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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
It so happens that Bethesda screwed up and put the LOD meshes for Dawnguard into the HighRes Texture pack instead of the Dawnguard.bsa. An alternative solution that doesn't require loading the HighRes bsa is explained in the documentation. If you want to know what happens you need to read how tree and object LOD work in Skyrim, how TES5LODGen works and how TES5LODGen for trees works. DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. TES5LODGen creates object and tree LOD like CK, but the tools are accessible through TES5Edit scripting. TES5LODGen takes the LOD meshes shipped with the game and creates the merged object LOD *.bto files and a texture atlas required by the game to display object LOD. To add textures to the atlas they need to be accessible by TES5Edit. If they are not, object LOD generated by TES5LODGen will use the direct path to the texture so it still displays OK in-game. Read the extensive documentation in the archive of DynDOLOD, especially the reference.html. There is more extraneous documentation about the how and what then installation instructions. It may be not 100% up-to-date but it tells you what DynDOLOD Worlds.pas does. The DynDOLOD archive ships with 1000s of new LOD models that where created manually. There are no tools that can create LOD models on the fly. DynDOLOD Worlds.pas scans the existing BSA and data folder for additional LOD models (*.nif files) from vanilla and mods. It then uses the mesh rules to match the found LOD models to base elements which are used by references in the world. If the reference in the world is static, e.g. not animated and not enabled/disabled through an enable parent it will be done as static LOD through TES5LODGen. If a reference is animated or has an enable parent, it is done as dynamic LOD. How the optional dynamic LOD works is also explained in the documentation. Most of its data is in the json files. You won't have any dynamic LOD. Make sure you also copied the directories skse\plugins\StorageUtilData\ which contains all *.json files from the output directory to the game directory. Can also be a save game update gone wrong. Test with a new game. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This is an engine limitation. A mod added trees into a walled LOD city in the Tamriel world space. Tree LOD of parent world trees always shows inside child world space. No way around it. Make those tree neverfades with TES5Edit then tree LOD generation will ignore them. Edit: Regarding the tree LOD, the directory structure of SFO 2.1 download needs to be fixed... Move all files from Textures\Terrain\LODGen\AtlasSplit_TamrielTreeLod\Skyrim.esm\ to Textures\Terrain\LODGen\Skyrim.esm\ I think EssArrBee had one beer too many -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
TES5Edit uses Skyrim.ini and the esp filenames to load BSA files. It does not matter where you install TES5Edit or DynDOLOD. Make sure to check the Skyrim.ini that is used for the MO profile you are using to start TES5Edit. ...\ModOrganizer\profiles\[profile name]\skyrim.ini It needs to have this line: sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Worlds are read from the directory data\lodsettings\ and the files for Tamriel in the lodsettings directory are in "Skyrim - Meshes.bsa" Something prevents loading of it. When TES5Edit starts you should see something like this [00:00] Background Loader: starting... [00:00] Background Loader: [skyrim - Misc.bsa] Loading Resources. [00:00] Background Loader: [skyrim - Shaders.bsa] Loading Resources. [00:00] Background Loader: [skyrim - Textures.bsa] Loading Resources. [00:00] Background Loader: [skyrim - Interface.bsa] Loading Resources. [00:00] Background Loader: [skyrim - Animations.bsa] Loading Resources. [00:00] Background Loader: [skyrim - Meshes.bsa] Loading Resources. [00:00] Background Loader: [skyrim - Sounds.bsa] Loading Resources. [00:00] Background Loader: [skyrim - Voices.bsa] Loading Resources. [00:00] Background Loader: [skyrim - VoicesExtra.bsa] Loading Resources. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Did you Read The Funtastic Message under the world selection box? "... If missing a world, make sure all mods and BSA file are loaded and that Skyrim.ini has default settings. Turn off "Have MO manage archives" in MO "Archives" tab and use esp instead to load BSA files when starting TES5Edit." Those would be my first ideas :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Install Vanilla Skyrim LOD Billboards and then install Tamriel Reloaded HD LOD Billboards from TES5LODGen Then install SFO v2.1 Tree Billboards that EssArrBee uploaded to https://copy.com/FNVXk9sqw4Tif1sJ Then make sure the SBT esp is loaded when generating tree LOD and it then should use the larger scales from SBT when generating tree LOD. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Only when starting TES5Edit to generate LOD. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Thanks! Only happens when reading cache files. Fixed in 0.59.46 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
