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Everything posted by zilav
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Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
DynDoLOD is a script for TES5Edit, you won't be able to execute it when running xEdit in TES5LODGen mode However the DynDoLOD script itself executes "Edit Scripts\LODGen.exe" when running. To fully understand what is LODGen.exe and where did it come from, a bit of history is required. Elminster originally created TES4LODGen as a part of TES4Edit. LOD files for Oblivion are just a binary data that stores FormIDs of STAT and TREE records to show, position in worldspace, rotation and scale. All that information is present in xEdit and requires only parsing of loaded plugins and BSA files which xEdit could read without any troubles. Then came FO3Edit and FNVEdit, but there were no *LODGen modes for them. The reason is simple - LOD system has changed starting from Fallout 3, just plugins data was no longer enough to generate LOD as in Oblivion, you also need to read and write nif meshes (as you know objects LOD system is a set of huge nif meshes covering square cell areas built from LOD meshes of separare objects). xEdit didn't have any means of doing that, so there were no FO3LODGen and FNVLODGen. Then Skyrim appeared, which was still using LOD system from Fallout 3 so again no luck for TES5LODGen. The obvious question is why not just add a nif library to xEdit in the first place? This requires some background in 3D, experience with modeling to understand principles, etc. And I didn't have any unfortunately and no free time to learn either. Somewhere in 2013-2014 I had a pleasure to briefly work with Ehamloptiran on Skyblivion who had a very good knowledge of modeling and experience working with various 3D engines, and was an excellent programmer. I proposed a simple solution for LODs in Skyblivion - what if I handle the data collection part from plugins in TES5Edit: worldspace parameteres, LOD mesh names, their positions, rotations and scale, export this into some text file, can you write a tool to build combined LOD *.bto macromeshes using that information? He confirmed, and so LODGen.exe was borned. The combination of data export in TES5Edit and mesh processing of LODGen.exe was named TES5LODGen as a whole. Originally exporting code was implemented as xEdit script (which is still present under LODGen.pas name) so LODGen.exe ended up in "Edit Scripts" folder too. Unfortunately Ehamloptiran left before he could finish with all the planned features and fix bugs, and the idea of TES5LODGen was put aside for some time until our beloved firstborns claimer Sheson appeared. He contacted with Ehamloptiran, got source code for LODGen.exe and the rest is history. Now we have FO3LODGen, FNVLODGen, TES5LODGen, FO4LODGen coming eventually this year (Fallout 4 uses the same objects lod system from Fallout 3 with some improvements), and of course LOD monster known as DynDoLOD to make unspeakable things with LODs in your game Exporting code from LODGen.pas script was integrated directly into xEdit so you can run in xLODGen mode for any game by simply renaming the exe. But the underlying principle remaines the same: both xEdit and DynDoLOD collect and export data for LODGen.exe which in turn builds nif macromeshes. The difference is how they do it and myriads of extra options provided by DynDoLOD. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
There is no change. If you rename to TES5LODGen it will work similar to TES4LODGen, except for a brief options window to choose what to generate exactly since there are several LOD types now unlike in Oblivion. LODGen.exe inside Edit Scripts folder is multipurpose utility helper from Ehamloptiran and Sheson which is run by both TES5LODGen and DynDoLOD. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
I judge "newbie" stuff very simple - when you need less efforts compared to something else. Python version does require Python itself along with few other components, so it is more involved than just running an exe, hence newbie category. No offense, just a fact @Sheson Beautiful screenshot -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Then write to Utumno and provide a test plugin or trest case to reproduce it. I remember he fixed that, but maybe it was reverted later in development after some code merging. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Always use the Python version of WB, Utumno is posting links to the archived python version from his GitHub branch. It has tons of improvements compared to the available outdated standalone one including advanced Skyrim bash patcher. Standalone version is for "newbie" people. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
This was fixed some time ago, update to the latest WB. Utumno is posting links to his dev builds on official forum regulary. This is not the default Steam directory, already suspicous. What mod manager do you use if any? Keep in mind that xEdit doesn't support any mod managers that use any form of virtualization like MO and NMM. Only Wrye Bash is supported because it installs all files directly into Data. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
The error is in your system somewhere. xEdit can't resolve properly the full path to already loaded Skyrim.esm and tries to load it the second time as a new plugin which obviously fails. Only you can fix that. -
SKYRIMLE Vivid Weathers - a complete Weather and Visual overhaul
zilav replied to Mangaclub's topic in Skyrim LE Mods
Sunlight color affects unshaded places only (and tree lod is not shadowed at all in this engine unfortunately, Beth should learn from Witcher). Directional colors affect everything everywhere. -
SKYRIMLE Vivid Weathers - a complete Weather and Visual overhaul
zilav replied to Mangaclub's topic in Skyrim LE Mods
Tree LOD brightess is tied to the grass brightness and is mostly affected by Ambient color (not directional ambient colors) and Sunlight color of a weather. Directional ambient colors affect them too, but to a much less degree from my experience. -
Badly tuned ambient lighting / sunlight colors in weather settings if you use any weather mod and/or badly tweaked ENB config if you use any ENB. Try different ones.
