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soupdragon

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Everything posted by soupdragon

  1. I can't seem to find anything about this, I've been having issues with stretches of landscape that are missing LOD trees (and other things besides) Arthmoor's mods that affect landscape (CRF, Rorikstead, Dawnstar etc) include LOD in their BSA's (object lod .BTO's, tree lod .BTT's). This will conflict with DynDOLOD lod generation - if you're using standard 2d flat LOD trees its not so bad you'll still get tree LOD but with rather basic details i.e. lacking LOD tent models, walls, roads etc but if you're generating 3d/Hybrid trees its much worse - entire cells will be missing LOD trees - a vast swathe of landscape around Stonehills for example here is devoid of tree LOD. The quick fix is to temporarily disable/remove the .BSA that comes with the mod when generating DynDOLOD, the better alternative is to extract the BSA delete the LOD meshes (/meshes/terrain, then rebuild the BSA would be my choice) and then run DynDOLOD. Its also worth doing even if you're only generating 2d trees as you'll get the full LOD generated rather than the basic LOD that ships with the mod that you'll get otherwise.
  2. Personally I write/edit scripts with NPP+ then load them into the CK's when I want to compile a script, its possible to compile direct from NPP+ but some reason it simply refuses to compile on occasion whereas the CK has no issues with it, I'm not sure why.
  3. Skyrim has its scripts available as loose files in a folder. Basicaly you've got two choices with the mod. Either extract the scripts from the BSA (recommend Bethesda Archive Extractor (BAE)) or add the mod to the skyrimeditor.ini archive list (even then you'll still have to extract the script source files from the BSA or trying to compile a script without a loose source available would crash/freeze the CK, or at least it used to) Suggest you extract both compiled scripts (.pex) and source files (.psc) from the BSA.
  4. nevermind, I figured it out it needs the entire BSMultiBoundNode duplicating then it works. Huzzah.
  5. Hello there. I have some more bugs to report. They're all ship models like last time and I suspect its the same issue as with the last ones LodGen64.exe reports errors with "re-uv"-ing the replacement models. SSElodgen has no issues with them, as before. Its tripping over the same parts of the model each time i.e. the NiTriShapes that contain the keel, ribs, steps, mast etc. The ships wall and decking is fine. Incase that helps. I thought I'd try and be clever and try and copy the branches from the .BTO's that SSElodgen successfully generated and copy 'n' paste them into the .BTO's that DynDoLOD generates (minus the NiTriShapes that DynDoLOD trips over) and... it works. Sort of. The only issue is those parts of the mesh do not disable with the rest of the LOD model when the lod is supposed to unload. I'm guessing its a DynDoLOD script issue I'm still looking into that. Cheers. https://www.sendspace.com/file/4roicd
  6. Wonderful. Thank you for the detailed reply!
  7. So I took at look at Ria it ontains various body model meshes UNP/CBBE etc and all LE versions they'd need replacing with SSE body versions a simple run through with Nif Optimizer is unlikely to be successful as body meshes are much more complicated than simple statics and the time you spend fixing it all up its just not worth the effort. Also facegen.
  8. Black faces is bad or missing facegen data. SSE Mannequin Designs shouldn't have this issue as it was designed and released for SSE but LE Ari will need facegen exported. Two sets of eyes, thats new one on me lol. Has already been ported as as SSE 12869, don't use the LE version. The SSE version contains a UNP body mesh use the Alternative version as that contains facegen, the other version will cause black faces if you're not using a UNP body yourself.
  9. Have you tried it without the skeleton? That would be my other hunch. I seriously doubt its the .esp they usually only edit a few records. You could try it simply with the .esp alone nothing else and the worse that should happen is a nice big red triangle where the mannequin ought to be. Which mod is that? Some mannequin mods include a body UNP/CBBE rather than just basing it on the vanilla body its possible if its a port from LE they're causing issues it'd be better to simply replace them with their SSE body equivalent if they exist.
  10. Try it without the mannequins facegen data before you start reinstalling anything. If they have black/grey faces thats fine so long as you don't get a CTD. If thats the case regenerate facegen from the CK
  11. "Header changed" did you run it through the CK? Mannequins are NPC's it sounds like something fundamentally wrong with them do you have any custom skeletons installed? If you mean you're porting LE mods to SE and you're just running them through Nif Optimizer any facegen files you have simply will not work in SSE you'll have to delete them and re-export facegen from the SE CK.
  12. Alright here you go: https://www.sendspace.com/file/bcy4fv n.b. theres an known issue with transparency on the textures I need to add a custom texture at some point but thats not a problem.