What EssArrBee said. DynDOLOD Worlds.pas only "sees" what TE5Edit "sees". TES5Edit lists each esp and bsa when it loads them. Loose files always win over files in BSA. Regarding ETAC: it uses the same mesh file name for different looking buildings and the only way to know what textures a nif uses would be to parse them. @DrMonops The problem with ETAC is fixed in version 0.59.45. The trouble is because it defines no object bounds data on the base elements and so setting the Has Distant LOD (VWD) flag can cause the invisible buildings. The desired solution would be of course for ETAC to define the object bounds, but DynDOLOD World.pas will not set VWD anymore if objects bounds are not defined. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
2.1 just got posted today? I will check it out. Would have been the perfect time for Vurts to include these himself, as Zilav keeps saying mod authors should do it :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Rechecking if anything changed with newer version If you change your load order you need to create LOD from scratch with a default DynDOLOD.esp -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
As the manual says "Expanded Towns and Cities - LOD for vanilla textures only"... Do not install any of the new textures for any of the towns. It is done in a very non-typical way and not adhering to any file naming conventions and/or not utilizing any of the built-in functions to easily replace textures. So DynDOLOD can not easily detect what has been installed. You can create LOD with the vanilla texture version and then replace ETAC again afterwards if you really want to use the other textures. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes. Can you try (next time probably if you do not have old esp anymore) if doing one extra step works better? Right before going into a house disable DynDOLOD from the MCM menu and wait for the DynDOLOD deactivated message. Go inside a house that has no DynDOLOD, wait, then save, start that save without the esp and then save again. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
To update this always works for me: Go inside a house that has no DynDOLOD, wait, then save, start that save without the esp and then save again. It cleans all the data from that esp. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
These files work flawless for me I just had to get one more mod and create a fake sobcheats.esp since I couldn't figure out what mod that is. I am starting the game, coc whiterun, wait a second and dynamic, animated LOD starts normally, windmill sails etc all in place. I can only suggest to double check that the papyrus scripts are up to date and check that no other old files linger around overwriting the esp and/or json somehow. Maybe the game simply can not read the json files for some reason. Technically you can also add any trees as full model LOD just like the waterfalls for example, but I have a hunch that Tarmiels 40,000 trees could be too much for this being practical. You should read the included manual first how this is done. No idea why you would want to add object LOD to terrain files? Static object LOD has its own dedicated files. I am pretty sure that it will simply upset the game if it doesn't find its LAND/WATER nitrishapes. You can always use nifskope and try inserting things manually first. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Just covering all angles I can think of, I could download the files and will have a look. DynDOLOD adds animated objects like waterfalls, windmill sails, waterwheels, fires and whatever else you define via 'mesh rules' in the distance as well. If you don't want LOD for certain objects you can use 'mesh rules' as well. DynDOLOD/TES5LODGen only covers trees and objects, no landscape. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That file looks correct. An_SancreselWorld is empty, it just is a WRLD record with no CELL records. an_lothlorien, an_druidgroveworld and katariahworld are not empty worlds. They have CELL records and references. Since they are child worlds of Tamriel, all their (potential) data is in DynDOLOD_Tamriel.json and DynDOLOD_Tamriel_Objects.json The next thing you can check is that DynDOLOD.esp and DynDOLOD_Tamriel.json are indeed from the same generation process, MO for example can play nasty tricks sometimes. If that is the case, please upload DynDOLOD.esp and DynDOLOD_Tamriel.json and DynDOLOD_Tamriel_Objects.json so I can check if the json files contain valid data. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If this persists post load order please Maybe you can you think of any mod that you added between earlier successful DynDOLOD World runs and now? It looks like a mod updates a textures to formid 0x0 instead to the null texture 0x28 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Did DynDOLOD generate tree LOD successfully first? -
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.

