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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
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. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Ooooh shiny badge Yes that is the game engine at its best. That is tree LOD billboards in developer weather 15e lighting. Check the bright glowing aspen trees. Tree LOD looks better in normal weather and lighting conditions, but they are still only billboards. 0.59.01 Now you can take an even longer break while DynDOLOD Worlds.pas works on all selected worlds at once. Fixed all recently reported issues. Updated 'Performance' section of the manual with some in-depth details and information. Should be helpful if you already have a bit experience with DynDOLOD. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Will be fixed in next version probably called 0.59.01 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You can simply remove both 8B0048B5 and 8B0011D4 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This is only half-way of the answer yes. In this case take DynDOLODesp_0011D4. DynDOLODesp is mod number 8B, so look up 8B0011D4 [8b] DynDOLOD.esp \ Worldspace \ 0000003C \ Block -1, 0 \ Sub-Block -2, 3 \ 000091B0 \ Temporary \ 8B0011D4 There is the culprit ELFXExteriorsesp_00D2DF, translate ELFXExteriorsesp to your mod number and you can look it up too, DynDOLOD_TOWN tells us this object was found in a child world. Solitude in this case. ELFXExteriors adds the llighthouse fire in the Solitude worldspace. If you are inside the Solitude town walls you won't see it, because it is too far away, outside the loaded cells. If you toggle clipping with tcl and go near the lighthouse you will see it. This stray edit should be removed by the mod author. Next version of DynDOLOD will ignore it. DynDOLOD already uses the original lighthouse fire for dynamic LOD. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Memory problems maybe? Edit: Also the Near/Far Grids are in fact done so there won't be 1000s of animated neverfades enabled/active on the other side of the map to save resources. So by all means rather raise Grid values a couple cells instead. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The side effect that could happen is that it may be missing potential LOD for some objects, or if a patch moves a building its LOD may be in the wrong place. If that is the case just report it, maybe with a screenshot.

