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soupdragon

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Everything posted by soupdragon

  1. Looks like a parallax mesh error, single pass material shader maybe
  2. That did it, thanks. n.b. I believe I removed the esl flag to get a static form i.d. for identifying the object ingame as its easier than a dynamic (FExxxxxx) n.n.b. It is indeed flagged NoRespawn, thanks again.
  3. Got a wierd issue with DynDOLOD.dll and SERuinsWayshrine01 [ACTI:0200F891] in Dawnguard.esm thats reused by a mod Wayshrines of Tamriel that doesn't modify the base record it just adds more of them throughout Skyrim: its crashing Dyndolod.dll for some reason Crash log reports bhkRigidBody i.e. the collision object. Extracted the mesh as a loose file from vanilla Skyrim - Meshes0.bsa and it still crashes dyndolod.dll. Deleted collision objects in nifskope: crashing stops. Model is DLC01\Architecture\SnowElfRuins\SERuinsWaygate01.nif. On closer inspection its the collision-that-moves on the animated part of the mesh (SKYL_ANIMSTATIC) that has the issue the regular static collision object, no problem (SKYL_STATIC). No other mods reuse that model and there is no loose mesh override in that mod or its BSA. Even extracting the loose file from the vanilla BSA and dropping it in the meshes folder so nothing overrides it, its still crashing. Remove collision objects, crashing stops. DynDOLOD_SSE_Debug_log DynDOLOD_SSE_log LODGen_SSE_DLC2SolstheimWorld_log (only worldspace generated, to speed things up) TexGen_SSE_log Crash_2024_3_6_3-49-58.txt crashlog from NetScriptCrashLogger incase its of any use https://ufile.io/x9q0ux2b
  4. First time using Dydolod.dll I'm getting a "Dyndolod requires SKSE" message everytime game starts. MCM menu is totally blank. DynDOLOD-DLL-SE.1.5.97.7z installed DynDOLOD-Scripts.2.82.8.7z installed and overwrites other scripts from resources etc SKSE version 2.0.20 installed the game reports it fine no other issues reported edit: ok deleted both of those tried NG version from Nexus instead still nothing happening but at least I have a Dyndolod.log this time and reports Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt Error opening file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt problem with worlds config file sounds like I need to have another run at it with with the other dll I'll have another go tomorrow, need sleep edit2: if anyone finds this in future use the NG version from Nexus that one works the version thats listed on STEPS is defunct
  5. Alternatively you can download directly via steam's console Press Win+R keys in the Run box that appears type: steam://open/console In the Steam window that appear at the bottom enter download_depot followed by the I.D.'s i.e. download_depot 489830 489831 7848722008564294070 download_depot 489830 489832 8702665189575304780 download_depot 489830 489833 2289561010626853674 etc. content will show up in steam\steamapps\content\app_489830 folder
  6. Well I have a new problem with NGIO grass generation it generates just fine except all the .cgid files are empty just 1kb in size the entire cache about 9mb. Of course theres no grass ingame because theres no valid data. Its a new one for sure just leaving this here incase anyone has the same issue and figured out why its happening because I'm baffled.
  7. Logs Yep and I tried various mask rules including setting Lod Level 4 to Full and while it generates full model trunks the leaves or rather crowns are just the same lo res splurge they are with other other possible parameter I've tried with it Anyone? I'm just curious if its intentional its fine I'll stay with Dyndolod 2.98 and its infinitely superior ultra tree crowns/leaves no problem.
  8. I have a question are hybrid tree models simply used to generate flat model tree lod or something else? Because the generated lod trees never look like the hybrid models their crowns are always lo res lod textures I've selected HD trees option in TexGen and the Ultra option in Dydolod with Lod Level4 set to Level 0 but it never changes is this intentional? Even on an clean unmodded game its always the same.
