as their own mod in the manager, so you can easily change their load order. You do not need billboards when running the game. Make sure the LOD textures (and LOD meshes for that matter) you want to use are last in the load order. It is your decision which ones to use, whatever looks better. check Options\whiterunexterior\ in latest DynDOLOD download archive It will try to reload last used settings, if none found it defaults to high. I suggest to always click one of the buttons. Unless you edited mesh rules yourself.
  25. I think it has its own installation instructions, but you only need meshes and textures folder. That is why it says install "meshes and textures from"... and meshes go into data\meshes and textures go into data\textures. Billboards are not needed for the game. Some of the LOD meshes and textures are needed in the game for dynamic LOD or when a texture is used directly by object LOD instead of its atlas version. Open the LOD textures and full textures in image viewer and compare them. Then make a decision which one to use. The LOD texture used should look like as close to the full texture as possible. If full models use replaced textures it is a pretty safe bet that its LOD models should use a replaced LOD version of the textures as well. You need to make sure all the resources needed are available for the LOD generation process and then in the game. Loose files overwrite BSA files. TES5Edit loads BSA and loose files in the same order the game does. If a mod manager is used that changes loading behavior or order of resources for the game it would be best to read up on BSA archives, loose files and the mod managers loading mechanics.
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