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Kesta

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Everything posted by Kesta

  1. True that. I have no idea why, but It never occurred to me to check the INPUT section of the wiki guide, instead I kept wondering if a key had to be used with the combination or not >_ Though it's less likely this way, it could still be a key-combo that's used during regular gameplay or common missclick.
  2. Check the key for bruteforce in enblocal.ini, I think it's "B" (66) by default, which could very well be a key you commonly use during gameplay.
  3. Actually it do. Renaming CACO_TreeIronwood_005a981.dds and CACO_TreeIronwood_005a981.txt without the "CACO_" prefix, and the "01" suffix before the _formID should help with this specific warning. I thought it had to be named after the formID, but it's actually the mesh name without the path. Though then again, no guarantee that it would work in the end, so I'll test it for myself when I have time ^^ Plus this billboard wouldn't match the new texture Kryptopyr uploaded anyway.
  4. Don't bother any further, I'll try to make it right on my own when I have time (currently I have to few spare time to make multiple test with dyndolod) and send the result directly to Kryp once it work. I think I still have a lot to understand about tree LOD.
  5. Not sure where you downloaded tes5edit, because lodgen should be included. Make sure you download this one : https://www.nexusmods.com/fallout4/mods/2737/?
  6. There shouldn't be a limit. Now, if there really is one (never went as far as 30+ esm), you probably have several that you can turn back into .esp : Skyrim Project Optimisation, Apachii Sky hair, Climates Of Tamriel, ... anything that doesn't have to be specifically loaded at the very beginning of your load order. Those usually are distributed as .esm only so other modders can build mods that expand on them without having to esmify them first (best example of that is apachii, this is a .esm so anyone can easily create "NPC Overhauls" with the new haircuts). You don't have to change the extension (or your dependencies would break, and stuff might get screwed in your game like if you had uninstalled/reinstalled), only uncheck the ESM flag in xEdit. As always, make backups before tinkering engine-limitations.
  7. Bug in Wrye Flash (or Wrye Smash to be accurate, since we're talking about skyrim ^^). However, dyndolod should ignore it to prevent this specific issue, and your log say it do :/ Try to build DynDOLOD without your bashed patch at all (don't load it in xEdit), or after having deleted the whole "worldpsaces" group from the bashed patch, and see if it work. If yes, you can just rebuild a second bashed patch with only "Import Cell" ticked after DynDOLOD completed (and put it adter in the load order), and everything should be well. (Or rebuild a complete BP and scrap the old one). Or use mator smash (either as a complete replacement, or only to patch Cell records).
  8. This remind me of the error with the Bashed Patch. Check for the cell 00009389, note it's Block / Sub-Block "names" (in Skyrim.esm that would be Block -1,0 \ Sub-Block -3, 2), and check all of the overrides of this cell in each plugin, if it's placed under a block or sub-block with those values inverted (Block 0, -1 or Sub-Block 2, -3). You really have to look manually in the left-pane for each plugin, nothing will be displayed as conflict in the xEdit UI.
  9. I can confirm that if this setting is antialiasing something, it's not in my Skyrim ^^ AMD user here. (Hishutup probably have the right of it).
  10. Well, I was actually looking at the plugin in the Creation Kit right now, and finally found the root cause : Instead of adjusting each light individually, ELFX put several of them on the same spot to simulate various light intensities. Obviously, DynDOLOD just do its job and put as much FXGlow as there is lightbulbs, so this range from 1 to 3 (Maybe even 4, haven't checked all of the ELFX lightsources). The child world generation was just worsening the whole thing around whiterun walls by adding even more of them, but that wasn't the only problem. However, it actually do the job by itself (though less optimized) by setting all of those lightbulbs to neverfade already. So yeah, I guess simply ignoring ELFX - Exterior is both the easiest and the best solution. Looking forward to the next update then, because right now this behavior result in either supernovae or no FXGlow at all but the ELFX neverfades. If you're really willing to optimize it, it seem anamorphus simply used Ctrl+D to multiply its lightsources, their position data match exactly, up to the 6th digit. But seems like more code than it's worth. Offtopic - For you or Zilav's LODGen page : Here are "AOF HD billboard", billboards from this atlas by AnOldFriend, I don't think its been uploaded anywhere yet. It was pretty straightforward to generate actually, since this atlas match vanilla's exactly, LODGen-Split did his job absolutely perfectly. To anyone willing to use it : Some improvement, though not all LODs match vanilla trees correctly, so for pine you probably want to keep vanilla ones. Aspens (yellow trees in the rift) are FAR superior though. Edit : Oh wait, I'm dumb, I can already ignore ELFX Exterior by adding it to the IgnoreModFileName list right ?
