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Everything posted by z929669
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Latest alpha works well for me. Haven't done anything extensive though. Just want to point out some typos in the doc if you aren't aware:
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So to be even clearer, without using this, you can gen grass cache in 1.5.97 without NGIO, but to get the benefits of "NGIO" you must pregen cache with NGIO and use taht output to override the vanilla *.gid files in 1.6.xxx, which is what this mod does?
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I think this has happened to me before in testing LOD. I didn't know the cause until I read this mod's description, so that must've been the issue. It looked like it does flying around using camera and tll and goes away sometimes and isn't necessarily reproducible. It's happened to me when I cow or coc after loading a save. Could be useful for some in edge cases.
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GUIDE Creating Tree LOD Models (by The Step Team)
z929669 replied to z929669's topic in Game-Specific
Works like a charm in constructing hybrids (after I found that I needed to account for the extra folder in the TexGen_Output path. I also used your "strip from" method (and CRC script) to construct the hybrids rather than my "copy to" method (and manual CRC). Your way is a tad bit quicker and a tad bit less potential for error. I only did it on some simple aspens, so I have yet to try it on skinned trees, which will be a bit trickier stripping down. Do you remove the BSTriShape blocks from under the NiNode/BSMultiboundNode and place under root block or just leave NiNode/BSMultiboundNode/BSTriShape? I guess I will see for myself at some point but just curious.- 9 replies
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SE/AE Compatibility - Grass Cache Pregen
z929669 replied to burnersaurus's question in General Skyrim SE Support
For mod config instructions under 1.5.97, see this section of our guide as well as the resources and foundation sections to get mods you have configured (particularly with respect to extenders and the loader issue). Those with the "expand" link at right of the table, click this to see instructions for the mods you have.- 13 replies
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SE/AE Compatibility - Grass Cache Pregen
z929669 replied to burnersaurus's question in General Skyrim SE Support
You should check your .NET FW log (inside that mod or in SKSE/overwrite possibly) to see what is recorded there (and/or get/install Crash Log SE, but that may or may not play nicely with .NET). Check your game file version (right click skyrim.exe > properies > Details), validate files, and ensure you have no lingering DLLs or other stuff in your SSE root folder. Cleaning the vanilla masters is unnecessary and no longer advised by us. Not sure if you are trying to launch a savegame or not, but if that Helgen save is from a different LO, please try launching a brand new game. That's the actual test. Enable Alternate Start mod as well if you use it to make this simpler. I always choose "I own property" > Breezehome. Once you figure out what is causing the crash problems, I also recommend installing all other mods accept for those you know don't touch or contribute anything to the outdoors. Obviously this is more work, but you don't want to gen grass where NGIO excludes it (I think NGIO excludes grass from the cache where it's not wanted/needed, but not sure ... DoubleYou would know for sure). When you gen grass, you should also consider not doing so for unnecessary worlspaces. This script speeds up the process 3x for me (YMMV). or have a look at our grass LOD guide for more tips.- 13 replies
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SE/AE Compatibility - Grass Cache Pregen
z929669 replied to burnersaurus's question in General Skyrim SE Support
Savegame could be an issue with such big changes. Try starting a new game to see if it loads. You likely still have something in the mod list that is not jiving. In that case, begin disabling blocks of mods and sort with LOOT paying attention to any LO errors in LOOD and MO. You just need to get the game loaded with all of your environment/landscape mods active to precache grass.- 13 replies
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SE/AE Compatibility - Grass Cache Pregen
z929669 replied to burnersaurus's question in General Skyrim SE Support
Looks like you need to install the version of SSE Engine Fixes for 1.5.97- 13 replies
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This has nothing to do with DynDOLOD, so please post to these topics for related discussion. Once you have a 1.5.97 grass cache, you can generate grass LOD in SAE without NGIO (since we are waiting for .NET FW or similar for AE) using:
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Discussion topic: Grass Cache Fixes by DoubleYouC Wiki Link Use a SSE 1.5.97-created grass cache in SSE 1.6.xxx without NGIO dependency to allow grass LOD in SAE. Related Topic s Get 1.5.97 without a backup Run 1.5.97 and 1.6.xxx on same PC via MO Kezyma's Root Builder for Mod Organizer Now that NGIO has been updated, downgrading the game is no longer necessary for generating the grass cache. Dropped as of 2.3 in favor of Grass Cache Helper
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I will fix that now. I also just fixed some of what I had in my flurry to correct. I downloaded the latest ENBSeries for both SLE and SSE, so they have changed.
