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zilav

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Everything posted by zilav

  1. Read description page for TES5LODGen on nexus with a brief technical info on how lod works in Skyrim. Then check BTO files in NifScope (and BTRs too), then check what texture(s) those file point to and use, then check those textures in any dds viewer. The LOD system is pretty obvious in Skyim, you just need to see it with your own eyes at least once. I recommend NifScope 2.0 alpha since it has extended support for LOD files https://github.com/jonwd7/nifskope/releases/download/v2.0.dev1/NifSkope_2_0_2015-03-06.7z
  2. Skyrim uses the full resolution single texture for mountain slabs LOD in Skyrim, it is called HD LOD texture and can be set in worldspace properties.
  3. That will be a "compatibility" LOD patch actually. A lot of texture replacers require those. Would be nice if their authors will start including updated LOD textures with the mods.
  4. This means it works fine and you don't need to do anything else.
  5. Just try to run PapyrusCompiler.exe and see if it works with just config files.
  6. https://forum.step-project.com/topic/7113-help-papyrus-compiler-fix-for-64-bit-systems/?do=findComment&comment=113107
  7. VWD flag is used for a different visual transition when switching to LOD, it only signals the game that this object is probably in LOD, but the game doesn't know that for sure since BTO is just a big NIF mesh file. What BTO files to show and where in the world is decided by their name which containes 3 numbers: LOD level, X and Y cell grid values. Just happens that bit 15 is the same as VWD flag, that filter was made with Oblivion in mind where it had only 1 meaning. Skyrim has several meanings for some bits in flags depeding on record type, and for references even depending on base record type.
  8. Yes, it is the same. It was named VWD in all previous games, so I'm used to it. Game doesn't read individual LOD meshes for objects, only BTO files. Individual meshes were used in Oblivion, but starting from Fallout 3 objects LOD is prebuilt from them. Yes, that's what Static LOD4, Static LOD8, Static LOD16 parameters mean in DynDOLOD too: lod meshes assigned in STAT record to different LOD levels. Though CK names them level 0, 1 and 2. Yes, which is also a problem for older mods which include updated LOD bto files but don't include source LOD invididual meshes, so there is no way to rebuild LOD from them in TES5LODGen. That flag is unknown, not VWD. Older TES5Edit versions used several flags meaning for every bit because there were no way to set them individually per record type, new TES5Edit has individual flags. Try to open that record in CK and get it's meaning, I'll update definitions. Sheson said he will merge it into dynamic patch, so it'll be only a single esp file. No MNAM data - no meshes for lodgen, very simple. DynDOLOD on the other hand uses mesh rules to identify LOD meshes using full model name mask and doesn't rely on that (with proper rules of course). Also other mods will overwrite VWD flag if loaded later, it is used by the game unlike MNAM (use different transition method for statics). So those 3 mods will already cause less objects in LOD if using TES5LODGen.esp with extra LOD meshes. That's what I want to avoid - compatibility patches for LOD plugins. Though those mods overwrite STAT records for a reason and probably require updated lod meshes/textures too to look consistent in game when transitioning from LOD to full models. I don't know, let Sheson decide.
  9. Landscape LOD level 32 and Objects LOD level 16 are shown on map. The only way to have trees on map is to create a lod for them as objects, and DynDOLOD actually has that option, I believe in "High" preset. This gets rid of ugly flat LOD billboards and turn trees into real 3D meshes, very beautiful but resource intensive.
