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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
Please post your load order in spoiler tags so I can investigate. Also post a couple more lines from the log just before the error so i know at what stage it fails. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Put 'DynDOLOD.esp' last in the load order. If that doesn't fix the 'references a master which is not available in file' wait for new version that should fix that, or remove whatever the mod number 22 is. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If you only get a few trees when generating tree LOD, it means something went wrong when splitting the existing tree LOD or when moving the split dds/txt files to the right folders. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Put something like -o:"C:\TES5EditOutput" into the 'Argument' field of the 'Modify Executables' window in MO there is a checkbox on the 'Archives' tab, right window. Only really need to do this when a BSA in the list of scanned BSA is missing right at the start of the DynDOLOD Worlds.pas process when it is scanning for LOD nif files. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
copy notreelod.lst to Meshes\Terrain\Tamriel\Trees\Tamriel.lst to simply turn off all tree LOD. It then doesn't matter if there are still any btt files, they will be ignored by both the game and DynDOLOD Worlds.pas. No need to change any files in cache folder. Rules address the hi-res mesh path and filename of the base element. Low/medium has a rule: tree, Static LOD8, Static LOD8, Static LO16, VWD only, Unchanged This rules applies for all trees because it matches the folder name 'trees' AND any filename with 'tree'. But note that this rule is below 'wrtempletree' rules, so low/med still does the gildergreen tree. Static LOD4 are the DynDOLOD hybrid LOD trees, since there is no 'tree' rule for high, this is automatic because of the '/' rule Static LOD8/16 are the vanilla billboards. So low/medium use billboards only. If you wanted a rule for a group of specific trees, just go by filename: 'treeaspen' this will match all aspen trees (but only create LOD for the ones that have LOD models ofc) meshes\landscape\trees\treeaspen01.nif meshes\landscape\trees\treeaspen02.nif meshes\landscape\trees\treeaspen03.nif meshes\landscape\trees\treeaspen04.nif meshes\landscape\trees\treeaspen05.nif meshes\landscape\trees\treeaspen06.nif meshes\landscape\trees\treeaspenlog01.nif meshes\landscape\trees\treeaspenstump01.nif meshes\landscape\plants\treeaspenlog01scalypholiota.nif meshes\landscape\plants\treeaspenstump01scalypholiota.nif -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Before starting TES5Edit from MO, you can check that the files in question are in the correct data/meshes and data/textures folder in the right window on the data tab. For BSA archives makes sure that MO doesn't manage them when using TES5Edit. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
There will be a new version of LODGen.exe that should fix the covered fully in snow issues. I assume the newer LODGen.exe to be in xEdit greater than svn1910. Make sure to set -o "c:\output\path" parameter for TES5Edit so it generates any LOD files to a distinct output folder, so you are not risking overwriting existing files. I guess you can tweak performance a bit by adjusting how far LOD level 4 goes. That is, if you only do these trees in level 4 and not 8/16 :) I could also imagine only using this for certain trees but not other thus mixing both types. The DynDOLOD manual has some info about the ini distance settings for the levels. Currently I have no time to write the procedures down properly. Maybe once I have a GTX980... Go ahead if you feel like it. Did you have to tweak the memory patch settings in order to load the much much bigger bto files? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If the trees looked correct before you disabled mods in MO, verify that the file Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds is the correct one for whatever mod is doing tree LOD, the files in Meshes\Terrain\Tamriel\Trees\*.* @Lexx766, thanks for the upload. Checking. I find it curious that you could fix it for Tamriel but not for the FalmerValley. But that path name change is a good start what to look for. I will do some tests here. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That looks amazing, but ofc it is not correct :O_o: Can you please post your load order in spoilers. I would be interested to have a look at these files that were generated by the process: textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel_n.dds meshes\terrain\tamriel\objects\Tamriel.16.-16.16.bto meshes\terrain\tamriel\objects\Tamriel.8.-16.16.bto meshes\terrain\tamriel\objects\Tamriel.4.-12.12.bto meshes\terrain\tamriel\objects\Tamriel.4.-12.16.bto I you could upload them somewhere, that would be great -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Thanks, that helped to pinpoint the error. Will be fixed in the next version. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Thanks, this will help even though this might take a bit :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Couldn't reproduce yet. Did you try with latest DynDOLOD version? FSP-Dawnguard seems to be the only one modifying two worldspaces and it worked here for both. Can you post your load order in spoiler or to pastebin.com and if you use FSP replacer or non-replacer version? Also for what worldspace you tried to generate. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I will check out the Tamriel reloaded HD and see what can be done for compatibility. More work, yay :) Give me time. 1. Just delete all files generated by LODGen for trees and/or DynDOLOD. I will add a more detailed section to the manual. 2. Not doing this myself. We'll see. 5. There is a chance for FNVLODGEN, but I am not promising anything :) Will check and fix. Most likely the sound/music record for the world not being properly detected. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Everything can be configured, but by default: 1. Since LODGen for trees is used to generate tree LOD, that overwrites vanilla tree LOD, and that is creating its own texture. In addition DynDOLOD adds static LOD for trees that aren't done as tree LOD. 2. If the procedure of splitting and generating is followed it still works the same. With some luck we will see some ready to use already-split-tree LODs resources to download later this year. 3. I redid the videos just weeks ago to match the new looks and functions of the tools. They are spot on :) 4. Close. Now that I updated LODGen.exe. Also there don't seem any more reports of DynDOLOD Worlds.pas throwing errors about missing masters and whatnot. Couple more weeks, a month maybe and I will take it out of beta. 5. Point away. I just hope for my sanity this never makes it to Nexus front page. The tools and the process is for hardcore modders. Also remember, DynDOLOD basically generates 2 LODs: 1) the static LOD which works like and replaces the in-game LOD. 2) The optional dynamic LOD which uses papyrus scripting, which needs some user care like any other mod. For the casual player there is the pre-computed static LOD show case. We could also offer a pre-computed static LOD for S.T.E.P. - if there are any differences. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The fires sounds like a ini setting, for example the distant fade thing narphous wrote about above. If it is an ini setting it should also happen without DynDOLOD.esp loaded. If objects do not switch correctly at uGrid borders, it usually means the update of a save game was not done right. If it also happens with a new game I could think of a mod like SkyMills is loaded too and the settings need to be adjusted for it. Wrong textures for distance objects can happen, report the form id of that object please. Also report if a landscape/texture changer mod is used. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
No I don't. I am constantly generating for Solstheim atm. If you still get this, post the last few lines before the error. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
that is a typo, no comma -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Uploaded new version with interim fix for the missing UDBP texture. Make sure to get newest TES5Edit as well. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Filed an error report with UDBP. Next version of DynDOLOD will use an interim fix. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD addresses static object LOD. Ocean is not static object LOD. AFAIK it is landscape LOD. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The floating scaffolding is added by Skyrim Bridges. Best to notify the mod author about it form id is xx012aed -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Wait a minute now, one of your brats is plenty enough! -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Unofficial Dragonborn patch reintroduced a wrong mesh again, it was fixed before... sigh. will check the other stuff -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yeah, we are living on the edge, updating things every few minutes :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Download latest TED5Edit from https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/

