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zilav

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Everything posted by zilav

  1. That's why I never use unreleased commercial projects (only opensource ones), don't want to be a free beta tester
  2. Error 2 means file not found, in this case "Edit Scripts\LODGen.exe" which is distributed with TES5Edit. You must reinstall TES5Edit and not forget to unpack everything from archive.
  3. This is a bug of trees LOD system in Skyrim - it doesn't switch off trees LOD of parent worldspace when entering child worldspaces. You will need to remove those trees manually from parent worldspace, or don't use trees LOD system and generate trees as objects LOD.
  4. Need to regenerate trees as objects LOD, Sheson mentioned earlier here how to.
  5. I checked billboards for TR and they are fine, so this still means that the LOD is not generated or installed correctly. MO screenshots are irrelevant, they don't prove anything and just are GUI snapshots of some 3rd party application. Generate LOD without using MO and I assure you - it would work for sure.
  6. There is literally no way you can get that trees LOD like on your screenshots with TES5LODGen and billboards. The worse thing that could happen is mismatched images or wrong size, not "cut" or "flying" trees. It is simply impossible due to how the LOD generation works from separate individual billboard images. You are not installing generated LOD properly, if at all.
  7. Ability to read BSA archives was added before version 2, somewhere last summer afaik.
  8. "Unknown" error also happens when DDS files can't be read or written due to file system access rights.
  9. Small fix to file FormIDs (numbers that are stored in plugin): ".. records that are part of Test.esp will be in the $01000001-$FFFFFFFF range and records that are being put into Skyrim.esm are in the $00000001-$01FFFFFF range" First number is the index of master file in TES4 plugin header starting from 00 (overrides), any numbers above the index of the last master are new records added by a plugin. If first number of FormID is matching the index of some master file but record with that FormID doesn't exist there, it is injected record.
  10. BSA archives are registered manually in NifScope options.
  11. New version also reads textures from BSA archives (you need to add them in options) and has much better rendering for Skyrim like support for parallax and environment mapping. https://github.com/jonwd7/nifskope/releases
  12. This means that the game already struggles handling new increased in size LOD, and will probably CTD or ILS in heavy areas. You'd better lower LOD settings in DynDOLOD and restore uLockedObjectMapLOD to default.
  13. Did you install NMC texture fix from FNVLODGen optional downloads? There is a broken lod texture for dark red cliffs included in NMC pack.
  14. Or just hold Ctrl and double click on a FormID number in messages pane :) Never ever remove masters manually from the plugin's header unless you need a broken useless plugin. Use script mentioned above to find what ties plugin to particular master file, resolve those records, and when nothing left in plugin that depends on a master, right click on it and select "Clean Masters".
  15. The only way to lessen effect is making trees LOD meshes to match very closely the full ones, and that would be a lot of work. Then every tree replacer mod will need it's own LOD meshes too on top of that. Learn to model, or find someone who can. This is the optimal solution
  16. It is obvious that the game will be released this year, probably around november to fully benefit from christmass sales (also already leaked information is being confimed and spot on). Considering QA and logistics/marketing take several months, released games are usually finished way before their official release dates. FO4 is already finished and undergoing testing, or almost finished by now. That means 100% no DirectX12 support. Maybe later during 2016 in a form of DLC, who knows. But I doubt even that from a programmers perspective, too much effort for no obvious benefits.
  17. Support of unreleased API on unreleased OS? Indeed a huge facepalm.
  18. Definitely Skyrim's engine. And LODs... oh Bethesda, 5 years of development and nothing new here. Considering Skyrim uses LOD system from Fallout 3, it even means 8 years of development without changes. Unheard in the modern game dev from AAA company like Bethesda :confused:
  19. 1. You didn't generate trees LOD at all in DynDOLOD or TES5LODGen. 2. You installed some mod with trees atlas texture over previously generated trees LOD and didn't regenerate it. 3. You generated trees LOD, but installed it wrong (all output trees lod files *.lst, *.btt and *.dds must be installed together).
  20. It depends on MO and nothing else. xEdit uses windows API to write files in Data folder only, it doesn't even know about existence of "overwrite" folder or anything else tied to MO.
  21. Any plugin saved in Creation Kit that modifies exterior cells will remove MHDT there, so I doubt it. This includes new player houses, cities overhauls, etc.
  22. I think it is time to add to DynDOLOD script autodetection of SSME and/or SKSE memory settings and issue warnings if too low, or even "correct" them if user confirms
  23. Imagine that Skyrim shows tree lod in the distance using separate billboard image for each tree like in Oblivion instead of a single atlas. If you have several mods that change the same tree, the last installed will win obviously and you'll see it's billboard image in the distance. Basically TES5LODGen allows you to use Oblivion's tree lod system of separate lod images in Skyrim - the last installed mod that provides billboard image(s) is what you see in game. That's why billboards must be installed in the same order as their respective mods are. Treat billboards as a part of tree changing mods you use. Ideally they should be the part of tree mods and included in the package, but unfortunately TES5LODGen came too late for that to happen. ps. HRDLC doesn't have billboards, I doubt that Bethesda knew 3 years ago that TES5LODGen will appear and they need to include them for our convinience
  24. Would be nice if you can show the current LOD tile names in DynDOLOD MCM menu somewhere, much easier to debug for people :) There is already MCM mod showing current cell X and Y, calculating tile from it is not a problem for papyrus I think. The problem is getting SW cell for LOD, but that can be hardcoded for Tamriel worldspace and DLCs.
  25. The link to svn revisions is right in the first line of post there.
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