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Octopuss

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Everything posted by Octopuss

  1. Ha, now it worked. What I did differently: renamed the dyndolod.esp.bak to dyndolod.esp. No errors whatsoever. No idea why this was important when the file gets overwritten in the end. I can probably replicate the errors by running the whole process again at this point (I can do that if you like). Now, I have some more questions. 1) I semi-carefully read the readme and still don't understand this: "An alternative solution that doesn't require loading the HighRes bsa is explained in the documentation." I couldn't find anything I'd identify as such (that doesn't mean it's not there). 2) What if a mod has its own LOD textures, but is otherwise just a texture replacer? I have two such mods: Quality Snow HD 4K mod which has a snow LOD texture. This texture (vanilla variant obviously) is present in DynDoLOD by default and Vivid Landscapes - Orc and Farmhouses. What do I do? 3) After everything is done, do I simply create a new mod from the output folders and put it under DynDoLOD in MO's left panel? I uploaded the logs anyway in case there's anything interesting about them (I noticed some instances of something supposedly missing somewhere, but it's all in klingon :P). https://www.mediafire.com/view/gbplbgsm43h3htm/LODGen_log.txt https://www.mediafire.com/view/au7g8jarslskfs7/TES5Edit_log.txt P.S. The whole process (when successful) took 26 minutes and the result is 1549 files worth 1.7GB. That right?
  2. ...what? Oh LOL!!!!! I have actually never noticed. That's hillarious :D
  3. So I tried it for the first time, and it actually seems pretty idiot friendly. Fairly simple interface (I assume the advanced settings are not required for normal use) that makes sense. The process doesn't stop normally though, and I have no idea what's wrong. Here's what I did: First I downloaded the tree atlases and placed them below DynDoLOD in the installation order (DynDoLOD being at the very bottom before). Then I started TES5Edit, loaded my entire load order (because I have no idea how to tell a mod that can contain LODs), applied the script, selected everything in the next window, clicked on high and let it do its thing. After a few minutes command line windows with lodgen.exe started to appear, but that eventually got stuck. I let it work and left (actually I did it twice to make sure), and when I returned, TES5Edit has time of exactly 5 minutes in the bottom left, and the main window says "Lodgen is still running, please wait. Try again?". The command line is frozen and error popup says the usual "xxx stopped working". What do I do now? Are there any logs I should post here? semi edit: When I closed the crashed command line and clicked yes (I don't even understand what was it asking, yes what?) in TES5Edit window, it seemingly resumed the process and apparently I am not even halfway through. Something is causing a freeze/crash somewhere and I am not sure how serious it is. edit: 3rd and 4th time I get a TES5Edit "out of bounds" error message after a short while. This is what I see in the main window: [00:04:36.766] no Minion for -32_19 Skyrimesm_029B66_DynDOLOD_LOD [REFR:96001572] (places FXWaterfallMistBlast_DynDOLOD_LOD [MSTT:96001339] in GRUP Cell Persistent Children of [CELL:0002A4A4] (in DeepwoodRedoubtWorld "Deepwood Vale" [WRLD:00029AB7]) at -32,19) List index out of bounds (-1)
  4. I talked with him once, and he said he'd consider asking for a permission to use these textures if he decides to do the meshes.
  5. Let's try to make it simple (because I am not even sure what am I talking about): Whatever effect it is in the Ragged Flagon, it looks awesome and I wouldn't change it (well, maybe like 10% decrease of the size of the drops but that's nitpicking). The water dropping from the above in the bear cave in Helgen is too dense in v3, but the lighting effect is sort of nice. The density feels just about right in the vanilla game and possibly in v2, but it looks like grey lines.
  6. Let's not derail this thread. Unfortunately I can't use Nexus anymore, so do you still have my email? We could take it there. As for DROPS, I've just looked how do these dripping particles look in the vanilla game, and the size seems just about right. If you could just shrink v3 a bit, I think that would be sufficient. The effect does indeed look better, but the size is just waaaay too big. edit: I am not sure whether it's the same texture or not, but in those screenshots you posted from Ragged Flagon the drops looked perfect. It's only when the effect is much more dense (assuming it's the same thing) it looks bad (like in the bear cave in Helgen Keep).