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Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Download and check it again, it has the latest 1.0b6 version included. -
GUIDE Mythic Dawn: 2015 Update Discussion & Changelog
zilav replied to SynthetikHD's topic in Oblivion - Mythic Dawn
If you are aiming for a stable game, I recommend to switch off heap replacement completely unless you desperately need extra few FPS. When the mod author himself says that some mod feature is unstable, I don't have any reasons not to believe him even if 10 other people will tell me that it works fine for them and all modding guides recommend me to use it. -
GUIDE Mythic Dawn: 2015 Update Discussion & Changelog
zilav replied to SynthetikHD's topic in Oblivion - Mythic Dawn
OSR heap replacement feature causes crashes, even author mentiones that it improves performance and reduce stuttering at the cost stability, hence the various heap replacement options and critical sections handlers. It works for some people, and not for others. I tried all the heap options myself and it never worked well on my system, so I just disabled it. -
GUIDE Mythic Dawn: 2015 Update Discussion & Changelog
zilav replied to SynthetikHD's topic in Oblivion - Mythic Dawn
Well, then disable mods in parts until it works. Start with OBSE plugins. -
GUIDE Fear and Loathing in New Vegas - Feedback
zilav replied to EssArrBee's topic in Fear & Loathing in New Vegas
This is an ordinary z-fighting issue present in all Bethesda games, not fixable. -
GUIDE Mythic Dawn: 2015 Update Discussion & Changelog
zilav replied to SynthetikHD's topic in Oblivion - Mythic Dawn
When it crashed don't click anything in error window, open task manager and check how much memory is consumed by Oblivion.exe process. -
SKYRIMLE Vivid Weathers - a complete Weather and Visual overhaul
zilav replied to Mangaclub's topic in Skyrim LE Mods
Original imagespaces. But since VW uses adjustable brightness, maybe you are right. The only problem is people who don't use SKSE/SkyUI aka vanilla game. -
SKYRIMLE Vivid Weathers - a complete Weather and Visual overhaul
zilav replied to Mangaclub's topic in Skyrim LE Mods
Excellent mod, impressive textures and colors. My only minor gripe is overused brightness adjustment (as lower as 0.2) in several night imagespaces which causes the infamous dreaded "sunglasses" effect from COT and dimmed light sources. I hope it would be possible to avoid such heavy postprocessing in future versions and achieve darker nights by tweaking directional ambient colors, weather ambient and sunlight colors, and only sunlight scale value in imagespaces. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
That's odd because from your screenshots the overall brightness is at least 2x of vanilla lighting. Maybe it's the effect of ENB only, don't know. Never used them. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Your problem here has nothing to do with LOD since bright trees you see are full models already. You are using weather mod and/or ENB combo with makes everything bright, and custom mod provided meshes with wrong shader settings or lack of fine vertex coloring to emulate shading doesn't react well in game. Open those tree nifs in NifScope, select leave shape(s), expand BSLightingShaderProperty and try to lower Lighting Effect 1 value, this will decrease the overall brightness of leaves in game, but also make them darker when you get close and shadows kick in, so you'll need to find a balance value that would look fine enough both when close and afar in your game. The other mentioned solution is to increase shadow distance, but Skyrim shadows are so bad that I don't recommend doing that. And the last solution is to change weather mod and/or ENB to something darker, with more neutral ambient and sunlight colors to not make everything glowing. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
We all know, you make LODs out of them -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Sheson I included LODGen 1b5 into TES5Edit (the version with fixed tes4 textures path) from 9 March which is currently on Fallout 4 Nexus. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Uploaded new version. I recommend to keep antialiasing disabled in NifScope when grabbing images so that background color of NifScope render view won't bleed into the image itself, results in sharper billboards. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
I think there is an issue in alpha4 regarding meshes from games prior to Fallout 4, it refuses to read some of my custom nifs which work fine in NifScope alpha3, CK and Skyrim itself. By the way I updated billboard tool for the latest NifScope, will upload on nexus soon. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Changed ini settings could also affect z-fighting. I tried once recommended tweak in ini to lessen it, but on my PC it actually made it worse.