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sheson

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Everything posted by sheson

  1. fixed in DynDOLOD 0.51.01 I did the stupid thing not you :)
  2. It is not exposed yet, but there is 2 things you can do: In the archive is an "options" folder with 128x218 and 256x256 textures. The default is using 256x256 textures. You can use all or select 128x128. In DynDOLOD Worlds.pas near the top you can find iAtlasTextureSize = 2048; // max size of source lod texture to be included on atlas iAtlasWidth = 4096; iAtlasHeight = 4096; change to iAtlasTextureSize to 512; iAtlasWidth = 2048; iAtlasHeight = 2048; And see if this work better for you.
  3. Don't get your hopes up though. I don't think anyone find this important enough... Width DynDOLOD you can replace the billboard tree LOD with (improved) static tree LOD, but this needs much more memory. In fact a few trees are already done like that in the current high settings. I may optimize that process some time later, for now it is only for the brave willing to dive into the whole thing: Use nolodtrees.lst from the archive to over write a worldspace tree lst file so DynDOLOD Worlds.pas won't find any LOD trees and thus create all trees as static LOD. To add switching delay between static LOD trees and full model trees set the VWD flag on the tree record.
  4. Fixed in DynDOLOD 0.51.00
  5. Ops. there will be a fix soon-ish Either wait, or disable BetterSnow in the meantime
  6. Because the stuff actually works if you folloow instructions :) But yeah the past 2 weeks we were pushing the updates for LODGen and the whole thing was in a state of flux. So if you get all the latest versions of everything now the process should work without error messages. The DynDOLOD high setting creates over 70,000 LOD objects compared to about 14,000 vanilla LOD objects for Tamriel. Both the DynDOLOD manual and readme mention that more LOD objects means the need for more memory. If you need SafetyToLoad to fix ILS it is an indicator that the memory patch is most likely not setup correctly to your needs. Raising ini values that make higher detail LOD levels being drawn further increase memory use of course. When copying from the DynDOLOD archive there is an empty cache folder at the right location. If you manually delete it you must manually add it again :) With DynDOLOD 0.50.00 this is now fixed. Yay! Doh! Follow the instructions or else ... Currently this can be only done by raising uGrids. I know right :) Give the new versions a spin it is even better now.
  7. DynDOLOD 0.50.00 I got hold of the source for LODGen.exe and fixed all issues and added tons of features that Zilav and I needed to generated LOD with TES5Edit LODGen and DynDOLOD as it supposed to be :) Delete all the old meshes and texture directories from older DynDOLOD versions. TES5Edit and papyrus scripts folders work with simple overwriting existing files. The whole overall process is still the same. Most importantly there is no need to unpack LOD or terrain meshes as LODGen.exe now can read from BSA files as well. There is no need to patch the patch the BTO files anymore. There are no more flickering or too early, too late switching of objects. To split tree LOD hold shift key while clicking on Generate LOD The guide videos are updated to reflect the changes and new looks.
  8. Thanks. That is very helpful information. I will see if I can get expected result using the proper methods for the ini. EDIT: For future reference: Kernel32 - GetPrivateProfileString
  9. When MO manages archives so that BSAs are loaded without esp it does so by adding them to the sResourceArchiveList in skyrim.ini Obviously in reality it uses shorter names aaa,aab,aac, etc, and it may actually always do this despite the manage archive setting. It seems that this sResourceArchiveList change is only visible to tesv.exe but not any other program that is executed from MO. Am I missing something or is this the current known behavior? This poses a problem when scanning "loaded" archives for resources with other tools started through MO, like xEdit. These tools see something very different to the game. Is there a known or planed fix?
  10. That points to something really odd happening to the MO/TES5Edit setup. I just double checked here with latest MO and TES5Edit and it shows all worlds as expected. I suggest searching the MO and/or TES5Edit threads.
