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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
Just the billboard is not exactly symmetrical for this tree and slightly off the center axis. Tree LOD in Skyrim works fine only for symmetrical ones, otherwise you would see such issues. All distant trees are using this "built-in" mesh in game with appropriate scaling -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Setting persistent flag moves the ref record into Persistent CELL or Persistent Cell Children group. In interiors it is not a problem and Peristent Cell Children group will be created by xEdit if not exists. In exterior however it searches for peristent CELL of WRLD but doesn't create it if doesn't exist. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
xEdit doesn't create persistent CELL record itself, so SetIsPersistent failed. Need to copy that CELL first into DynDoLOD.esp just in case, I'm sure Sheson will quickly fix it. -
I tried to name all fields using the labels from Creation Kit, so CK wiki is the good source. Or just open CK yourself.
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Download FO4Edit from Fallout 4 Nexus and rename to TES5Edit if needed, the latest builds will be uploaded there for a while. The new game from Bethesda is out, and development focus obviously shifted to it. "TES5Edit" is the name from the past from now on, similar to other older games and their xEdit versions: TES4Edit, FO3Edit, FNVEdit.
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Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
New xEdit builds will be uploaded there for a while. -
It is a known problem, but resolving it probably means removing endorsement notification left by original author of xEdit. And I don't have any moral right to remove it or change how it works. Even if you didn't know abot Ctrl+S, just restarting xEdit to save is enough. Working for 5 hours without saving in any software, even that costs thousands of $$$, is unreliable to say the least. The power could have gone off for example and lead to the same loss, or your windows crashed, or whatever. I'm sorry for you lost time, but my opinion stays the same - no need to "wow", learn from mistakes.
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Delete all NAVM records in your plugin and top level NAVI record if present. You can use Apply Filter in xEdit to filter by record's signature.
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Those values are merged at runtime, the hint from xEdit is the black font you see used for them.
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Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Looks like you are not installing generated LOD files correctly, "cut" trees is always 100% sign of wrong atlas, tree LODGen by definition can't create those when using separate billboard images. *.LST, *.BTT files and atlas image must all be from the same LOD generation. If some mods override TREE records, only the change of model's name affects tree LOD generation, nothing else. "DynDOLOD_Tamriel_Objects.json does not belong error" kind of confirms that you are not installing generated files all together. Unfortunately since I don't use MO myself I can't say what to do. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Tree LOD reacts to the weather colors (ambient lighting color, effect lighting color) which are set per time span in weather records: day, night, sunrise, sunset. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Technically yes, except for the TREE objects like bushes, animated meshes and light sources. But performace wise it would be even worse than setting ugrids to 15 probably. -
xEdit uses Jvinterpreter that provides access to numerous base functions and classes (check files starting with JvInterpreter_*) https://github.com/project-jedi/jvcl/tree/master/jvcl/run wnScriptAdapter* units add xEdit specific functions and what is missing in the base Jv but used by already existing scripts. if you want something from Pascal/Delphi that is still missing, then I can add it.
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Well, then it didn't work. Sorting masters is a very intrusive operation on a plugin and should be used only as a last resort.
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Fallout 4 General and Mod Discussion. It Just Works!
zilav replied to a topic in General Fallout 3 Discussion & Support
Judging by first screenshot, the uGridsToLoad is still 5. In 2015, on new gen consoles. Not funny at all. -
You must exit xEdit immediately and save plugin after sorting masters.
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Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Frankly speaking, Wrye Bash should install any files by default except jpg, png, exe, dll and few others. Better to have excessive files not related to a mod dropped into Data folder than skipping valid ones. The former doesn't hurt, the later breaks things as you noticed yourself. Text files are definitely not only readme's in 2015 modding scene. We now have mods with text files, xml files, json files, jar files (that one could be a secutiry breach though), etc. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Billboards come in pairs - dds texture file and txt file with the same name that defines the size of LOD tree in the distance, scale and possible displacement. Looks like you have only dds files installed and missing txt ones. -
Ini settings described (linked on reddit), and approved by Papyrus creator https://forums.bethsoft.com/topic/1515809-ini-setting-for-script-processing/?do=findComment&comment=23924933
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Something prevents LODGen.exe from running in your system. Try to execute just that command line outside of FO3LODGen since all necessary data is already exported and prepared for lod generation (execute from within MO of course).
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Strange, looks like there is some problem running lodgen.exe (command line is shown in the last log lie), make sure that it exists.
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[WIP] Mator Smash
zilav replied to Mator's question in Mator's Utilities Support (archived, read-only)
I can write a lot of things you could/shoud/not do in IDE, but when I got to the end, all I can say is use Ctrl+F9 to compile project (F9 to run) instead of building. Build compiles all units into dcu even if you didn't modify them, compilation will process only changed ones and much faster. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
If Bashed patch from 306 works but 307 does not when patching the same load order, than there is obviously some kind of a bug in newer WB patcher. Not surprising because bashing for Skyrim is under development, it is not finished, not tested enough, and the whole feature is "experimental" except for leveled lists. if you can't find what is wrong yourself and report to WB devs, then 1) When building bashed patch in 307 don't deactivate any merged plugins if WB asks to 2) Unselect all bashing options except "Leveled lists" 3) Open patch in TES5Edit and remove all groups except leveled lists there just to be sure, then Clean Masters. -
Using old outdated TES5Edit version. Here is the latest build https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/