  11. Yes, that's from ELFX 3.0 Replacing dyndolod's LOD FXGlow didn't help. I reverted back to a vanilla weathers, and the issue is "hidden" from the distance, i.e. the vanilla visuals make the issue almost unperceptible (there is still a difference if you know what to look for, but not as pronounced as with my previous screens), thanks to morn imagespaces and inconsistent fog, which might explain why this have never been reported before. However, I did find the root cause. This isn't the mesh itself. DynDOLOD is placing three FXGlow at each spot instead of a single one, which cause the super-novae effect : So I guess this is an incompatibility between the rules and the references ELFX put there. Investigating more on this tonight, just wanted to let you know that it's not your actual FXGlow mesh. Btw, I tested on a new game as well, in case the fact that persistence+is Full Lod from the original references would have been baked into the savegame before dyndolod installation, but that's not the case (both because the issue is present on a new game, and because as you can see on screenshots the three refs have base objects from dyndolod.esp). Edit : Or could it be bad settings for far/near grid and INI settings that cause the three ref to be enabled at the same time, while there is supposed to be only one per LOD-level ?
  12. Nope, same result. Nothing critical though (I don't even use atlas tree for actual playthrough >_ I also tried to mess a bit with it myself, but all those "if then do while begin end; end end." are just sooo counter-intuitive for me. No ENB, just a custom sharpening effect with sweetFX, but I have the same result without it. Here is how it look : (the FXGlows are from ELFX-Exterior) : With DynDOLOD : Without DynDOLOD (ELFX set them persistent+full LOD which is why they're still seen) : DynDOLOD properly removed the Is Full LOD flag from them, so that shouldn't be a "double FXGlow" issue. (Note to self for future reference/testing : the FXGlow used here is an unmodified 2eb0d) Basically, the original full LOD FXGlow from ELFX (those around the whiterun walls) is visible but subtle, while with DynDOLOD, considering I'm looking at it from High Hrotghar... that look a bit more like a funfair. And same for the others that weren't visible without DynDOLOD. Note that the screenshots + jpg conversion + upload to imgur darken the whole image (at least on my screen). Here is a link to download the original .bmp (view them in fullscreen) : https://onedrive.live.com/redir?resid=9AF6ED0341A393BD!43762&authkey=!AIoAMOeYlSgMr2U&ithint=folder%2cbmp In case this help, here is the corresponding entry to one of the ref using this FXGlow in DynDOLOD_Tamriel_Object.json : "60038":["1","1","1","1","","131790","ELFX - Exteriors.esp","-1","-1","","1",""], Supposed to be the result of the Medium setting for [x]FXGlow. What I'm aiming for is something similar to the light intensity seen in the no-dyndolod screen, but applied to all of the lightsources that aren't handled by ELFX. Edit : And also, because I prefer asking questions than making reports, is there any tool to open .btt files in a human-readable format ? I managed to have a peak inside all of the LOD-related files but those, and couldn't find any.
  13. For some reason, in Expert Mode, DynDOLOD refuse to build only tree LOD (I just wanted to update the tree atlas with some custom billboard I made). Worked fine when switching back to advanced. Log for the error : I think it's important to note that despite the "generate tree lod" checkbox being ticked in expert mode, it was unticked when I relaunched the script in advanced. All of the other settings usually persists when switching from a mode to an other. Edit : and while I'm here, Vivid Weathers settings make glow LOD ultra-glowing. I know it's possible/advised to edit them to adjust to the weather system in use. Any pointers on what value to look for would be appreciated (At least I know it's inside Meshes\DynDOLOD\lod\effects\fxglow*_dyndolod.nif, but i'm not exactly a nifskope master). Also would like your authorization to provide those edited meshes as optional download of Vivid Weathers for DynDOLOD users.