  13. So I decided to finally do something about whats bugged me since what feels like forever, the lo res, lo poly shipwreck LOD models it offends my eye everytime I see them on the not too distant horizon. I followed the "Convert nifs of various formats and export as simple 3D static for LOD" guide and used merge.bat to output a suitable LOD model and that resulted a .nif with a collection of NiTriShapes, all looks good in Nifskope can preview model just fine in CK. I'd create a lower poly model with 3dsMax if I had a copy, but I don't. However when I add it to the LOD models in Meshes/LOD/Ships/ DynDoLOD has a problem with it - LODGEN64.exe will simply hang at a certain point and never complete - I have to manually close the window and DynDoLOD64.exe reports an error and it didn't complete Lod generation and to check the log files - however the log file is empty, completely blank... its definitely an issue with the custom model if I remove it from the folder DynDoLOD completes successfully. Now the odd thing is if I run SSELodGen with exactly the same setup and with the LOD model in place it has no problems with it, completes successfully and - the LOD displays perfectly ingame with my replacement model. Works great. No issues at all. Its just the version of LodGen that ships with DynDoLOD that trips up over it. Now obviously its simply a replacement for a vanilla model so it shouldn't need any rules added etc. So it's a bit of a mystery at this point why one version should work and the other not, as I understand it DynDoLOD64 is supposed to be just an extended version of SSElodgen. Any advice would be greatly appreciated.
  14. Greetings. I'm having difficulty understanding some documentation I wonder if you could help me. Specifically its generating 3d static Trees for LOD. In the "DynDOLOD_CreateStaticTree.html" document it mentions editing merge.txt and changing some of the lines. In particular I'm having trouble understanding the following: Worldspace= name of exported nif - ok give it a name, I think DontMergeShapes= False - ok I'm not trying to merge anything so I'll set this to true (I think) PassThruMeshMask= part of filename to match to keep shader, if it doesn't match the shader will get default LOD *.bto settings which is not usefull :) - ok this is the one I'm really stuck on. Which "part of filename" are we talking about here? Does it need to be the same name or something else? I honestly have no idea what any of this means. PathOutput= where the nif should be exported PathData= path to nif folder - think I've got these covered. TIA
  15. Skyrim LE and/or ultrawide i.e. greater than 1920x1080? Vsync will not work on resolutions higher than 1080p at least I've never managed to get it working. SSE shouldn't have this issue.
  16. "Hiss" or "kettle" whistle sounds like coil whine, thats a gfx card issue. Especially if fps is unrestricted. I've had that myself and its not nice. If you have SSE then aers' SSE engine fixes sounds like what you're looking for there is indeed an issue with LOD trees iterating it even occurs in 1st person mode in heavily forrested areas, it includes a fix.
  17. First of all I want to say thank you for the remarkably quick update I wasn't expecting anything so fast and for the continued support and development. The update has fixed the flickering its gone and there are no more dual full mesh/hybrid trees anymore so thats great. The 3d trees in question appear to have no trunks now though only leaves. You don't really notice it from a distance so its not a big deal but I thought I'd mention it. The 2d tree equivalent when generated are a mixture of flat 2d trees and 3d leaves... again its odd but not really problem.
  18. You shouldn't select compression on the archive as a rule, at least thats true of Skyrim.
  19. How low can you go?! If npc's are "aware" of the other navmesh they will attempt to use it if its a shorter route and they're not using a preferred patch currently How to how far this awareness extends I dont' think theres an official answer... from personal experience its at least half a body length.
  20. I have an issue with Solstheim trees the full tree models are not unloading. Now this is not a DynDoLOD issue per se its an issue with SSE's Large Reference Grid but it does cause problems with DynDoLOD (surprise, surprise) Both the DLC trees DLC2TreePineShortHeavySnow and DLC2TreePineShortHeavySnow01 are affected, trees derived from Skyrim.esm are not. What happens is either they simply do not unload so you get full model trees dotted all over the LOD or you get the full model trees and LOD trees simultaneously. Now with billboard trees this is not so much a problem (aside from the obvious performance issues of unloaded full meshes) because they don't occupy the same space but if I generate hybrid trees (part 2d trunk/3d leaves) - these do conflict with the existing full model trees and the result is horrendous flickering (z-fighting?) trees all over the landscape. Its definitely a Large Reference issue if I move the slider to the left/uLargeRefLODGridSize = 5 - the problem goes away... enabling/disabling the "Large Reference Fix" in MCM makes no difference. Just wondered if anyone else was experiencing the same? (this Large Reference business is indeed fubar)
  21. The lip sync fix is exactly that, its supposed to fix the lips being out of sync but still moving. If the lips aren't moving at all thats another issue entirely...
  22. Its not a scripts issue its a package issue as has been pointed out. Whats likely happened is a quest that was supposed to send the guards to wherever has gotten stuck at a certain quest stage due to you exiting or quitting or whatever it was. I don't know the quest offhand (Dragon Rising?) but you could look it up and check if its still running etc and possibly force it to the next quest stage etc.
  23. Reddit moderators will delete posts if they think it contravenes their TOS. There will be a [deleted] placeholder and a moderator comment underneath such as "Rule 1" or somesuch. As for the reason for mator's current suspension Dark0ne stated he'd be removing posts by him from that thread. Mator then continued repeatedly posting despite the warning and hence the infraction. As for why he stated he's deleting his comments there is a long standing feud between mator and nexus and nexus's mod authors in general. Mator walked out in a huff from the mod author forums some time ago because he couldn't get what he wanted from them stating he wanted permanent removal from the place. He's since had threads locked or removed from Reddit for brigading against Arthmoor in particular and basically never misses a chance to rabble rouse or generally bad mouth Nexus, Dark0ne, or mod authors in general. Dark0ne in particular is tired of it and to be honest I can't blame him. As to whether its ethical to remove his quotes because he's tired of his "silliness" (to quote Dark0ne) well thats up to you to decide I guess.
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