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Xarovin

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  1. Same problem, shame it's not fixed. For anyone else coming across this, use player.setstage da16 170 to advance the quest, and you'll have to use tcl to get out afterwards.
  2. I didn't do anything extra, not actually looked out for the moving mills yet so I'll check later, but other than that there's been no problems :)
  3. I can live with slightly mismatched trees, but when the lod and full models load in at the same time which makes them appear really thick, it stands out a bit too much haha
  4. Yeah I did, also recorded the video and it definitely seems that's the case too ;p Is it totally out of your control then? I don't think the switch would be so bad if it literally was a switch, it's a bit noticeable currently though haha https://www.youtube.com/watch?v=-ibZkIidauA
  5. So, just gave it a shot, it doesn't seem to affect the 3d models. I can't tell easily, but it seems like it may not be getting rid of the lod fast enough, so that for a few seconds you are viewing both the lod and full quality tree. If I remember I'll record something tomorrow to show you what I mean :p Also, as to you not doing the 3d trees for any mods, I realised aside from having a few slightly mismatched models, the size problems I noticed in 3d also apply to 2d, so 3d still seems the better option :)
  6. I'll give that a shot later today, and I thought your code generated the trees automatically aha. Are you likely to create the static trees for SFO sometime in the near future or is it a bit too much work for what it's worth? :)
  7. Got it working and it looks really nice, noticed a few problems, I'll say what they were but I dunno if it's anything you have control over :) Loading in some trees looked a bit weird. They go from a not thick lod, to a thick model (for a second or so), to the normal model. The middle part on photos isn't so noticeable (it's more when it just pops in out of nowhere), but without the really thick model loaded in between, it'd be a bit more subtle. https://imgur.com/a/vhSn2 The other thing was a few trees were a lot thicker than the lod made out. I looked up the tree in the 3rd photo and it's edited by SFO - https://imgur.com/a/MfaJV Also, I set block 1 to 1gb and it still wasn't enough haha, it CTD'd if I didn't set block 2 as well, but block 2 still doesn't go over 200mb, and block 1 doesn't go above 600mb, so I don't really get what's going on ;p
  8. Ok so, I tried following the instructions, but all that happened is there is now exactly 0 tree lods. The only thing that wasn't too clear was the bit where it says "Copy Options\trees.ultra\nolodtrees.lst to OUTPUT PATH\Meshes\Terrain\Tamriel\Trees\Tamriel.lst" I know someone asked about this line before, but I wasn't sure if OUTPUT PATH meant your skyrim data folder or something else. I did it to the data folder and it didn't work (for each location, I renamed location.lst to location.lst.bak then nolodtrees.lst to location.lst, but otherwise just left the .btt files as they were). The output from xEdit contained no location/trees/location.lst files. I don't mind anyway, since everything seems to work with 2D trees, though if any files would be useful to see just ask :) Edit: Just realised, by OUTPUT PATH, you meant just copy nolodtrees into the dyndolod generation. I got confused since you said do it before it generates anything, I'll set the code to run again. Takes 50 minutes to complete so I'll post again in an hour or so ;p
  9. Ah that kinda fixed it, although I did notice with 1gb/256mb it seemed more choppy than 512mb/768mb. The FPS is similar, but it definitely seemed smoother with block 2 set higher. I tried looking this up earlier but couldn't find much information, how come setting the blocks to 1g+ 'probably crash' the game, and how come block 2 is best left at default (it only said because it's not fully tested)? And by memory requirements for 3d trees, are you meaning the vram usage, and could tweaking ssme some more potentially fix it (I have more than enough ram, just not enough vram)? I'll try it out later anyway, just takes a long time to generate. Update about detailed cities btw, just noticed most of the trees don't unload as you get far away, could possibly be the authors fix for updating the LOD and why it might not be working :) Edit: Just read the steps to generate 3d trees, and it looks like I may break something if I plan on switching back to 2d so I'll wait for your reply first aha
  10. Well, I finally found the problem, then posted this in another thread by accident haha. I updated to SFO 2.3 and had another attempt, since I could generate dyndolod with a few mods, then run the game fine with all the mods activated. I narrowed it down to detailed cities, couldn't find the mod listed in NMM and realised I was on the slightly newer steam workshop version. If I uncheck it just for the dyndolod generation and check it again after, everything works fine. No idea if it's caused by a conflict with something else, but it feels nice to finally have skyrim working :P Also I saw someone suggest a comparison video, so I'll try film a quick one since I still have the old texture and mesh folders. Already tried running shadowplay, which caused CTD's, but they seem to have been fixed by using the ssme thing and setting block 1 to 512mb and block 2 to 768mb :) (block 1 instantly crashes at higher than 512, block 2 might CTD at lower than 768) Final question too, is the performance impact of 3D lod trees quite bad compared to 2D ones?
  11. Edit: I meant to reply to the dyndolod thread and somehow got this one instead haha, if a mod could delete this post then that'd be good :P
  12. So, it looks like the actual cause was another mod (despite the CTD only happening with dyndolod and SFO on my main mod list), as it worked alright when I went down to the bare essentials. Dyndolod has quite a lot of masters, so I'll try disable what I can (the list got a bit complicated with patches, so it's not as easy as just unticking whatever), and rerun the generation to see if it's one of those mods :) There won't be any other mods it uses other than what's in the masters list right? For the record btw, the xx007D77 thing was a solitude lamp, then the next papyrus log from the same location was a campfire instead, so it's not really useful ;p
  13. A bit late posting since I'm giving up hope on it with SFO 2.2 haha, I got a few papyrus logs, but unfortunately they don't seem to all stop at the same point. 3 and 4 are from the same location, but 4 was loading an autosave since on 3 I'd started inside. https://www.dropbox.com/s/dvh1knedjzkprua/Papyrus.0%20-%20Copy.zip?dl=0 It seems a bit weird to be happening everywhere, doesn't sound like a corrupted mesh or anything ;p
  14. Thanks :) I just ran around a bit with the esp disabled and it worked fine aside from nothing fading in, did notice a type of tree which didn't seem to match up however, but obviously don't know if it's a bug or just a side effect of disabling the esp. Trees which show up as a (floating) yellow leafy riften tree in the distance then turn into twisted dead trees
  15. Didn't realise you'd updated the billboards, but I got the updated ones now and still no luck. The time before crashing seems a bit random based on where you are, when moving from inside to outside (to give scripts a chance to start on the vanilla saves since it doesn't crash while inside), I counted 7 seconds from a save in riverwood and 3 seconds from high hrothgar. One thing that seems to happen when I load an outside save though, is it'll say 'dyndolod successfully initialized', then CTD within a second of that. A few papyrus logs are here, I don't think they'll be much help though as they all finish at different points - https://www.dropbox.com/s/z6qu3507p9gmaao/Papyrus.0.zip?dl=0
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