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sheson

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Everything posted by sheson

  1. A tree is every base record of the type (signature) 'TREE' and only the base records of the type (signature) 'STAT' with the 'Has Tree LOD' flag set. For the calculations the values of the 'OBND - Object Bounds' from the base record are used.
  2. From the already linked explantions https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards A tree is every base record of the types 'TREE' and 'STAT' with the 'Has Tree LOD' flag set. Grass is every base record of the type 'GRAS'. For the calculations, the 'OBND - Object Bounds' from the tree/grass base record are used.
  3. Replace Meshes\lod\waterfalls\fxwaterfallbodytall02passthru_lod.nif from DynDOLOD Resources with this fxwaterfallbodytall02passthru_lod.nif Start DynDOLOD in expert mode, select Tamriel and check Object LOD and then click the Execute LODGen button to update the object LOD meshes from the last generation. See https://dyndolod.info/Help/Expert-Mode Let us know if there is less flicker now. fxwaterfallbodytall02passthru_lod.nif
  4. https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-167/page/611/#comment-277374 Object Bounds is data on base records that define models. https://dyndolod.info/Help/Object-Bounds There are no related game INI settings.
  5. Replace the DynDOLOD.DLL in the SKSE\Plugins folder with this version https://mega.nz/file/JVwhBArD#tMNaTuvFniLU28g0XwPu6Zl_sKw7NXlMLbNvbS0ub8A which also includes a DynDOLOD.pdb. Upload new log from crash logger which hopefully has some additional information for me.
  6. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console of trees full models that have no LOD or provide the tree base record form ID of a tree that does not have LOD. The mod that you linked is for 3D tree LOD generation. https://dyndolod.info/Help/Ultra-Tree-LOD It does not change the requirement for tree LOD billboards which should be generated with TexGen. https://dyndolod.info/FAQ#Something-does-not-have-LOD If a LOD billboard does not exist, use TexGen to generate it. Also see TexGen Configuration.
  7. DynDOLOD does not care about object bounds. https://dyndolod.info/FAQ#Something-does-not-have-LOD For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD. If a LOD billboard does not exist, use TexGen to generate it. Also see TexGen Configuration. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards explains how control/change billboard generation with TexGen.
  8. This sounds like you are using a tree mod that is replacing full models without updating the objects bounds of the affected base records. Read the already linked explantions https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards For the calculations, the 'OBND - Object Bounds' from the tree/grass base record are used. In case the object bounds are not set properly in a plugin, the CreationKit Object Window has a right click context menu entry 'Recalc Bounds' to update them.
  9. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Also upload C:\Games\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Lets assume the useful screenshot posted earlier of the full model still applies. Mesh mask / reference rules for DynDOLOD have no effect on how TexGen generates textures. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules All mounts use the same dirt textures. Consider checking other mounds for comparison.
  10. Get latest xEdit 4.1.5c Extremely Experimental from the xEdit discord. Test if it loads the Weapons Armours LOTD Merge.esp with all its master also letting it build the reference cache. I believe you should see the same overflow error but without it mentioing the record. Make a post on the xEdit discord #xEdit-support channel with xEdit log, exception log etc. for ElminsterAU Maybe test if loading/saving the plugin with CK helps.
  11. Replace C:\Games\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_all.ini with the attached version. Do the usual clean save routine before updating. Then start DynDOLOD, make sure to click High button again so the new rules are being loaded. Then generate as usual. The dirt cover should then be dynamic LOD and show or not snow based on the full models state. Let me know if it works either way. DynDOLOD_SSE_all.ini
  12. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing which papyrus logs and which DynDOLOD.log to upload in case of problems.
  13. Clicking the links I posted and actually reading the posts/explanations that open already answer these questions. It is normal that no one created a billboard for TreeAspen04. That is usually because there is no vanilla tree LOD for that particular tree either, it is too small. The TreeAspen04 full model is a small branch/bush and not really a tree. Like all the other bushes and shrubs it is simply to insignificant (its volume too small) to have tree LOD billboards generated by default. The vanilla game and DynDOLOD deliberately do not provide LOD assets for small bushes and other small objects. Optional grass LOD is the exception. The chapter https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards also explains how to force billboard generation for a specific tree base record without changing the volume/height filters.
  14. https://stepmodifications.org/forum/topic/12589-skyrim-se-missing-trees/#comment-208340 https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-167/page/111/#comment-249837 https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards The volume of the model is the result of v( (X2 - X1)2 + (Y2 - Y1)2 + (Z2 - Z1)2 ) and needs to be greater or equal to the Min[Tree|Grass]ModelVolume setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini. TexGen INI defines MinTreeModelVolume=512 From the TexGen debug log: <Debug: Ignoring Meshes\landscape\trees\treeaspen04.nif bounds volume 487.956970214844, height 303 Skyrim.esm TreeAspen04 [TREE:0005FADA]> 487 is less than 512, so it is ignored.
  15. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text how to use the Copy message to clipboard link and to paste the text instead of making screenshots. No bugreport.txt was created, correct? What mod is Weapons Armours LOTD Merge.esp from or can you upload it? It is possible this is a bug.
  16. As we already determined the problem is with the static object LOD waterfall model. They are not using the right model or need an updated one. I will have time to look at them and create/update the model tomorrow/weekend. The dynamic LOD and static object LOD of certain waterfalls overleaping for a bit is "normal" for technical reasons.
  17. https://dyndolod.info/FAQ#ILS-or-CTD If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.toml. Alternatively add/set [SaveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim.
  18. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and papyrus log to upload when making posts. The crash log only mentions DynDLLOD.esm and DynDLOD.esp as part of the loaded plugins. No mention about LOD meshes or DynDOLOD records in the relevant objects, callstack, registers and stack. If the crash is repeatable, check if any relevant objects or address/callstack changes or not. Since the callstack mentions the OnInit script event, and the PlaceAtMe function (which is not used in any of the DynDOLOD scripts), check if any of the records mentioned in the relevant objects have scripts attached.
  19. Can you click the dirt cover with console open and get its reference form id? If so make a screenshot. Or does it go away when disabling all LOD with tll in console?
  20. https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-107-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ Then install output as a mod. Readme.txt Install the output as a mod. https://dyndolod.info/Help/xLODGen#Installation Just as with TexGen or DynDOLOD, always set and generate into a dedicated output folder and install the output as a mod.
  21. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/FAQ#Not-seeing-all-worldspaces-in-the-selection-box
  22. Thanks. i will have a look at it in the combing couple days. To verify, if you disable static object LOD so that only the animated dynamic LOD waterfalls remains, they do not flicker?
  23. Please also upload C:\Modding\Skyrim Special Edition - Elegy\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
  24. It seems to run out of memory. See if this tip from https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory helps: If too many concurrent LODGen processes running at the same time consume all available memory, limit their total number by changing the MaxLODGen setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI. Set to 2, if that does not help set to 1.
  25. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log, debug log and bugreport.txt to upload when making posts.
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