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sheson

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Everything posted by sheson

  1. Great! Falskaar and Wyrmstooh both use vanilla trees so no further splitting required. Unless you have a mod that changes their "vanilla" trees
  2. Without the exact version or mix of it I cant be 100% sure but typically this should work: Download the vanilla billboards from https://www.nexusmods.com/skyrim/mods/62698/ and overwrite any files with the result from your manual atlas splitting Then there is no need to split Skyrim.esm, Dawnguard.esm, and Dragonborn.esm Next check Textures\terrain\[worldspace]\trees\[worldspace]treelod.dds of your SFO version. Only worldspace that exist need to be split. This will be Tamriel and maybe DLC2SolstheimWorld Start TES5Edit and only select Skyrim Floral Overhaul.esp, it will load all required masters - that may also load SFO - Expand diversity.esp or not, the ones I know do not add trees. Right click it and split tree atlas for Tamriel Only if there is a SFO LOD texture for DLC2SolstheimWorld do you need to start TES5Edit and only select SFO - Dragonborn.esp, it will load all required masters Right click it and split tree atlas for DLC2SolstheimWorld After splitting is done move the resulting files up one folder as usual, overwriting the vanilla billboards
  3. DynDOLOD adds objects at their position it finds in other mods... I need to know what mod and its formid is the source of that object. Enter 8b0048b5 into the form id field top left of TES5Edit and then hit enter Then copy the contents of the long field across all of TES5Edit on top, above the from id field. The object disappears when the cell is loaded and is only visible when the area is LOD?
  4. Can you go close to it, open console, click on it and get its form ID? In TES5Edit put that number into the FormID field top left and then copy CTRL+C everything that is in top field of TES5Edit and post it here. It will tell us the mod name that adds it etc. Next RC may have that feature.
  5. Already wrote Terrorfox1234 about updating a couple things on that guide :)
  6. My next project maybe. Ready in about a year :)
  7. There are mods that update the noise.dds texture for distant terrain like https://www.nexusmods.com/skyrim/mods/17984/ https://www.nexusmods.com/skyrim/mods/29782/ Also use better distant terrain LOD meshes and landscape textures https://www.nexusmods.com/skyrim/mods/4834/ I also liked Skyrim High Defenition LODs from Tamu but it seems offline, not sure what happened to it
  8. Use a rule like this so it will be left alone completely LODGen7=heb\ship\panksex.nif,,,,,,Unchanged,0
  9. Great, thanks. I will use that then for the next update.
  10. The mesh causing the CTD is meshes\heb\ship\panksex.nif from The Shadow of Meresis It has a wrong BS Num UV Set of 1 instead of 4097 for Skyrim. You can use nifskope to fix it. I will update DynDOLOD to work around that nif
  11. Can you please test with these revised medium rules. https://mega.co.nz/#!NFoGnCzB!SaaopSsDgUU3yf3BIkCjwbrAmJRUq2VcexvXB9rAQoQ I think they better reflect what I had in mind for medium, but it means adding ~5000 more objects to Tamriel (game+DLC, no mods from 29000 to 34000) Check number of lines in export file typically at TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_LODGen Tamriel.txt before after to know how many LOD objects are in a world I don't think it will change performance much adding these large rockcliffs by default to medium, but since you worked with medium settings for a while now I think you are better equipped to notice the difference. If you can rule out heap memory problems because the game now needs a bit more block1 memory than before, the cause will most likely be a single erroneous mesh that is used for dynamic LOD. If you could upload the generated DynDOLOD.esp it would help greatly to identify it quicker.
  12. Being a nit-picker : it keeps the trees and adds the landscape items they grow on (rocks usually) as LOD. Those are trees that have no LOD in vanilla Skyrim. I will add those to the medium settings. 7 more objects are not going to have much of an performance impact :)
  13. I will add select list of objects for Whiterun in the next version. Then the same statement will apply to JKs Skyrim Major Cities as for JKs Skyrim. If performance is of the highest concern, just do not load JKs Skyrim Major Cities.esp when creating LOD. Unless you look into towns from mountains you wont miss much.
  14. Somebody reported something like this before. It had to do with the Skyrim.ini files in a Mod Organizer profile. Try a new profile with fresh Skyrim inis. TES5Edit needs to be able to read the files in data\lodsettings\[worldspace].lod to see worldspaces. Either in data folder or any of the BSA archives. Usually the Tamrie.lod is in one of the games bsa.
