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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
Whiterun Exterior https://mega.co.nz/#!gc5GADJD!FJFEVcZqrmLVitayc0u2OvGQR9YQQg9sc8ZmBd1LmWY Will be in DynDOLOD archive options folder with next update It is a bit of a shame still because the medium/high LOD for this area now looks more detailed than this... -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Nothing in the log suggests a problem right away. If you are sure you correctly copied the json files to Skyrim data\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json etc. please upload it or post its contents, you can open it with notepad. 0.59.31 fixes the error generating Wyrmsthooth after Tamriel among other small improvements -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
It is just the way DynDOLOD Worlds.pas works, unlike most other scripts it reads records itself instead of getting them fed from TES5Edit. It got too complex for that simple mechanics -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
[Apply Script done] Processed Records: 0, Elapsed Time: 19:12 This is the normal message from TES5Edit after everything ran successful. I guess DynDOLOD Worlds.pas should print out something more descriptive at the end. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That error will be fixed next version. In the meantime select all but WyrmstoothWorld and then immediately after that completed run it just for WyrmstoothWorld -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Oh wait, sorry I thought were talking about full model objects. If you have created LOD meshes, that is another story. You do not really need to do anything in CK or xEdit to have DynDOLOD use them. Just make sure that the filename part before _lod.nif match the the full model name like house01.nif -> house01_lod.nif. If the _lod.nif is for a small object name it _lod_0.nif so it only is used for LOD level 4. If it is a big object name it _lod_1.nif so it shows in 4 and 8. Name it _lod_2.nif so it shows in 4, 8 and 16. The _lod.nif just needs to be put into meshes\ where see fit. DynDOLOD scans all folders for _lod.nif files and uses all that match full model file name used in the world. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That is the one with the water. I never saw any that adds the buildings. Maybe I will do one some time. Start again with the default DynDOLOD.esp. Do all worlds you want to update LOD for in one session. Please post complete log if it still fails. Cool, do you have any specific map menu settings in skyrim.ini? Performance? Do not use data from a processed DynDOLOD.esp in a mod. That will be messy, especially if that data becomes part of the load order when running DYnDOLOD Worlds. In adds a lot of extra data for the dyanmic LOD switching that should not be part of any other mod. Set the neverfade flag with CK or xEdit on references that you want to see further away. That is what modders do already and DynDOLOD knows how to work with that. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
@darkside and @Hazado and anybody else who might have had the Access violation at address 00A15C1E in module 'TES5Edit.exe'. Read of address 00000000 Please get xEdit svn 1930 or higher and let us know if the error is fixed. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
It can be fixed by making a mod adding the most important things like the buildings. I remember there is a mod that adds the missing water, maybe someone already added the buildings too. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This is a vanilla game "bug". They just didn't put the buildings (and many many other objects) there when you are that close to the wall. Click advanced and uncheck "Generate tree LOD" or set "LOD Brightness" -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
@darkside and @Hazado could you generate for the MarkathWorld only and upload the DynDOLOD.esp somewhere? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Both problems indicate that something probably went wrong copying the data folder from the DynDOLOD archive. Please double check that Meshes\lod\solitude\sbardscollegetower_lod.nif Meshes\lod\solitude\sbardscollegetower_lod_2.nif Textures\Terrain\LODGen\Skyrim.esm\ReachCliffTree01_000B8A76.dds Textures\Terrain\LODGen\Skyrim.esm\ReachCliffTree01_000B8A76.txt Textures\Terrain\LODGen\Skyrim.esm\ReachCliffTree02_000B8A77.dds Textures\Terrain\LODGen\Skyrim.esm\ReachCliffTree02_000B8A77.txt Textures\Terrain\LODGen\Skyrim.esm\ReachTree01_000B8A73.dds Textures\Terrain\LODGen\Skyrim.esm\ReachTree01_000B8A73.txt Textures\Terrain\LODGen\Skyrim.esm\ReachTree02_000B8A74.dds Textures\Terrain\LODGen\Skyrim.esm\ReachTree02_000B8A74.txt Textures\Terrain\LODGen\Skyrim.esm\TundraDriftWood01_000B8F53.dds Textures\Terrain\LODGen\Skyrim.esm\TundraDriftWood01_000B8F53.txt and many, many more files obviously are inside the games data folder. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
It should continue if LODGen.exe is not running anymore or prompt again if LODGen.exe is still running in the background. If the tree billboard is created with all the other billboards it cant come from any other dds but the one from the worldspace you are splitting. The number 03 does not mean it has to be the 3rd tree in the grouping, it can be any tree from the atlas. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
@both Thx! You both crash when it tries to filter Town MarkarthWorld. Interesting. I will compare your load order and see what I can find. You both have no problem generating Tamriel alone? I take it worked when generarint it first and then all other worlds in one run? How about the other way around? Generate all but Tamriel and then Tamriel alone? @DarkSide: Did LODGen.exe run or not when the message appeared? Did you click yes or cancel before the script terminated? As workaround you could change line #315 in DynDOLOD Worlds.pas from for i := 0 to Pred(slDoWorldList.Count) do begin to for i := Pred(slDoWorldList.Count) downto 0 do begin It will then generate worlds in reverse order. As long s Tamriel is last in the checkbox list, it be first. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I am still working on objects for Tamriel and Solstheim, also maybe a few for another game I don't even have. A year ago I never used a 3D program before for anything... if you want LOD sooner than later I can only suggest to start working on it today. I may or may not get around to the objects you think should be added, not going to make any promise -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I need the log from DynDOLOD Worlds.pas please, TES5Edit\TES5Edit_log.txt -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I don't Please post some/all lines of log with error at the end. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
0.59.30 This version should work with any version of JK's Skyrim, as it now has rules and whatnot for basically every combination. The default setting is to only add a few of the new objects in Whiterun and ignore everything in Markarth, Riften, Solitude and Windhelm. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Unless you set StorageUtilDataSameAsOutput=1 it probably loads the StorageUtilData path from an old preset file. Edit for future reference: for example like TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD-LODGen preset default.ini -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I wouldn't worry about it too much. Only if performance is a problem afterwards consider doing the extra work. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You need to download a newer TES5Edit from https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/ -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Can I upload this to TES5LODGen as Vurt SFO 1.91 Regular LOD Billboards? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
So sorry! My bad - somehow I didn't think of new users running this for the first time when doing that check if LODGen still runs. Fixed in 0.59.02 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Where you get the heavy snow pine from? Does it come with LOD for it? You need to split that LOD texture then -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
No. Those are all terrain LOD mod, something LODGen/DynDOLOD does not touch.