  11. I am not clear if you mean the Split tree atlas or the generate tree LOD or the DynDOLOD option screen? Which of the 3 is only detecting one world? When splitting trees or generating trees you need to right click the right mod, for example for Tamriel Skyrim.esm
  12. There is a manual in the download archive with has extensive instructions how to use it. "Installation" is copying files from the archive into specific folders. TES5EDit is a third party tool. See more at https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/ Also see S.T.E.P. wiki at https://wiki.step-project.com/TES5Edit For how to use windows shortcuts see "How to Add a Command Line Parameter to a Windows Shortcut" at https://www.ehow.com/how_7208987_add-line-parameter-windows-shortcut.html
  13. In all the path names below substitute tamriel with the name of the worldspace in question... Make sure that the files in meshes\terrain\tamriel\trees and in textures\terrain\trees\ do match (tree LOD looks OK in game). They need to be from the game and/or mods but not yet overwritten by previous runs of LODGen for trees itself. When splitting trees in TES5EDit only load the esm/esp of mods that also add trees. That is the case if the DLC/mod comes with files in meshes\terrain\tamriel\trees. When starting TES5Edit only check the box next to the DLC/mod in question, it will load all required files. If you continue to have trouble with TES5Edit LODGen for trees check its thread at https://www.afkmods.com/index.php?/topic/4051-wipz-tes5lodgen-for-trees-lod/
  14. Once LODGen is updated it all should sort itself out anyways. So whatever works for you in the meantime :)
  15. Yes you can add rules for specific references. Just look at one of the default rules like 'Skyrim.esm;00084CE1' how to add a form id (the number that shows in console when you click on an object) of a reference. The first two 00 do not matter as that number is defined by the mods load order based on the mods file name, e.g. Skyrim.esm. If you want to override a building that normally would be static LOD (or has no LOD for that matter) to a neverfade DynDOLOD, set LOD4, LOD8, LOD16 and VWD only to nothing and set Grid to something you desire. Set Reference to unchanged.
  16. Hi, this sounds like the LODGen.exe issue "Static objects LOD may not exactly disappear or appear when supposed to with mulitbound objects that span across cell borders." that hopefully will be fixed soon. LODGen.exe is a third party tool and we hope the author soon finds the time to work on it again.
  17. Quite a load order :) I was not yet able to reproduce the error with it. However, I have a test version that may fix the error. if you could test with DynDOLOD Worlds.pas and lib files from this test version https://mega.co.nz/#!wIwilI6B!R30ApU6DKZYTyEyxzPrURxG9lYEQVO2mZFBwkeUUpcE . Just override everything in TES5Edit\Edit Scripts\.. from the archive. Please check if it fixes the error with 3DNPC.esp part of the load order again. If it stills fails, copy paste the last couple lines please from the log so I can see what it did just before the error.
  18. That is a bit odd because typically Interesting NPCs is fine. It is more likely it is confusing the mod numbering with another mod. Could you post the complete load order? You can find an easy to copy/paste text at the start of ..\TES5Edit\TES5Edit_log.txt
  19. Either is normal. If there is dynamic LOD for a worldspace may change from update to update. It is either because of rules changes or additional new LOD files for objects. All that matters is t hat it complete its run without any error message.
  20. Great I know what the problem is. DynDOLOD_Worlds.json has a comma too much at the end. "dlc2apocryphaworld":"DLC2ApocryphaWorld", should be "dlc2apocryphaworld":"DLC2ApocryphaWorld" } } Now I will debug why that happened. Until then you can edit the file with notepad and remove the last comma before } as workaround
  21. Rustic Windows is a texture replacer and doesn't add any new objects. It will have no effect on LOD. I would think before Gopher would make any video this would need to be out of beta and a few of the LODGen.exe issues to be fixed first. We are not there yet. DynDOLOD + LODGen replace SDO. SDO should be deleted. When mods that add objects are updated it depends on the nature of the update if DynDOLOD.esp needs to be updated too. This may either mean creating it from scratch or doing a simple update run to it. Eventually I will add a section to the manual how to determine which. You may want to download the package anyways and have a look at the manual to decide if you want to try it or wait for now. EDIT: I should add that you do not have to use the dynamic object switching DynDOLOD.esp to benefit from DynDOLOD in general. You can either download the static only showcase from https://www.nexusmods.com/skyrim/mods/59721/ or uncheck 'Create DynDOLOD' when generating LOD in TES5Edit and do not load the DynDOLOD.esp when starting the game. This will use the new and improved static object LOD without the animated, dynamic LOD.
  22. Can you post its contents please? The file is supposed to be in data\skse\plugins\storageutildata EDIT: please also post content of DynDOLOD_Tamriel.json while you at it. I suggest pastebin.com :)
  23. it is as safe as before :) and after that it will be a bit safer. To update to 0.45.21 generate a new DynDOLOD.esp from scratch so that there is no left over data. Also the new default esp has the needed extra info to register the MCM menu. As always, when updating the game - in an interior - start game once without DynDOLOD.esp and then save before starting it with the new DynDOLOD.esp. This step is needed so it doesn't carry over any old data. Then everything should work just as before.
  24. This is the same known LODGen.exe issue "Static objects LOD may not exactly disappear or appear when supposed to with mulitbound objects that span across cell borders.". It is the same reason that causes the flicker when LOD and full model objects both stay active that was talked about a couple pages back. This will be fixed eventually.
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