  14. Newer != better quality. Skeleton / DP from Kajuan hardly match BoS's quality. His falmers doesn't either, but it cover more falmers (those from DG). His draugr retex have been taken into consideration back when it came out IIRC, the fact that it improve hairs/beard is especially interesting. Wonder if this is in testing or not. Edit : After a quick look at the Skeleton thread, it's actually a good one. I actually use SMIM's skeletons (always thought it was BoS's ones... >_
  15. You should try playing the game sometimes instead of just hanging around forums ^^ Just for precision :
  16. If anyone could try this one. Just install like a regular mod, then re-run tree lod generation. With Tree Only, it should take less than a minute so don't panic about waiting forever. Just do like if you was about to run dyndolod, enter advanced mode and untick everything but "Generate Tree LOD". Don't save the DynDoLOD.esp if you're asked to, and install the content of the output folder as usual (do not erase your previous DynDOLOD Generation, this one only contains 1% of it). Then check in-game how you ironwood tree lod look. Things to check for : - Shape too different from the original tree. - Color too different from the original tree. - LOD Floating or Burried into the ground. - LOD stretched. Don't forget screenies. I don't have time to test right now, so no guarantee, it might just be a complete fail. I just hope I didn't forget anything in the process ^^ It do if a billboard for this tree is available. If not, it use the full model instead (with the visual improvement, but the perf & memory usage hit), or completely ignore it, depending on what you've set in your dyndolod INIs (not sure how lodgen alone handle those case) Billboard = a single tree "lod-like" file used by LODgen to create the Atlas. Atlas = A single big texture with all trees-lod in it and a .lst file that list where each tree is located on this atlas. This is what is actually used by the game.
  17. Not sure, but since pillars have persistent linked references, it's possible that Cells already loaded won't be affected. Need confirmation on this though, the pillars not being persistent by themselves.
  18. Yes, "Iron Tree" I believed it's called. Also it's missing a proper LODGen file. It look definitely too green. Like "cartoon green".
  19. Thanks for the heads-up. Btw as far as I can tell sunlight color = directional colors (no actual directional colors in weathers). Look like the per-tree brightness adjustment I "suggested without knowing it was a suggestion" could be of some use here (with VW, snow pines lods are too dark while aspen lods are too bright).
  20. Yes, your left pane is OK assuming it's sorted from the top to the bottom, but I'm pretty sure it is. The reason why every guide is about the USKP collection instead of USLEEP is because USLEEP is still quite recent and almost no youtuber have made a new guide or updated its old one fir this.
  21. @Tech : Please give weatherID. There is 580 of them to check to find which one cause issue :P I also noticed some Tree LODs off recently after switching back to the actual tree load system (used dyndolod's ultra trees during beta testing), and I remember someone else reported this issue here on STEP recently using VW. I'm not sure 100%, but I think zilav might maybe consider include a per-billboard brightness settings in futures updates of LODGen. Though he's going to be busy in the next months with FO4 DLCs and CK releases.
  22. Missing Totem Puzzle Pillars by MadCat221 Nexus Link One of my (numerous... too numerous) coup de cœur which I find very underrated. This add new Pillar for the puzzles in the nordic ruins to add to the variety seen. There is several "totems" seen on other nordic engraving such as Dragon Claw doors, but only a handful of them are used as pillars. This mod "fix" that. Especially interesting once you know every puzzle from the game because you've done them hundreds of times, this add a little bit of surprise. First time with it in bleakfall barrows I was like "Ok, Fish - Snake - Snake, usual business" and one second later "whaaaaaaat the hell is that butterfree doing in there ? oO" Load Order priority : Put it as high as possible to prevent conflict with mods editing Cell record directly. It only replace a handful of references, should have 0 hard conflicts with any known mod.
  23. Look at the number of custom rules that have to be set by basic guides such as STEP or SR:LE, which already includes custom edited versions of a few mods and several built-in conflict resolution. Now imagine what it's like with a heavily modded setup >_
  24. Something I've been wondering : What can cause a complete cell to not load it's LOD ? This is never on cell visible from where I am, I actually have to go far way with tfc to this those. Could it enboost's occlusionculling ?
  25. Billboards are indeed included in the lastest version of the STEP Compilation Installer (both med res and high res version). If you don't have them, re-download and re-install it.
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