Jump to content

sheson

Mod Author
  • Posts

    13,122
  • Joined

  • Last visited

  • Days Won

    429

Everything posted by sheson

  1. Need to know load order please. Post in spoiler tags or send via pm a copy of TES5Edit_log.txt found in same folder where TES5Edit.exe is.
  2. Using the latest 1848 as well. It works here, just checked again to be sure. I suggest to post an error report @ https://www.afkmods.com/index.php?/topic/4051-wipz-tes5lodgen-for-trees-lod/ with info about your OS and stuff.
  3. Yes that is what I meant, but I wasn't paying enough attention, sorry Just exactly copy what the manual shows. All lines from the second image (sf-use.png) in the manual - the one that has the 3 lines with the ...distant.nif on top, which I think you meant by latter option. Some lines typically already exist. Order matters. When running DynDOLOD Worlds.pas you should see it printing out 8 lines saying disabled NeverFade, replaced by DynDOLOD LOD for [REFR:XXXXXXXX] (places SMFarmhouseWindMillFan ... There will be lots of more lines like this for the waterfalls and the waterwheels. Make sure to uncheck the [] use cached base elements after changing the Mesh lodgen rules If that still didn't work, post (in spoiler tags) or send by pm the TES5Edit_log.txt. There could be something interacting that doesn't happen in my ideal one-mod-at-a-time load order tests. Edit: Oh and please make sure to start with a default DynDOLOD.esp so no old dynamic LOD data is in the file.
  4. New version 0.42.8 is up. Check the docs\DynDOLOD_Manual.html for Skyrim Flora Overhaul 1.8x, 1.9x and 2.x info. Hope it makes sense and works out for everybody.
  5. Is fixed in 0.42.8 that will be uploaded soon-ish. The gates with neverfades are visible from outside the Cities as intended. You most likely forgot to remove the mesh rules for farmhousewindmillfan and sfarmhousemillfan (and maybe waterwheel?) they come back when clicking default/low/medium/high, unless you update the corresponding ini files. Both unpack operations are part of the steps in the video. The video was done with a future in mind where mod authors include lots of LOD models in their downloads. Either step can be be skipped. Obviously that means missing out on potential LOD models coming with mods. If unpack landscape LOD is skipped do not to check the 'remove unseen faces...' checkbox, which should be grayed out anyways if there is no landscape LOD files. LODGen will crash if box is checked and there are no files.
  6. Johnny has been put to good use, I think he is doing dishes right now. To clarify the only part that really can break things is tree LOD generation in case, as unlike LODGen.exe its out put path can not be altered. I probably check with the author Zilav about it. Generating static and the optional dynamic LOD will always "work". The worst that can happen is that there are no LOD assets for certain objects. Some mods make creative use of models and piece together houses with different objects, and so a wall may be missing LOD for example. The easy solution is to use the mesh rules to make the object use the full model for LOD. Refer to manual and existing mesh rules. Every piece of the HearthFires houses are that way. Falskaar and Wyrmstooth both use only existing Skyrim trees. If tree LOD was split for Tamriel it should be no problem to create tree LOD for them. I have not personally tested these worldspaces yet. Once you know let me know and I happily add them to the compatibility list. That is was the beta is all about In fact you can try to run DynDOLOD.pas without creating tree LOD first. But it may spit out a few errors about trees, but for the most part probably work out OK. It will mean trees not using tree LOD will be done as static LOD. This will mean a slight performance hit. Or add a mesh rule so tree are ignored (the low setting has that line already). Since DynDOLOD Worlds.pas offers a plethora of settings and options, the visual result and performance impact is fully at the hands of the enthusiast modder.
  7. Unfortunately the way MO works it also means that tools will overwrite existing files. I think I can add add instruction how to successfully split trees and generate tree LOD for SFO 2.x as it doesn't seem to add extra trees, only changes existing ones. Anyone still using 1.x?
  8. Why would you redownload skyrim, dragonborn, dawnguard that have all their data in BSAs that can not be overwritten. That seems unnecessary Just delete what LODGen for trees generated in the 2 folders meshes\terrain\tamriel\trees, textures\terrain\tamriel\trees and reinstall SFO LOD meshes and texture into those folders. SFO LOD just replaces all tree LOD files in skyrim and AFAIK not in dragonborn, dawnguard I will add a warning to the DynDOLOD manual. Please understand LODGen for trees is an external tool that is pretty new and not part of DynDOLOD.
  9. Do you have a mod that changes trees? Or may be you split tree LOD again after generating tree LOD with TES5Edit already, without deleting the already generated tree LOD first? When TES5Edit generates tree LOD it will obviously overwrite existing tree LOD meshes and texture. Do not try to split that again... revert back to the tree LOD you had before. It is these folders: data\meshes\terrain\tamriel\trees data\textures\terrain\tamriel\trees
