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sheson

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Everything posted by sheson

  1. Also upload the normal DynDOLOD debug log as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Also make a useful screenshot of the full model for the waterfall as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Which mod is Meshes\effects\fxwaterfallbodytall02.nif from? Its CRC32 in the files you provided does not match what I have for Water Effects Brightness and Reflection Fix - Realistic Water Two Patch 2.1 Does the flicker stop when you deactivate dynamic LOD in the DynDOLOD SkyUI MCM. Does a non animated static waterfall remain?
  2. 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 ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of LOD and the full model with m ore informative console. https://dyndolod.info/Mods/Waterfalls For best visuals and performance typically do not install any 3rd party LOD resources - remove them if necessary. It is possible that whatever mod use to change the waterfalls meshes also installed bad LOD meshes or requires updated LOD meshes to be included in DynDOLOD Resources. You wrote it is not RWT. So which one is it?
  3. 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. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of references with more informative console. The mentioned INI settings have no effect on references. They only have (wanted/unwanted) effects on object/terrain LOD. See https://dyndolod.info/FAQ#Out-of-place-or-floating-objects, especially test with new game and report if that makes a difference.
  4. Also disable the record in console, to change the status in the current save. Also add an XESP enable parent opposite to the player. The dynamic LOD reference xx0B2EB2 in DynDOLOD.esp should get the enable status from record xx014CA7 and not enable if its disabled. You can just use xEdit to remove the reference from DynDOLOD.esp to make sure it is gone. You do not need to make a patch file. In particular do not make patch files for DynDOLOD plugins. Make any changes in the DynDOLOD.esp. You could also remove the reference xx014CA7 from both DynDOLOD.esp and Unofficial Skyrim Modders Patch.esp.
  5. That is is great. It would be nice if you could upload the plugin with the record with the problem as requested.
  6. OK the mentioned record is not the cause of this issue. Run this test version https://mega.nz/file/NZgQEL7K#uEGyhPDzVC3rANBbUYNw6UXrHZZmvI4TcAc2QwOptC0 with the full plugin. Upload new log, debug log. No need for bugreport.txt If the message mentions a navmesh record, remove everything else but the navmesh and whatever records it might require in the same plugin, clean masters and upload it.
  7. Does the error message always report the same plugin and record? If so, check Rally + CFTO + ICWO + Sounds.esp for errors in xEdit. If there are none, can you load Rally + CFTO + ICWO + Sounds.esp into xEdit, remove all records but the one with form ID xx000F1E and whatever other records it requires in the same plugin, then clean master and upload it. If you do not know how to do any of that, just upload the plugin as is.
  8. In the game, after opening console and clicking it like you did for the screenshot, type disable. For a more permanent solutuon, you can the overwrite in DynDOLOD.esp and set the Initially Disabled flag and/or set the XESP Enable Parent to Opposite 0x14 Player.
  9. The Screenshot shows the glow is being added by the Unofficial Skyrim Modders Patch.esp. It has the Is Full LOD flag set, which means it also shows in the LOD area. DynDOLOD merely converts it to dynamic LOD.
  10. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs wich DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots with more informative console. Read https://dyndolod.info/Help/Glow-LOD#Load-Rules-For-FXGlow and https://dyndolod.info/Help/Glow-LOD#Fake-Lights.
  11. Use the MO2 right window data tab to see all files in the "data" folder. If you require help with MO2, you read its documentation and ask for help on its support forum. If you require help with NGIO, then you should check its description, explanation in its settings file, comments sections etc. Depending on settings, NGIO creates grass cache files for the current active cells for which they do not exist in the load order without any message to console. Otherwise run the usual grass cache generation.
  12. https://dyndolod.info/Help/Child-Parent-Worldspace-Copies explains how the problem is not missing LOD but deliberately omitted full models and that checking the parent > child option can be used to automatically add copies of full models from the parent worldspace to the town child worldspace to improve the visuals. https://dyndolod.info/How-LOD-Works
  13. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Do not post screenshots of messages, use the Copy message to clipboard link and paste the text instead, as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Error: No Editor ID If you can not find the MarkarthWorld worldspace record with the form ID 00016D71 in Skyrim.esm, then there is really something wrong with the load order / Skyrim.esm or how you are loading it in xEdit. If you mean you can not find the cell record 2602F511 in DynDOLOD.esm, then you will need to adjust 26 to whatever the file ID of DynDOLOD.esm is when it is loaded into xEdit. How is making a post on an unrelated discord relevant? See https://dyndolod.info/Installation-Instructions and https://dyndolod.info/Generation-Instructions. If the error happens while trying to update an existing LOD patch, generate it from scratch instead, as suggested by the confirmation message about updating existing DynDOLOD plugins.
  14. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum which entire DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages The error message you quoted explains the problem and gives two possible solutions already. The message has a link " Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Help/xLODGen, which further explains: If a mod is used that ships with pre-made terrain LOD meshes generated with long outdated and buggy Oscape, there might be a message about broken terrain LOD meshes requiring replacement. The easiest and quickest solution is to simply generate terrain LOD meshes with the 'SSE Terrain Tamriel Extend' plugin installed from the requirements as explained below. https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD
  15. The message you quoted has nothing to do with a mesh or script. You can not fix bugs in the tools encountering unexpected situations. I suggest to take the time to learn rudimentary computer and internet knowledge like how to zip and upload files with a file service so this can be properly troubleshooted and addressed.
