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z929669

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Everything posted by z929669

  1. I can confirm that xLODGenx64 process continues to close reliably for me during the texture-creation process of any given worldspace, and this happens randomly. In other words, I can rarely gen for all worldspaces without issue, but it happens. More often, it fails during Tamriel worldspace texture creation (usually at the very beginning). It also often quits during DLC2SolstheimWorld, but it can happen during gen of any worldspace for me. I do think it's texconv process as mentioned. I have a fairly high-end system, so I am wondering if it's possible to add a 100 ms pause between invocations of texconv or some such sorcery. I think this process might be stepping on itself or something like that. Grasping at straws though. Again, the program just quits without bugreport or any log indicators. I simply look at the log to see what hasn't finished and run the remaining worldspaces from that point (glad they are processed in order of list in the program!). Texconv doesn't seem to run if the textures exist, so it works.
  2. Good question. I don't think we need it, as the fix is enabled in Scrambled Bugs. Can anyone confirm in game? We should probably take a look at some of the default 'disabled' Scrambled bugs patches to see if any qualify for Step.
  3. Maybe December, but we still have a lot of things to work out and finalize. Anyone can help with mods in 'testing' with the '2.0.0' tag. There are a lot of meshes that need testing with/without ENB using the lighting and weather mods. Other mod testing needed as well.
  4. It's finding 2 ITM records on latest version for the dev guide. Clean as normal, or will it be updated?
  5. Thanks ... it's there in the 1.0.0 guide but not the 2.0.0 guide, because the patches aren't final for that version yet. Still a WIP.
  6. you should click on any one of the low/medium/high presets to invoke and list the mesh rules. Not sure if low/medium both show a 'tree' rule, but high does. Then double-click on this mesh rule (near bottom) and make the edits corresponding to what you want (otherwise, create it from scratch just before the last rule). Then close that in ckick 'OK' to generate object LOD. Also be certain to tick 'ultra' for trees in object LOD (unless you prefer traditional LOD trees for some reason, and then none of this applies). The DynDOLOD doc also describes this: ../DynDOLOD/docs/DynDOLOD_Manual_SSE.html Also see the TexGen doc: ../DynDOLOD/docs/help/TexGen.html
  7. I have seen this before. nexus member search is just plain broken. It specifically wants to search for "members with files". Since I have given all of my mods over to StepModifications (our shared user acc), I must no longer be searchable. Search for StepModifications member under SSE game, click on 'files' tab, and you will find me under several of the mods you see. Then you can PM me. Alternatively, search for mods with keyword 'dyndolod', and I will be creator of several of those. You can then go into those mods and find links to my profile in the posts or wherever. Nice work Nexus!
  8. Yes indeed. Thanks for adding this. If you send me a PM from your Nexus account to confirm you are the author, I will get you our author forum title for your badge. I updated the OP to reflect standards ... no wiki page created yet. We typically post compares for replacers (vanilla vs Step vs mod). Step has been using Dragonbone Mastery for a while, so that would be the one to beat.
  9. It's technically new content, but we use other mods that add new content (even quest content). IMO, if it is lore friendly and doesn't disrupt vanilla content, then I am all for it.
  10. always liked the idea ...
  11. Check out A Clear Map of Skyrim and Other Worlds. It uses DynDOLOD to make very nice maps and includes the needed mesh rules so that you don't need to. You can use them as examples to help with improvement of Bruma map. Of course, you still need textures. Add in Atlas Map Markers for more points of interest
  12. This is fixed now. Thanks for reporting.
  13. Try using Shift + F12 to toggle ENB off/on in game. I think Shift + Enter allows you to set values. This all may help you to determine if ENB is causing this and settings that may be impacting (see the main settings up front with the checkboxes a sa first measure).
  14. Each mod's instructions indicate if the plugin should be converted to 'optional' in MO. Doing this removes it from the plugins in the right pane of MO. If you followed those instructions for all applicable mods (ELFX and particle patch are two among a handful of others), then EVERY plugin in the right Plugins pane should be ticked. The plugin list is well below the limit. Many mods in the left pane do not have plugins.
  15. Usually need to click this twice to get it started
  16. RE Post: I removed "SphereNormals" from aspen strings to test if Alpha 48 treated the face normals properly (changelog for that version implies), but found that the aspen 3D LOD are still too dark. Using the "Crown SphereNormals" string still works fine, but I wanted to report this in case you had attempted to address in the Alpha 48 update. I tested using Alpha 53.
  17. The 2.0.0 guide is still in development and so is the LODGen stuff, but terrain LODGen is probably pretty much 'done' for our build at least.
  18. Interesting ... but further complicates display config, LOL. It could take us months to agree on optimal configs with this one in the mix. I don't want to offer every scenario or maintain those instructions in our guides. Maybe some suggestions is all or for the most common setup. Remember, every time one of these mods is updated, we would need to spend a lot of time adjusting (and debating) the changes to our recommendations. PC envs are just too variable.
  19. If you set Level0 for LOD4 of LTM DynDOLOD Add-On mod, you will not get billboards in LOD4. Also be sure to run TexGen first ... and hide/remove any billboards shipping with LTM. They are not needed with the Add-On if you are using DynDOLOD 3 Alpha and can override TexGen assets, which are required for DynDOLOD to honor your tree rule. Be certain to install TexGen output as a mod (enable this BEFORE running DynDOLOD) one priority less than DynDOLOD 3 output, both at the highest priority in your installed mods. Sort with LOOT. Check 'winning' assets using MO conflict management if necessary. It really is pretty straight forward. I think you may be getting LTM billboards due to problems with asset prioritization.
  20. So you are saying that this mod isn't a valid fix for anything or just not for what you had hoped? Drop from testing and consideration?
  21. Thanks. I will ask kojak to fix that tree and check for others
  22. It's just a warning message that the texture wasn't found. In the case of an invalid texture path for a texture that doesn't apply (should be a blank path), then the warning can be ignored by the user. The mod author should still correct it. In the case of these errors, it's the mod author of the tree mod that should fix the paths in the base models. Then the LOD models also would need to be updated. For your Myrkvior warning, are you using kojak747's LOD models or the add-on DynDOLOD 3 LOD models?
  23. If tree mesh rule was set to Billboard for all levels, wouldn't that explain why the same error wouldn't appear?
  24. I will look at those as well. It could be that this particular partial path has a space after the slash or something, whereas the others don't. There must be some difference that causes DynDOLOD to throw the error in one case but not the others. Maybe it's a trunk vs crown ... I can't tell from the texture names or the NifSkope screen. Thanks
  25. YES, this is the issue and explains the empty texture path in the error. I will reply on the Nexus topic, but I essentially need to fix this in the mod. In the meantime, you can resolve this as follows: Double-click on the third texture row and clear that partial path Save the model Get the CRC32 from this model (right click the NIF and you should see a CRC option if you have 7z installed) Go into the mod and update the CRC in the file names for this treefile names: DynDOLOD/Render/../ meshes/DynDOLOD/../ Save each LOD model Regenerate using DynDOLOD, and the error should be gone.
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