  10. TES5LODGen checks for VWD (visible when distant) flag on STAT records and reads meshes from MNAM subrecord. The LOD in Skyrim is prebuilt, there is no need for the game to read MNAM too, and it doesn't. The only requirement is VWD flag which affects visually full model switching in game. That's why DynDOLOD sets VWD flag only. If you embed MNAM too together with VWD flag, you can use that plugin with TES5LODGen to get extra objects in LOD. But there are 2 problems with this 1) Extra ESP plugin slot is required 2) Compatibility. Some mods can modify STAT records and add alternate textures to them or set material for example. Having prebuilt TES5LODGen.esp with new VWD flags and MNAMs will otherwrite those changes if loaded later, or lose some lod models information if earlier. DynDOLOD on the other hand is a dynamic patcher and will always have all the changes from loaded mods in generated plugin which is placed at the end of load order. Anyway, we can create TES5LODGen.esp, bundle it with new Sheson's lod models and host on TES5LODGen nexus page. It depends only on Sheson really, I just stated my concerns regarding this. I believe some LOD textures are mini atlases themselves and not just downscaled full textures, check vanilla objects lod atlas for example. They will require extra photoshop work to create.
  11. I actually hope that someone will create a LOD textures pack with higher resolution like 512 instead of usual 256 or 128. It was impossible for objects LOD in CK since atlas size is limited there and only a single atlas is allowed. TES5LODGen doesn't have any limitations and will just create like 2-4 atlases with higher res textures which is nothing for modern gfx cards.
  12. You can alter any lod textures and change their size as you want, though going over 512 is unreasonable except for huge objects (Skyrim uses 1024 for mountain slabs for example).
  13. Try to generate LOD without MO for vanilla Skyrim. This could be just a bug in MO.
  14. Need to check when calling AddMasterIfMissing() what is being added actually as a master :) AddRequiredElementMasters() is what I use instead, it is more safe. Don't like to blindly add masters to plugin.
  15. Hmm DynDOLOD should never add "Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat as a master", it is not a plugin.
  16. When generating Tree LOD, TES5Edit actually shows you what billboard files it tries to open for what tree, and what is missing. <Note: TreeYellowShrub03 [TREE:000AAE75] LOD not found Textures\Terrain\LODGen\Skyrim.esm\YellowShrub03_000AAE75.dds> TreeAspen01 [TREE:0006A9E6] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreeAspen01_0006A9E6.dds Missing billboards for plants and bushes is normal since they are too small to have LOD but still categorized as trees in Skyrim. For other trees if billboard files are missing, then they will be missing in LOD too.
  17. Uploaded new TES5Edit version with fixed LODGen, @Lex766 please test it.
  18. Not that hard actually if you have ever used a command line https://www.nexusmods.com/skyrim/mods/35307/
  19. Probably inside scripts, those *.pex files in Data\Scripts folder.
  20. What method do you use for trees LOD? 1) if TES5LODGen, then check textures\terrain\tamriel\trees\tamrieltreelod.dds texture, this is a combined atlas of all trees lod images that is created dynamically for trees in worldspace 2) if DynDOLOD tree meshes are used, then check bto files in NifScope. Either associate NifScope with *.bto extension, or rename to *.nif You can always just try regenerate LOD completely. Make sure you don't have "Ignore tangents" checked, I encontered the same effect with snow shader in generated LOD when there are no tangents at all.
  21. First bug happens even with vanilla Skyrim, tied to occlusion in exterior cells afaik. Don't know if mods can make it worse like in your screenshot. Second is simple - this is a corrupted LOD texture for a tree, it actually means 2 problems: 1) Texture is obviously wrong here, so trees LOD atlas textures\terrain\tamriel\trees\TamrielTreeLOD.dds and trees LOD data meshes\terrain\tamriel\trees\*.btt and *.lst files are from separate plugins and don't work together. You installed something wrong. 2) LOD image of tree is not removed by the game up close when tree is present in LOD data but removed in game by some plugin, again you installed something wrong. Check what mods modify the mentioned files, read their instructions and reinstall properly.
  22. I doubt it modifies LOD, but pretty sure it modifies worldspace properties to set up new music. Since DynDOLOD patch requires worldspace records, and they always should be from the last winning override, in case of that mod being the winner it must be added as a master to the patch before worldspace record can be copied.
  23. Casuals will just run TES5LODGen, the same way as in good old Oblivion and TES4LODGen
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