  9. Its not that they work differently its that they're not flagged as player teammates i.e. they don't crouch draw weapons etc at the same time as you - they're creatures so that would be pointless. You can either flag them with the console or modify the papyrus script that adds them as followers which is what I did To do it from the console click on them so their I.D. appear then type SetPlayerTeammate 1 then their collision will cease to function (the author of that mod had to have some way of distinguishing which NPC's were followers and which aren't and they used that, which works 99% of the time but not in this case)
  10. You mean this ramp? If it offends the eye you can edit the landscape under the ramp with the CK to flatten it out but thats not so easy to do the tool is easy enough to use but to get good with it takes some practice An alternative might be to place a bush or fern or something in the corner in an attempt to distract the eye
  11. I agree up to a point there is a journey involved in modding a game but for me thats my own personal list which I've invested a great deal of time setting up the way I want (and dealing with the inevitable bugs/inconsistencies/issues that need ironing out) but its a difficult sell to try and get someone to experience someone else's vision because of the amount of investment in time and more involved. I'll be honest and say that other than cherry picking individual mods I've liked the look of or configuation settings I've needed I've never installed the full STEPS collection of mods as listed for precisely this reason and the same is true of Lexy's guide and thats where an automated collections or the more curated and maintained WJ lists come into their own theres nothing more I'd like than to give either a try but the amount of work required currently is daunting and theres no guarantee I'd like the end result any more than you'd like my personal mod list/collection that I've built up over the years. Of course I understand that maintaining such a list/collection is more work and that no-one may be willing to do such a thing and that maintaining/creating mods and lists of is purely a I'll-work-on-it-when-I-feel-like-it thing because I'm the same. Would such a thing make users purely consumers of content like say TV viewers, flick through channels or lists til they find something that interests them? Possibly, but thats likely the way things are heading because its the way things have always headed (a history of computing says that from when home computers first became popular it was an "experience" to install games from tapes or floppies you were even encouraged to create your own programs that has largely fallen by the wayside and given way to todays generation of cellphone users who are almost entirely IT illiterate. But thats a whole other discussion)
  12. Ok lets try and establish a baseline. Only plugins active are SBT, USSEP, a weather mod and some miscellaneous CC content. Installed SKSE, SSE Engine Fixes, Papyrus Utils Installed DynDOLOD-Resources-SE.3.00-Alpha-27.7z with minimum options. Ran TexGenx64.exe with default options, ticked HD Tree box. Generates succesfully, zipped and installed via mod manager. Ran DynDOLODx64 loaded rules for High, ticked Ultra, unticked other boxes i.e. occlusion etc to speed up generation, select Tamriel worldspace only for the same reason Generates succesfully. Installed and enabled via mod manager. And this is the result, vanilla leaf textures (loaded tree on the left, LOD tree on the right) HD Tree version is very low quality And its literally every Tamriel pine tree model SBT covers with no exception (ignoring aspen trees at this point I'll worry about them later) For some reason non-vanilla i.e. mod tree added refr's are absolutley fine i.e. Vurt's Pines, Oaks etc I know from previous generate attempts its just vanilla/sbt trees that have the issue and its not just vanilla textures any leaf retexture, same result So to summarise: only Simply Bigger Trees plus a few essential mods/dlc. Vanilla leaf textures. Latest Dyn version/resources. All HD pine tree ref's in Tamriel worldspace have the same result. Doesn't effect mod added custom tree models/references. Could you detail what more information is required because I'm unclear at this point Logs
  13. Yes thats certainly true for 2.98 it uses the textures defined within passthru_LOD nif and that looks great but as you say 3.00 uses textures\lod\dyndolod\dyndolod_tamriel.dds instead for some reason and therein lies the issue because it looks awful. Passthru_LOD nif(s) is identical for both versions. I wish I could force it to use the default textures somehow. I'll get back to you with the rest of the details
  14. So I periodically check the latest alpha to see if I can succesfully generate high quality Ultra tree/HD tree leaf textures with 3.00 and it seems I can't, its vastly inferior in that dept to 2.98 which is disappointing and seems a backwards step honestly. If anyones managed to succesfully generate HQ leaf textures for HD trees I'd love to know how you managed it. n.b. ultra tree on left, "full" tree on the right. Bark textures for trunk, branches etc are fine its leaves that just look awful if anyone knows how to fix please let me know. https://ibb.co/TrrFVH5 Logs
  15. Its nice, I like it. Is it essential? No, but more varation is always good.
  16. I use both personally and I havn't found any "double lights". As I understand its mainly for FX shaders i.e. magic effects etc whereas ENB light is more concerned with making objects glow. If I'm honest I'm not 100% sure what overlap there is and I should probably read teh notes more but as it hasn't caused noticeable issues I'm not overly concerned.