  7. I see. The particles still look too big, imo. It's just water drops after all, isn't it? This is kind of similar situation with DUST (no I don't like the new version one bit, sorry :( )
  8. I thought the water coming from above was the rainsheettiny texture, but apparently not because it hasn't changed. I haven't looked at anything else yet. I see you changed most of the textures again though :P
  9. I don't know, the stuff that rains from the ceiling looks too big... compared to v2 that is. v2 looks much better to me
  10. So DynDoLOD only does its magic with BSAs loaded through plugins, right? Any mod that doesn't come packed this way is completely ignored? What of the STEP optimized textures then? I think everyone here deleted the 3 archives and plugins for hires DLC from his game and only uses the optimized loose files version. Or does it just look for meshes or something? Actually, a simple explanation what it does would be nice. There are lenghty guides about how to install it, but I still have absolutely no idea how the LODs are created using this. Like, does it take meshes from mods and converts them into LODs with the textures associated with them? I don't understand any of the TES5Edit voodoo, but I also don't like to just blindly follow step by step guides to achieve something. Some sort of compromise between step by step instructions to just achieve the desired result and lenghty technical explanation.
  11. I have this mod installed. The textures are awesome. There might be a larger mod including completely new meshes in the works though, from the author of True Elk (unless I'm mistaken).
  12. Feel free to ask him, I believe he is still active on Nexus. You might just get used to it though. Took me just a few minutes. And not like anyone spends more than few tens of seconds in the main menu each day :P
  13. I scrapped the idea anyway, I couldn't figure out how to enable ENB shadows, lol. I better stick with ENBoost with parallax fix.
  14. So if I was to try ENB shadows, which settings in skyrimprefs.ini should I change from vanilla values?
  15. Oh hello. I wasn't aware you had an account here :D
  16. Welcome to the club. There's absolutely no need for a reputation system in any shape or form. If you don't like someone's post, just ignore it. If it's really bad, moderators will take care of it. If it's good, people reading it will just nod in approval. There's no need for any stupid numbers next to posts. The anonymity makes it even worse. I learned to live with it, but it still pisses me off sometimes when I get "downvoted" simply because I am an unpopular member here.
  17. So in order to be able to use DynDolod, I have to start using the hires DLC in its default form of 3 bsas and plugins?
  18. I'm sorry for polluting the discussion then.
  19. I don't mind understanding some of the stuff I'm doing, but I believe anything significantly more complex than bash tags is a huge no. Some of the guys in here might have intimate knowledge of TES5Edit and all the voodoo inside plugins, but average player like myself doesn't, and most probably never will. I understand the levelled lists just fine (for my needs I guess), but I don't think I'd ever be able to understand the stuff Smash does. It's apparently for people like Arthmoor, Zilav, Mator etc. If the final version is supposed to be much more simple than this, I will be most happy and would actually have a chance to use it.
  20. Yay, keep the negative rep coming. I missed it!
  21. What on earth have you done to the text? It's horrible. Why?! And you provided absolutely no information about the problem whatsoever. Noone can help you if you use the "help my PC doesn't work" style.
  22. I see. I thought Mator said a few weeks ago that the program was almost finished. I honestly can't see myself trying to learn some programming or whatever to understand some cryptic chunks of ids those records are. I hope the final version won't be more difficult than creating bashed patch (it took me a few weeks to understand the stuff around tags, and I assume vast majority of regular players can't even understand that).
  23. I don't even understand what are you talking about. What does "to use specific records on q good" mean? What does "change all to x" mean? If you are supposed to create several custom rules somewhere on individual plugin basis, then the whole thing is probably useless for normal players and they (we) should probably stick with bashed patch for life. (And after reading the first post a few times I think this is not a program for me. I don't understand the technical stuff about records onebit.)
  24. Any tip for a good place to observe as many of the effects as possible? I always have difficult time comparing Roy's mods because they are anything but static stuff.
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