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soupdragon

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Everything posted by soupdragon

  1. I believe its bugged under certain conditions too that I can't quite remember right now...
  2. Essential mod for me I wish I'd discovered it earlier in my playthrough as most of Whiterun's NPC's have died in DG vampire attacks but at least the citizens of other settlements can sleep safely in their beds for now. Ok there is a bit of a problem with USLEEP it doesn't forward the changes to one of the Afflicted quests. Its an easy fix but still worth pointing out: https://forums.bethsoft.com/topic/1538020-relz-unofficial-skyrim-legendary-edition-patch-usleep-1/?p=25030970
  3. Its not really for me I prefer others. Theres nothing wrong with it per se its just personal preference. So optional I'd say.
  4. Its very nice I've been using it since it came out. The only criticism if I can call it that is its almost too nice, too... sharp. I'd expect an ancient memorial to be somewhat weathered and crumbling. Still way better than vanilla though at least you can read the inscription now.
  5. Hello. Something went wrong with my DynDOLOD install and I'm having to run generate.... all over again.... except I simply cannot get it to work... again. this time though it keeps throwing these brand new errors at me: "DynDOLOD can not find master data in None.json" "DynDOLOD can not read data from DYNDOLOD_Worlds.json" It doesn't matter how many times I try to generate over and over again (been trying for 2 whole days now) it simply will not let go of these messages... I've copied all the files... yes. Installed latest updated scripts... yes. Latest Papyrus Utils... yes. I've never had any issues generating the files ever, the troubles always arrive afterwards. Copied all meshes, textures and SKSE files from latest Output directory... done. Tried testing with a new game... done. Still the same errors. edit: looks like "None.json" doesn't exist at all, that may have something to do with it edit2: ok tried generating for Solstheim instead and the "DynDOLOD is Active" option is greyed out in MCM, Last Message states "No data in DynDOLOD.esp for this location". I took a look inside the .esp with TES5edit and there is infact a ton of data in there. I think DynDOLOD just plain doesn't like me... Yes already started with an empty Meshes and Textures folder and with the latest scripts. Still no joy. NVM, I got it. I simply deleted the entire Skyrim folder and all .ini files and downloaded a completely clean vanilla game from Steam. Then it worked. Seems to be the only way to get it to co-operate.
  6. Its very nice work I've been following it for what seems like years. He lets his assets be used too for the most part and some of them are very good indeed I've used some of them myself.
  7. Ok I changed the brightness of the treelod.dds and while it did make the texture brighter when its illuminated it didn't change the overall brightness - and by that I mean its still dark, just less dark - and some of the same tree types are bright. I suspect there is something going on in the .BTO file, BSSlightingShaderProperty or the like thats setting some trees as dark and some not - am looking into it with Nifskope, its not really my thing though so wish me luck... Awesome, thanks. Yes I am, can't say I've noticed that problem myself but then I'm using default landscape textures in those areas. its really an issue for the EL mod author if the terrain textures doesn't include matching LOD textures I would have thought. Yes, I've changed USKP, UHFP, UDBP, UDGP patches to USLEEP successively. Had to fixup a lot of references though but still easier than running DynDOLOD generate again. :P
  8. Ah ok thanks. I figured there was something different about those trees. Was wondering if its possible to convert them into tree LOD and add them to Dyndolod? Theres a similar issue if you look over the walls of Whiterun from inside the city you can see the windmill sails turning of the windmills outside the city walls but there is no windmill body. I think its an issue with them not being disabled properly because if I tcl outside the walls some distance away the windmill bodies will switch on and off but the sails do not. Its not a big issue but it does look strange.
  9. Hello again. Following the success in eventually getting Tamriel working I tried Solstheim and... I'm having problems again. I'm wondering if anyone else is having the same strange problem with DLC2SolstheimWorld Tree LOD's that I have. I'm getting this odd effect where certain tree LOD's look dark slate grey, like they're not being lit properly. It only seems to happen to certain tree models (heavy snow, I think). At distance they stick out like a sore thumb. looks like this: https://imgur.com/zvSNUDt https://imgur.com/n46qCzc its the same if I generate dynamic LOD or static LOD. The really odd thing is I still get it if generate static lod without tree LOD. Thats right, if there are no .BTT files at all - I still get them! The only way to remove them is to delete the object LOD files - thats right if I delete Meshes\dlc2solstheimworld\objects folder - with all the .BTO files inside - they disappear! The trees have somehow become attached to object LOD's, apparently. They also seem to have the same grey/white textures as the rocks they're sitting on as if they've somehow inherited their textures, though that could be a coincidence I guess. If I generate static LOD without tree LOD's I seem to get two tree LOD's occupying the same space - one being the phantom bad tree lods and the second being the presumably vanilla tree LOD's, like this: https://imgur.com/eLdFuPY but if I delete the Textures folder containing DynDoLOD's tree lod textures - I get the predictable purple squares, so its definitely recognising them as tree LOD's even if they're mysteriously Object LOD: https://imgur.com/qyjzg6b If I delete the .BTO object LOD folder & files the phantom tree lods disappear and everything returns to normal i.e. vanilla condition thus: https://imgur.com/fAjdCg2 I've got to admit I'm completely baffled by this. Its not the end of the world as its only Solstheim and Tamriel's LOD's work fine and thats the main thing. But still, its puzzling. edit: I wonder if its somehow related to the Tamriel tree LOD issues I was having, though those were missing textures entirely. I'm going to try the same fix and extract the tree meshes and textures from the BSA's and drop them in the loose files folders. Wish me luck... edit2: nope that didn't do it. Gonna try a completely clean install of Skyrim next... edit2: nope that didn't work either. Ah well, nevermind, I guess I'll have to do without it.
