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Dynamic Distant Objects LOD - pre 2.xx
wysiwyg replied to sheson's question in DynDOLOD & xLODGen Support
Thanks for your continued work on this Sheson! It really make a big difference to the game's scenery. The Dragon Tree Temple player home really shows it off. It's an open home with windows and lots of patio space up in a huge tree. :-) -
Dynamic Distant Objects LOD - pre 2.xx
wysiwyg replied to sheson's question in DynDOLOD & xLODGen Support
I did that and the workaround did the job. Thanks again! Applestormy must have some habit in modifying existing cells that is particularly problematic for tree LODs since this doesn't seem to happen in anyone else's mods that we know of. Some original trees were moved around to coordinates like z -30000 and disabled if that matters. -
Dynamic Distant Objects LOD - pre 2.xx
wysiwyg replied to sheson's question in DynDOLOD & xLODGen Support
On the workaround, should Generate The Texture Atlas be on the first or second run? -
Dynamic Distant Objects LOD - pre 2.xx
wysiwyg replied to sheson's question in DynDOLOD & xLODGen Support
Hi Sheson, I think the IgnoreModFileName option should include LoS and RE patch. This replaces the TAVE Riverwood mod and still has the "dumplings" issue I mentioned earlier. You suggested deactivating it. The floating tree has already been removed but I never was able get rid of the odd LODs there. The disable LOD console command (tll) shows fairly clearly the issues. I never did find another way to avoid those artifacts most obviously seen just outside the southern entrance to riverwood. A clean uninstall/reinstall didn't do anything. Edit: These things show up point blank but aren't LODs about long distance? Is there a minimum distance for seeing LODs? -
Dynamic Distant Objects LOD - pre 2.xx
wysiwyg replied to sheson's question in DynDOLOD & xLODGen Support
I think using an invalid value for the ScrapHeapSizeMB might make it default to 512,256 (or 256/256 once it allocates). I started out with 768 and 256 in Skse.ini but had to increase it after I saw block1 going over 512 around Windhelm and the game did a CTD. Changing to 1024 and 256 in skse.ini fixed it for me but I have lots of memory. No need to repatch DTS, rerun FNIS for users, or recreate the Wrye Bash patch after rerunning DynDOLOD. -
Dynamic Distant Objects LOD - pre 2.xx
wysiwyg replied to sheson's question in DynDOLOD & xLODGen Support
I don't believe ScrapHeapSize may be over 256. The DefaultHeapInitialAllocMB is reduced by the ScrapHeapSize DefaultHeapInitialAllocMB=1024 ScrapHeapSizeMB=256 This should result in 768 and 256 in the memory log. It does in mine at any rate. -
Dynamic Distant Objects LOD - pre 2.xx
wysiwyg replied to sheson's question in DynDOLOD & xLODGen Support
Thanks again Sheson. Do you have a donation account or Amazon wish list for people to say thanks in a more materialistic manner? :-) -
Dynamic Distant Objects LOD - pre 2.xx
wysiwyg replied to sheson's question in DynDOLOD & xLODGen Support
I actually don't use the old TAVE Riverwood. The newer one is actually from the Lanterns of Skyrim and TAVE Riverwood patch (Los and TaVE Riverwood patch). "Los and RE patch.esp". It's been cleaned and debugged supposedly and there isn't a floating tree in the 0,0 cell anymore. Still, that's the mod with the issue since the dumplings don't show up in Riverwood if I build without it. I looked around and couldn't see anything wrong and it's in the Tamriel worldspace without a child world. I can probably ignore the problems since they only show up at the entrance of Riverwood as far as I can tell. Applestormy recreated a new version of Whiterun Enhanced and it doesn't seem to have the issue. I get why a child world would have the point-blank-dumpling-LODs show like that if the tamriel world had a tree in the wrong place but not where it comes from in an exterior cell. I can build without it if I get more oddities showing up or just ignore them for now. -
Dynamic Distant Objects LOD - pre 2.xx
wysiwyg replied to sheson's question in DynDOLOD & xLODGen Support
Thanks Sheson. I'll take a shot at cleaning up the TAVE mods. It's not like they are edited anymore now anyway. Supposedly the remaining ITMs are intentional and it shouldn't be cleaned but... I'll see what happens. Either that or maybe see if I can find other enhanced Whiterun or Riverwood and see how those look. -
Dynamic Distant Objects LOD - pre 2.xx
wysiwyg replied to sheson's question in DynDOLOD & xLODGen Support
I can't seem to do it. The things don't impede movement and are semi-transparent. I just get the items that are on the other side of them. I tried floating above or below and no dice. They are two dimensional. Does that mean they have no mesh? Edit: For example, I used tfc and found some in a stream. I floated over them and couldn't get any objects except for what I get by clicking on the stream, object type ACTI or whatever for the water. It's like there's nothing there although I can see it. Like a decal or something? Edit 2: Toggle decals (tdr) doesn't do anything, toggle wireframes (twf) and they don't show up as wireframes. Toggle LODS (tll) and they disappear. Edit 3: I removed the SFO texture and regenerated without it and still get the dumplings - so that's not the main issue I guess. Maybe WhiterunInEnhanced.esp (TAVE Whiterun)? I'll rebuild without that and see... Edit 4!! I went through the steps to disable DynDOLOD (disable outside, double save interior, etc.) and removed WhiteRun enhanced. I put the SFO texture back and rebuilt DynDOLOD. Whiterun looked normal in it's exterior cells with no odd objects if a bit plain. :-) So, I guess it's something in TAVE. At any rate, the mod is just an ESP with no updated textures. The readme does mention adding lod trees though. Come to think of it I also have TAVE Riverwood and Solitude although Solitude looked fine. -