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The file structures have change a bit, so I updated the instructions: Extract the contents of the "WrapperVersion" into the game folder (e.g., ..\Steam\steamapps\common\GameFolder). Note that only *.ini, *.dll files and the \enbseries\ folder are required. 0.467 is available for SLE, so that's just a tad different. The updated instructions apply to both I believe. I fixed a few more of the instructions in that section, which were a bit redundant or nonsensical. The ENB 'preset' is provided by a mod author, and should detail all requirements and instructions for installation. We only need to instruct about installing ENBSeries itself. We need eyes on these edits and the larger context of this article as it all needs an update I think.
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GUIDE Creating Tree LOD Models (by The Step Team)
z929669 replied to z929669's topic in Game-Specific
This is the key I was missing! Just opening NifSkope.exe defaults to BS header 0, and only Ni* are available on Block > Insert spell. Once I change that value to 100, I now have additional Bethesda (and Havok) categories for selecting BS* nodes (blocks). In all of my scouring over NIF doc, I never found this. Thanks. I do prefer copy/pasting blocks via keyboard over removing them from the base model, since then I avoid all of the cleanup steps (e.g., extra strings). It's also difficult for me to strip stuff from models with skinning, since parent/child blocks are more complex, and I am often left with an inconsistent hierarchy and block names. It must all get sorted by LODGen in the hybrids.bat/DynDOLOD automation anyway? I do see that the method you lay out (CRC script on base models via xEdit > strip blocks > clean up > save as trunk/crown) is very straight forward. It trades-off the hassle of my copy/paste of CRC and treeName strings (using 7-zip CRC shell integration and Explorer) for the hassle of stripping/spells in NifSkope and launching xEdit. I will write up this approach once I run through it. So I can package my mods this way then? I didn't consider that DynDOLOD would scan recursively beyond \DynDOLOD\lod\trees, but that seems obvious now. Fantastic.- 9 replies
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I do it mostly to look for changes in the installation (FOMOD, file names, or otherwise) in order to keep our instructions up to date.
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GUIDE Creating Tree LOD Models (by The Step Team)
z929669 replied to z929669's topic in Game-Specific
How can I tell the NIF game format of any random NIF file directly (without surmising from the node names)? emptypassthru_lod.nif contains nothing I know of that indicates it's for LE and not SE. When I first was figuring out how to create hybrids, I was very confused about the empty NIF and where to get it (game format, base node name, other parameters). This is why I used emptypassthru_lod.nif as a basis. You should know that I have no issue with copy/paste of BSTriShape into emptypassthru_lod.nif (after I rename to empty_trunk.nif). And these become my trunks and are never updated with CAO or SSE NIF Optimizer. They do work as expected with LODGen in creating the hybrids or changing the textures. I will also add that I have always copy/pasted crowns into emptypassthru_lod.nif (after I rename to empty_passthru_lod.nif). Early on, I did not run these through CAO or SSE NIF Optimizer, and they worked without issue for hybrids or 'standard' LOD trees in my testing, so I must just be lucky or it doesn't matter for LOD? These days I run through an optimizer just to clean up junk if it came over with the mesh parts I copied (and after getting that advice from you).- 9 replies
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Yes, it obviously helps to read the crash report ... @Mousetick doesn't miss much
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Yep, I get it. This is why I finished my last post with a positive note about it being maintained. I tend to update every time just to keep abreast of changes. Still frustrating, but I do get it.