  10. Sorry I realise this is an old topic but this is very odd... you can hear your SSD? Chugging? SSD's are solid state devices and do not make noise, at least not in my experience and I've owned/fitted 3 of them. There is benchmarking software where you can measure the read/write of your SSD's and other drivers, 500/250 mb/s should be typical in this instance.
  11. Re: stuttering: Yes, as I understand it (and I'm not an expert) is that Vsync is enabled to prevent screen tearing which is where the monitor and game are out of sync. If the game runs at a steady 60fps then there are no problems. The trouble comes when and if it dips below that, in an attempt to keep the game and monitor in sync frames will be dropped periodically which results in a noticeable stuttering effect. There are fps limiters such as this one which when used in combination with Vsync OFF seems to stop the stuttering by removing the fps cull. So even if the framerate dips considerably (as low as 21fps in parts in JK's Whiterun) the game remains smooth and stutter-free. The downside is obvious - by removing fps culling the game will go out of sync with the monitor and you will potentially get severe screen tearing in places. So its a trade-off, loss of frames/stuttering vs screen tearing. It seems Bethesda went with the former as the least worst option. Now personally I have an adaptive sync monitor (Freesync) so tearing doesn't happen for me which in combination with the above fps limiter and Vsync off makes it the perfect solution for me, others will possibly experience different results. As so often with modding my experience is different, at least with the above mentioned and greater than 30fps. Below that its not severe but there a slight.. flickering or something. Possibly because the eye can separate individual frames below 25fps I believe, above that persistence of vision in the retina means that they're merged into a single moving image as I understand it.
  12. Hey, sorry to bug you again. I didn't give up in the end I played a hunch and made a note of the form i.d. of the problematic purple patch dead trees extracted their .nif file models from the Vanilla meshes BSA and dropped them in the loose files folder, looked up their textures in Nifskope and extracted them from the textures BSA dropped them in the loose textures folder and... it worked! No more purple squares! To say I was pleased would be an understatement. I also managed to split the LOD tree atlas files too and replaced teh vanilla tree billboards. Awesome. Finally got the windmill sails working too it just needs teh SMIM SkyMills meshes to be installed, not the SkyMills ESP and not its meshes or BTO's either. I think thats where I got thoroughly confused before. Hallejuah! Thanks very much for your and Zilav's efforts. You guys are awesome.
  13. Yes all of those things are fine. I've rerun it more times than I care to now but now the purple patches are a different dead tree this time, still the purple fir near Solitude. Still can't get any windmill sails to appear under any circumstances. Installed SMIM meshes... yes. I've spent far too much time on it already might try a run on a completely vanilla Skyrim to see if I can make something of that otherwise I'm done its simply too buggy. I'll stick with the static showcase files those at least seem to work. Thanks. p.s: if anyone can generate some high quality static lods and feels like sharing them that would be great.
  14. Downloaded the archive again, extracted the files again, run the thing again... nope, still got purple texures everywhere. I'm going to disable mods in my list one by one by one and rerun until the issue goes away... looks like its going to be a long night.
  15. please delete - double post
  16. Hello, thanks for all the work (my firstborn will be heading your way the instant he's born) I'm having some troubles with DynDoLOD I have the dreaded purple patches i.e. missing textures. They're definitely LOD's the nearest one you can see in the picture is a fir Tree LOD (I know because it "pops in" when the Ugrid loads) and as you can see there are some others in the far distance (some of which are the dead tree model TreeTundraDriftWood02 [sTAT:0003E4AE] i.e. form i.d.'s 3e4af, c9cbf etc). I have fir tree LOD purple 'un's all over Skyrim too. I don't suppose you have any ideas? I've tried regenerating LODs twice now with exactly the same result. The big purple one is next to Elysium Estate which is a mod house.. probably something to do with that I imagine. I also have missing sails on all windmills even on loaded Ugrids but have SkyMills/SkyFalls etc so something to do with that I expect. I could probably fix that but the purple textures are a killer as I have no idea how to fix those. Its not a big deal I can live without DynDoLOD but it is puzzling. https://imgur.com/2FZcwHM some others: https://imgur.com/4pKmKCr https://imgur.com/vDhveM6 p.s. is it possible to just generate landscape/mountain LOD's minus the Tree LOD's? Because I have a mod that overhauls the tree LOD's and they're way better than the awful vanilla ones but alas they have no BillBoards associated with them. Static LOD's would be fine I can live without DynDoLOD's scripts as mentioned to a previous poster (although I'd prefer not to) EDIT: ok I think I've fixed the crappy tree lod textures by simply deleting the LODgen generated ones from the Output folder, now I just need to find a way to fix the purple squares and I'll be good to go
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