Dynamic Distant Objects LOD - pre 2.xx
wysiwyg replied to sheson's question in DynDOLOD & xLODGen Support
They're at ground level so I'm having a hard time distinguishing them from the surroundings. I'll try some more after work. I have the MFG console mod btw. -
Dynamic Distant Objects LOD - pre 2.xx
wysiwyg replied to sheson's question in DynDOLOD & xLODGen Support
I couldn't figure out where that came from. I looked at the dds files and couldn't find something that looked like that. I couldn't see anything from a distance. When you copy the generated files into the data directory are you supposed to avoid overwriting any existing files from other mods? I always figured DynDOLOD files should overwrite because the existing files would be incorporated into it but obviously that wasn't true in this case. For the record, the files which already existed are all the ones from 'STEP - Skyrim Total Enhancement Project - STEP Texture Compilation' except for one. data\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds from the 'Skyrim Flora Overhaul - Skyrim Flora Overhaul Regular Edition v1.91' Are the STEP textures supposed to be overwritten by the generated ones? The SFO one is completely different than what is created by DynDOLOD. Writing over the STEP files but not the SFO one produced horrific results with a great many flat lod trees showing up right in front of me inside Whiterun. Sort of reminded me of Daggerfall. :-p Writing over just the SFO texture didn't cause any obvious issues that I saw in Whiterun. Writing over all of them produces the flying dumplings I posted earlier. Writing over none of the existing files seems like it worked ok which is odd with an entirely different original tree lod from SFO. -
Dynamic Distant Objects LOD - pre 2.xx
wysiwyg replied to sheson's question in DynDOLOD & xLODGen Support
Edit: Nevermind. I think I solved it! I'm just got Skyrim up and going and am touring around seeing how things look. When I get to Whiterun and enter the town I see 2 dimensional clouds sitting on the ground. They look like chinese dumplings. After a few mods being switched on and off I find it's DynDOLOD that created them. If I disable DynDOLOD and they go away. I rebuilt by disabling while outside, moving inside, checking to see that it isn't still enabling, saving and exiting Skyrim, disabling the mod and rolling back the files created from it, loading skyrim, saving again and exiting. I then reset the esp to the default empty, cleared out any generated files from Tes5edit, and regenerating from scratch. After I get everything all set up again I restore and the odd things are still there. They are scattered all over Whiterun. Marcarth and Sollitude looked fine when I checked. Has anyone seen this before? Also, I always make a "mod" out of the generated files so that I can roll them back and reapply without losing the original LOD files where they might exist. I always overwrite existing files with the ones generated by DynDOLOD. Edit: I found some outside around Riverwood. EDIT: Arg! Nevermind! I was writing over the existing files when copying the generated files from the build into the data directory. Fortunately, I was packing them up into an archive and installing them like a mod so I could uninstall and not lose the previous files. I just answered "no" to all instead of "yes" to all when copying in the files and the blobs went away. Actually, I think the blobs are ivy textures or somesuch but I can't find the texture. loadorder.txt TES5Edit_log.zip -
Dynamic Distant Objects LOD - pre 2.xx
wysiwyg replied to sheson's question in DynDOLOD & xLODGen Support
Thanks for all of the hard work on this. It must be a bear to figure all of this out! It works well since I've gotten comfortable with what it's doing. Holy crap though! It takes 39 minutes to complete after I fully loaded Skyrim. I have lots of mods and HQ textures since I have a Titan-X with 12GB of memory. I'm running 4 cores @ 4.6 Ghz with hyperthreading and on SSDs for all of the files and it heats up the system pretty well! One thing I'm in the habit of doing though is avoiding manual writes of files into my Skyrim data directory. I like to create a 7z of all of the created files and load them as a mod from a file so that I can see if anything is being overwritten and easily clean up after updates, avoid leaving old files after rebuilding, etc. I also do that for BodySlide when I do a batch build. This also helps me know if another mod is overwriting generated files. Not that it's a big deal to do it manually but it'd be nice if there was an option to create an archive of the generated Meshes, SKSE, and textures and copy that archive to a specified directory with a name like DynDOLODCompiled.7z or somesuch for users who like to turn loose files into mod installs to track overwrites, remove, etc. Maybe it'd avoid some issues after changing mods and repatching, etc. Another thing I'd like to suggest is to keep a copy of the base DynDOLOD.esp and have the option to always start with that and not update the esp built from the last run. I think it updates the previous file if you don't manually replace the esp with the empty one before running the script. I could be wrong about that though. -
DROPPED Trees HD Skyrim Variation (by namotep)
wysiwyg replied to stoppingby4now's topic in Skyrim LE Mods
Thanks for the clarification.