  17. I've been using it for some time it works pretty well you'll need zxlice's ultimate potion animation - ZUPA if want actual drinking animations though and even then its not all of the time
  18. Its a bit slow to apply footprints to new npc's it also works fine on the player you've got to change location at least once for it to pick up the changes both are to related to the way SPID work afaik. Also some people report that if you change race i.e. into a werewolf or vampire lord you have to re-apply the spell via console when you revert back to human form or the footprints stop working though that may be fixed by a location change again I imagine. theres also this mod released which claims to eliminate the papyrus etc log spam this mod generates. So thats a fix for a fix for an original mod which could probably do with a rewrite at this point.
  19. I use this mainly for disabling follower collision they have an annoying habit of blocking doorways and narrow passageways they're not intelligent enough to move out of your way if you want to turn around/back. I'm not sure why bethesda/creation engine is so lacking in this regard I played games 15 years ago that had npc's that would move out of your way (and even apologise for it) There was another mod Disable Follower Collision by Felisky384 that I was using before but this covers more than just follower collision and also that hasn't been updated for AE/1.6.x.x so I dropped it. No issues so far.
  20. It wouldn't be so bad if said weapon didn't basically vanish from existence and even noclipping through the walls looking for it couldn't locate the custom enchanted sword of awesomeness it was a spawned item without a unique i.d. so I couldn't even move it to me via the console Its either that or another mod that disables the disarm shout for me. Actually I think it is. The favourited item prevention is pretty nice too.
  21. It occurs in Fallout 4 as well I never noticed it in LE ever and I have over 4k hours in that according to Steam so its something that broke when they updated something? Arthmoor states the bug has been there since Oblivion though. If you save the game while its occuring, quit, restart game and reload save the problem disappears so its some kind of issue with data stored in memory which WS's script addresses by issueing the equivalent of a PCB console command I believe so its a workaround rather than a fix. Which would require some kind of understanding of the engine level Aers mentioned he was aware of it on his SSE engine fixes page iirc but clearly never got around to finding out where the bug was or releasing a fix I actually noticed it in FO4 first the quarry area is notorious for it I thought it was some kind of issue with my game install or mod issue and spent an age tearing my hair out reinstalling the game and/or mods only to find out later everyone had the same issue and it was some kind of engine level bug.
  22. 2.98 has normal leaf textures for ultra trees 3.xx has low resolution billboard(?) instead 3.xx 2.98 Selected tree billboards in texgen: yes
  23. How do I get Ultra trees to generate with the regular leaf textures? 2.98 uses textures\landscape\trees\treepineforestbranchcomp.dds but 3.58 uses textures\dyndolod\lod\dyndolod_tamriel.dds which is low res lod textures
  24. Huh. So its not the same tree billboard everytime but it is always a tree lod .dds apparently So I removed all the loose pine tree textures and replaced with ones extracted from vanilla BSA and its still crashing. So I think I'm simply going to stick with -23 at this point. ~~~~~~~~~~~~ No not "I'm not interested" I've been at this all day long a texgen output takes half an hour or more I've been doing nothing but troubleshoot I'm tired of it I've other things to do like work, eat and sleep. I'll be back when I have more time.
  25. Was after a fresh reboot, no other programs running. It keeps happening at exactly the same time/spot repeatedly. No overclocks memory tests fine. Trees only: generates fine. Grass + Rendered only: generates fine. Grass + Rendered + Trees: crashes. HD tree generation (with trees) only: crashes. Vram usage immediately following freeze/crash: DynDOLOD-Standalone.3.00.Alpha-23, the previous last version I have, generates just fine without errors. If anyone has any versions between alpha 24 and 56 and feels like sharing so I can try them out I'd appreciate it.
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