  10. post (in spoiler tags) or pm me the content of TES5Edit_log.txt which is written in the same folder where TES5Edit.exe is. The log will have load order and everything else. When splitting trees, make sure to only only load the esm/esp that add base elements of trees. So when splitting trees from Skyrim.esm, only load Skyrim.esm and Update.esm. Then right click on Skyrim.esm to split. It then should show you the longer list of trees. So many literate people here
  11. you are one of the two guys for whom I wrote the DynDOLOD_Manual.html that is in the docs folder of the archive. Enjoy Edit: feel free to suggest updated text if you feel something is unclear or could be worded better.
  12. If mods only add more or change any of the existing trees you will be fine. Lush trees only changes existing trees. If its tamrielreeelod.dds atlas texture is part of the load order when you split trees just like in the guide video it should work out OK. Did you do any of the steps from the guide video in the first post under "How does it do it? Follow this guide"?
  13. TES5LODGen for trees is a seperate tool, check here: https://www.afkmods.com/index.php?/topic/4051-wipz-tes5lodgen-for-trees-lod/ You only need to split the tree atlas for mods that have their own/new trees. For splitting atlas and generating tree LOD it matters what mod is right clicked. Check link above. DynDOLOD World.pas option window will only unpack LOD models for the world that is selected in the drop down on top, so do it once for each world.
  14. so much blood. Thank you.
  15. Never :) It will be out of beta once nobody reports any errors anymore for a while when running the DynDOLOD World.pas TES5Edit script. LOD meshes will never be complete or done... Watch the DynDOLOD Guide video. Seems safe to me :) Static LOD is always safe. You do not have to use the dynamic component that uses papyrus scripting. Uncheck the box when generating and/or just do not load it when starting Skyrim.
  16. Updated first post. No point in writing much texts. There is LOTS of documentation in the archive already. Also, unlike any other project I actually documented some of the code, if you are so inclined.
  17. It will not change the underlying mechanics of static LOD. So in the case of multibound objects that span across cell borders they will still load the same time as before. However you could add rules to make the particular mesh in question to use a full model for the nearest LOD level 4. Lets talk custom settings like this once the new beta is out.
  18. It scans load order and anything that there is a lod mesh for will have lod. But wait there is more: you can also use full models either for LODgen static LOD, or for the dynamic LOD switcher. The cool part: it scans the meshes folder for LOD files (or unpack them from BSA first) and thus uses all LOD models that come with mods. For example Unofficial Dragonborn Patch has some. I also uploaded a how-to video to accompany the multi-page manual that virtually no one is going to read anyhow. for a glimpse of what is to come:
  19. Fixing remaining bugs actually. The TES5Edit script kind of grew very complex, it took an life of its own. Not much longer, though :)
  20. Before and after video
  21. Next beta coming soon! Don't like em waterfalls? Use SkyFalls, almost the same thing really :)
  22. Yes, this is alive and hard being worked on in the past months. There are now over 800 new lod models from rocks, cliffs, roads to Skyhaven Temple, Orc strongholds, you name it. I even did a few things in Solstheim already. The whole process of creating LODGen LOD and DynDOLOD for Tamriel takes about 15 minutes right now. I kind of have the hope to release the same time a new/fixed version of LODGen.exe is released as I found quite a few visual glitches and other things to optimize. While it can produce OK looking LOD, it takes some extra hacking to produce the look in the screen shot below. This is all vanilla settings, no enb, the only extra assets is stuff from DynDOLOD and this tree LOD texture I still have. No other mods in this image. I admit, this one was pushing limits in terms of main memory usage because it uses LOD4 in LOD8 as well. The graphics card is not the problem, GPU memory use is just a couple hundred MB more, GPU may be from 30% to 50% on my GTX680 4GB, but I had to use my memory patch to the limit to load the assets, it seems the LOD bto go into block 1... doh. Anyhow, a more sensible setting of what goes in LOD4, LOD8 this is totally playable even when the number of LOD objects goes from 15,000 or so to 70,000 It will be coming, soonish :)
  23. this one is more of a traditional mod than manipulating the exe, so yes... start tes5edit from MO and then do things, though manual copying of files from one directory to the other maybe required. before after, WIP
  24. Right now performance is less than SDO with its esp. But since you run TES5Edit LODGen and DynDOLOD Generator yourself for your setup you can also adjust which models to use or not and thus control visuals and performance yourself. It will be a while until it all has a nice interface and stuff with fancy checkboxes. Generating the needed resources comes first :)
  25. For comparison this it how it looks in the vanilla game And yes, TES5Edit LODGen with my resources replaces SDO, Object LOD BTO files and will create native object LOD for things added by mods, like new ships or buildings, rocks... DynDOLOD replaces/modifies the full model neverfades from SDO esp and other mods and makes other dynamic objects like fire, waterfx or objects that appear or disappear based on quests/progress visible at distance.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.