  16. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum In particular read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting before making posts, to know if something is actually LOD or not. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots. The screenshot does not really show LOD but the vanilla? content of active cells. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
  17. No, the scale of a reference does not affect if object LOD is generated for a reference or not. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum how to properly report a problem. https://dyndolod.info/FAQ#Something-does-not-have-LOD
  18. Moved to the DynDOLOD 3 alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and bugreport.txt if it exists to upload when making posts. https://dyndolod.info/Messages/Exceptions#nteger-overflow Errors or problems that prevent a successful LOD patch generation need to be fixed and can obviously not be ignored whatever their cause. The reported problem has not realty anything to do with a mesh.
  19. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of LOD and its full model with more informative console. Such screenshots would tell use the base record form IDs of the trees with problematic LODs. I would assume they match one of the reported warnings in the DynDOLOD log: <Warning: Billboard for model Meshes\landscape\trees\reachclifftree02.nif has different CRC32 Skyrim.esm TreeReachCliffTree02 [TREE:000B8A77]> <Warning: Billboard for model Meshes\landscape\trees\reachclifftree01.nif has different CRC32 Skyrim.esm TreeReachCliffTree01 [TREE:000B8A76]> <Warning: Billboard for model Meshes\landscape\trees\reachtree02.nif has different CRC32 Skyrim.esm TreeReachTree02 [TREE:000B8A74]> <Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif has different CRC32 Skyrim.esm TreeReachTree01 [TREE:000B8A73]> https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32 <Warning: Billboard for model Meshes\landscape\trees\reachtree02.nif does not contain texture textures\oak\quercusbark.dds Skyrim.esm TreeReachTree02 [TREE:000B8A74]> <Warning: Billboard for model Meshes\landscape\trees\reachtree02.nif does not contain texture textures\oak\quercusbark_n.dds Skyrim.esm TreeReachTree02 [TREE:000B8A74]> <Warning: Billboard for model Meshes\landscape\trees\reachtree02.nif does not contain texture textures\oak\quercusatlas.dds Skyrim.esm TreeReachTree02 [TREE:000B8A74]> <Warning: Billboard for model Meshes\landscape\trees\reachtree02.nif does not contain texture textures\oak\quercusatlas_n.dds Skyrim.esm TreeReachTree02 [TREE:000B8A74]> <Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif has different CRC32 Skyrim.esm TreeReachTree01 [TREE:000B8A73]> <Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif does not contain texture textures\oak\quercusbark02.dds Skyrim.esm TreeReachTree01 [TREE:000B8A73]> <Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif does not contain texture textures\oak\quercusbark02_n.dds Skyrim.esm TreeReachTree01 [TREE:000B8A73]> <Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif does not contain texture textures\oak\quercusatlas.dds Skyrim.esm TreeReachTree01 [TREE:000B8A73]> <Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif does not contain texture textures\oak\quercusatlas_n.dds Skyrim.esm TreeReachTree01 [TREE:000B8A73]> https://dyndolod.info/Messages/Billboard-For-Model-Does-Not-Contain-Texture According to the log from the last TexGen session, the billboards for 000B8A73 and 000B8A74 were generated, so this means the TexGen output is probably being overwritten by another mods containing different billboards. https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything. The TexGen log does not mention creating billboards for 000B8A76 and 000B8A77. That is probably because of something with the full models. You could try to check the preview for them. However, since they are mentioned in the DynDOLOD log, there are billboards installed in the load order. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards Do not install 3rd party LOD billboards. All LOD billboards files are in ..\Textures\Terrain\LODGen\*.*. If you check for that folder and subfolders in MO2 right window Data tab, you can find out which mods other than the TexGen Output contain billboards and hide/remove them accordingly.
  20. If you have issues following third party guides, then you should ask the author of the third party guide. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of LOD and its full model with more informative console. https://dyndolod.info/Generation-Instructions#Prerequisites Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards
  21. https://www.nexusmods.com/skyrimspecialedition/mods/42161 UseGrassCache = False - Enable or disable caching of grass. If enabled it will create files in /Data/Grass/ directory ,,, Also pay attention to explanations in the GrassControl.config.txt itself for OnlyLoadFromCache needing to be set to False.
  22. In that case I would suggest to also test to increase the atlas size to 16384 so xLODGen doesn't need to create a second atlas texture.
  23. If you have issues with a guide, you need to ask question about it on the appropriate forum/section for the guide. The google drive links ask for a login. From the screenshot I am deducting you seem to have a problem with the LOD for power pylons. Configurations for TexGen included in DynDOLOD 3 Alpha does not affect the LOD textures for the electrical towers. They are rendered LOD texture. Textures\LOD\ElectricalTowerLOD_d.DDS Textures\LOD\ElectricalTowerSmallLOD_d.DDS TexGen does not affect terrain LOD meshes or textures. The issue with low res textures shown in game might have to do with the used textures not being in a BA2. The game used to have issues with proper mipmap usage in that, though I am out of the loop if that is still the case.
  24. 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. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console. The cover should be dynamic LOD and thus be a clickable reference. Double check if the LOD comes back after visiting the full cell.
  25. See https://dyndolod.info/Help/Snow-Ash-LOD-Shader The HD shaders make use of the vertex color alpha value. It controls the intensity. A value of 0.0 is low while 1.0 is high. The vanilla game uses ~0.4 for light snow (object LOD meshes ending in *l.NIF) and ~0.5 for heavy snow (object LOD meshes ending in *h.NIF) . They are typically used if the flag Uses HD LOD Texture is set. *h.nif is usually used if the editor ID indicates 'heavy' snow. Still looking into / updating some things for the other thing.
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