  15. I really meant it when I wrote it needs xEdit 1923 or higher from https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/
  16. I just sneaked it in there, because somebody said it would be a nice addition to have :)
  17. It will look for the modname_[low|medium|high].ini first and only uses modname.ini if it didn't find any On the advanced screen when you click the buttons you can see which rules it is loading in the message window of TES5Edit Of course you can copy, rename the files and edit them as you wish. But they might get overwritten with next update. I could add a look up for modname-[low|medium|high]-custom.ini to look for first so it would load them instead. I would never ship any custom rules, so they would be safe from overwriting... After a year working on this I am still amazed how empty the landscape looks in vanilla.
  18. DynDOLOD 0.58.00 - the almost there release candiate fixes a couple errors recently reported and adds some more internal functionality behind the scenes for making LOD bend to my will. Again - it requires the latest xEdit 1923 or higher from https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/ since Zilav keeps updating it for me like all the time
  19. Eventually I will make more screenshots, comparisons, and videos. It is so time consuming :) There is quite a few new LOD models that were missing that I want to put out there so people can truly get a better feel for this. Regarding the skyrim.ini settings. DynDOLOD is not changing any of the settings. It "just" ads objects to the different levels. But the settings are a means to further control performance and visuals. Instead of adding more models to level 8, maybe just raise the distance of level 4 a bit. Or just like someone else reported that the extra LOD models may allow turning uGrids back to 5 for performance gain, lower the distance of level 4 and level 8 and see if the increase in performance warrants having a more LOD models. At this time it is for users to experiment, I have not spend considerable time testing and comparing different settings. I simply haven't had the time or need to fine tune performance impact.
  20. Great! Just for completeness sake: with the last update I added a text file that tells you how often each LOD mesh is used to determine if the reference specific customizing makes sense from a performance standpoint TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_tamriel_mesh_count.txt Generate with 'high' once and then look for the LOD mesh you are interested in. Rockcliff03 is used over 2000 times. That is already a considerable number and the reason why it is not used with low and medium settings. What if I told you that I only did the memory fix so I could finish this DynDOLO0D thing, because it needed more memory to work?
  21. I will update the behaivor, thx for the feedback it helps to make this as painless as it can be for future users. The next update will fix the error you have about number not being a valid integer. Yes the rules really require indepth understanding. Keep in mind that mesh rules address base element, STATS etc. The mesh name always only matches the full model path and name or part there of. Because of the partial match the order matters. e.g, just 'rocks' match any directory or file having the 'rocks' anywhere in their name. A skyrim.esm;0002e2ad rule addresses references, REFR, and they always trump mesh rules. Their order does not matter. At the start ofthe script it should mention the rule, and then when it actually scans the world it should show the rule matching once it encounter the reference. Now your example of LODGen48=Skyrim.esm;0002e2ad,,,,,Unchanged,0 means to not do any LOD at all, because LOD4/8/16 and the Grid rule are all empty. Try LODGen48=Skyrim.esm;0002e2ad,Static LOD4,Static LOD8,Static LOD16,,Unchanged,1 Since there is a LOD mesh for that rockcliff it will show. The LOD mesh filename _1 defines that its defult use is LOD4/LOD8. So if you wanted it to show in LOD16 as well would need to set LODGen48=Skyrim.esm;0002e2ad,Static LOD4,Static LOD8,Static LOD8,,Unchanged,1 And just in case: the numbering of LODGen48= needs to be in perfect sequential order starting at 1 in the rules.txt file.
  22. If static LOD changes, yes. That will be the case if you add/remove mods that add objects with LOD or if rules changes that affect static LOD. If only dynamic LOD changes then no. That is why it is asking about the overwrite. I guess it requires some experience to know beforehand if it changes. Normally always generate. Static object and tree LOD, the *.bto, *.btt, *.lst and *.dds are just files that do not affect save game, so they can always be updated without having to do anything special.
  23. Regarding the 'already generated LODs' that is OK. It is the export file for LODGen.exe withthe object data for Tamriel (or whatever worldspace). If you say yes it will be completely overwritten with new data. Typically it is Edit Scripts\LODGen Tamriel.txt, of you click on advanced it is the file in the first field on top. I think I will move it into the cache folder as well so deleting it is easier. Should just overwrite it in wizard mode without prompting, in next version :)
  24. Please also post last few lines of the message output in TES5Edit. You will find a copy of it in TES5Edit\TES5Edit_log.txt so you wont have to run it again I know right :)
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