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GUIDE Creating Tree LOD Models (by The Step Team)
z929669 replied to z929669's topic in Game-Specific
Will do Part of the process I use is running all crowns through SSE NIF Optimizer, which takes care of SSE format in my standard workflow. Good to know this though. In my workflow, this is just emptypassthru_lod.nif renamed as indicated above (I rename this same mesh for both crown and trunk for convenience). I use this for pasting the trunks, and those are consumed by hybrid.bat without issue and TexGen doesn't seem to care about this either way. So doing it that way, you must be renaming the base node to BSFadeNode, or it doesn't matter? I avoid cleaning up unused strings and such left from removing mesh parts, since it's an added step. Perhaps I will run emptypassthru_lod.nif through SSE NIF Optimizer before renaming to trunk/crown NIFs. This would ensure trunks are SSE format ... but I would still run crowns (and what I call "standard LOD models") through SSE NIF Optimizer either way to clean up strings and perform other menial tasks. In the meantime, I will try your method to see how it works for me. Thanks for the tips! I updated the article note at top to include a disclaimer that my workflow is one approach and that a standardized method is yet to come. I also changed options 1-3 to now be options 1 & 2 with preference as you indicated. The goal is to familiarize people with the general process, so I will update the article as I learn more.- 9 replies
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It's almost certainly a compatibility issue having to do with the SAE updates. Some mods are not yet updated to SAE 1.6.353, and many more are not updated to 1.6.xxx. The Step Patches may also be incompatible with some mods at this point. We aren't really maintaining support for the SSE guide with all of the flux. You will need to be certain that you are running the version of Skyrim you expect and that all mods are supporting 1.5.97. Some mod authors are not supporting 1.5.97 and have hidden those versions of their mods (Arthmoor and the USP team). Not a great time for those without a lot of modding XP, and we are limited in how we can help. Ensure you are sorting with LOOT whenever plugins change and paying attention to all LOOT messages at the top of the LOOT window. Disable the highest-priority half of your mods, run LOOT (enable or disable mods if MO warns in the top right of the app). Sort with LOOT and test. Keep enabling/disabling blocks of mods until you know for certain which ones are causing isues. Then go to those mod pages and carefully read their requirements. ASLAL and (ASLAL is compatible) CRF (among others) do not support 1.5.97, so you really need to study the requirements and posts on the mod pages.
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I'm officially getting frustrated with this mod updating so frequently on Nexus. Another update this morning followed by yet another 'beta' update this afternoon, which means that this update will likely be posted later today or tomorrow. With sooooo many tweaks needed, it's really obvious that the MA is not testing anything comprehensively before releasing. If relying on community feedback, it would be great to accumulate a list of fixes and constrain the updates to once a month or something. I think this mod has been updated nearly 50 times in the past 6 months. Geez. That said, at least it's being maintained!
- 161 replies
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Good to know. I forget those compares, but if after April 2021, they still apply, since this mod has not been updated since then. Now we have the mod page anyway.
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GUIDE Creating Tree LOD Models (by The Step Team)
z929669 replied to z929669's topic in Game-Specific
@sheson I don't want to spread any misinformation, so if you are so inclined, please revise this article as you like or post recommendations here (you have edit rights on the wiki like any member).- 9 replies
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Discussion topic: Creating Tree LOD Models by The Step Team A discussion topic for suggestions and feedback relating to the guide.
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Discussion topic: Mari's flora by ArtByMari Wiki Link Looks like a good replacer for about 100 plants, but there are a couple of bugs that should be addressed. MA is active on Nexus, but seems to have stalled work on this mod. Just posting it in case it eventually evolves.
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What's your tree mod? Looks like HLT or Jedi? I manage the LOD models for HLT, so I will verify those and the base models when I have time. I had been troubleshooting this issue on some of the dead pines with sheson's and T4's input, but we weren't able to cure it with texture revisions. If alpha and UV need tweaking, I think it would be best done on the base meshes and rebuild each of the LOD.

