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Everything posted by z929669
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Treat them like a new mod. In MO, simply "Create empty mod" and copy all files/folders into that mod at the end of your mod list, then sort with LOOT, ensuring that the DynDOLOD plugins are active first. If doing this for open cities, I think you will have two runs and two outputs. I believe that you deposit the first output into the new mod and overwrite with second output, but the instructions for open cities should describe this in detail ... see: ../DynDOLOD/docs/DynDOLOD_Manual.html > Custom Settings For Specific Mods
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SKYRIMSE Can DynDOLOD be compatible with Open Cities Skyrim?
z929669 replied to shanyan_wcx's question in DynDOLOD & xLODGen Support
In the doc found in the install folder. See OP for some details, but there is doc on just about everything and more. Check the main doc file for this one. -
If you have DynDOLOD installed under Program Files, this could be an issue, since that is under UAC management ... see some advice. If you are running MO or Vortex, try always running as admin. You can set the TexGenx64.exe and DynDOLODx64.exe to always run as admin as well, but not sure if that works when running via mod manager. Finally, go into your AV app and whitelist mod manager EXE and TexGenx64.exe and DynDOLODx64.exe
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You are using the wrong data. Read the OP carefully. There are resources for SLE and SSE, so you are using the wrong one. Re-downloading the wrong file cannot make the error go away. Another possibility is that you have another resources version installed and conflicting with the correct one, or your resources mod is not installed properly or not active.
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Thanks for this reference guide
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DynDOLOD requires PapyrusUtil
z929669 replied to Wolfstorm321's question in DynDOLOD & xLODGen Support
This is the DynDOLOD support area and not the SSE guide support area, but yes, move on to next steps if you are good with step 5 -
If you revert the INI settings back to default, you can set top/bottom to each be identical to highest/lowest/mean value of the three settings. Using a value of 1.0 will likely be too bright though. You have been saying that grass is white or too bright, so you should generate with an extreme in the other direction to see how each setting impacts (this is what I did). Leave DynDOLOD top/bottom alone for now (after reverting back to default, or use the settings in instructions linked below) and change ambient/direct in 'grass' billboard setting of TexGen. Probably need to lower ambient at least. Look at these settings for an idea of what works well with Cathedral Landscapes. Notice, we have ambient way down. Modify ambient even lower to see almost black LOD grass and higher to tend towards white. Fine tune with the top/bottom tints later after you have a workable brightness. Mean of bottom tints should always be lower than mean of top tints if you want more realistic look. Re-run TexGen and DynDOLOD after. The instructions I point to give ideas for all settings and grass config ... it's a WIP and is not final though.
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The 2.0.0 guide is not released and not supported at this time if you were following that. If you are just asking for the 1.0.0 guide, ENB should have noting to do with LOD unless you installed ENB mod options that impact object LOD. Probably not, so just add whatever ENB you like.
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Weird ground textures in Riften before step 5
z929669 replied to Zarok_Aleon's topic in Step Skyrim SE Guide
I am guessing that you still have Cathedral Landscapes (TEMP) mod for use only during terrain LODGen. This will cause all kinds of texture glitches when active outside of LODGen. -
Frostfall, Campfire, and Wearable Lanterns STEP Compatibility
z929669 replied to Zarok_Aleon's topic in Step Skyrim SE Guide
If you all want to discuss these mods, please create a separate topic for each mod as instructed at top of this forum. As it is now, it doesn't conform with standards for this forum and will be moved to a more general forum. -
Interesting. Thanks for the heads up. have you reported this to the author?
- 67 replies
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- SKYRIMLE
- 06-models and textures
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My mistake @AiElias Perhaps your NIFs for those ash trees are not named correctly or have mismatching CRCs with reference models? Maybe a texture path is wrong in the meshes?
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Are you saying that grass is normally generated for all cells unless or that all cells normally get a gid cache file? Couldn't the existing Py script be used directly or at least run to get the list? Maybe I'm making invalid assumptions.
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So you see the context menu item, "Racalculate Bounds" (could be "recalc bounds"), in the CK when you right click on the DLC2TreePineForestAshL01 object record? Click on that to recalc bounds, and you will see the value change on the record once you click on another record I think. Do them all and save.
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From LODGen_log.txt: File not found: s3dtrees_treepineforestash01_3C1F018A_trunk.txt File not found: s3dtrees_treepineforestash02_041FEF79_trunk.txt File not found: s3dtrees_treepineforestash03_2A7E40FD_trunk.txt File not found: s3dtrees_treepineforestash04_FDBE67BB_trunk.txt File not found: s3dtrees_treepineforestash05_F2F965DB_trunk.txt File not found: s3dtrees_treepineforestashl01_C8B19422_trunk.txt File not found: s3dtrees_treepineforestashl02_26FC8238_trunk.txt File not found: s3dtrees_treepineforestashl03_9B7E70B6_trunk.txt File not found: s3dtrees_treepineforestashl04_38DA030F_trunk.txt File not found: s3dtrees_treepineforestashl05_81E6CC65_trunk.txt Looks like TexGen did not create the billboards (or at least the text files defining their params) for the ash trees. This could possibly mean that they don't have defined object bounds in the plugin (or some other issue), so info is missing to create the trunk billboards for the hybrids. Try loading the plugin in the CK and going to Trees node. Then you can right click each ash tree and select "recalculate bounds", then save the plugin and try again.
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You mention "custom billboards" within a context of "3D trees", so you maybe mean "3D [hybrid] LOD models"? Tree billboards will also be created by TexGen 3 for these to derive the 2D object LOD via DynDOLOD 3. As the OP and forum messages state, you should post all relevant logs, including in this case your LODGen_log.txt from running hybrid.bat. Usually that log will identify issues with the 3D hybrid models if you did that. If you just copied/renamed the full models, then it is likely you have placed those into the wrong path or used incorrect CRCs. Get the CRC-32 from the full model mesh referenced and name like MyTree_FE5926A6passthru_lod.nif Then place into: \meshes\DynDOLOD\lod\trees\
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Worthy for testing
- 32 replies
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- SKYRIMSE
- 06-models and textures
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A no brainer as long as they did not remove anything noticeable
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Yes, we will have instructions soon, but see previous posts:
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Nice
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ACCEPTED Majestic Mountains (by T4gtr34um3r)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Good find ... will update this mod.- 90 replies
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- SKYRIMSE
- 04-foundation
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Yep, that's what I was referring to ... probably worth it
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I can't make it out ... are we looking at it from the side? Is it that little line at center? I think you would actually use "full" rather than farLOD, since full is the fallback anyway and no LOD model is provided.
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What about the preview? Are youseeing any of your assets in that (besides vanilla)? It seems like your mods are not apparent in your load order. Outside of that, I can think of nothing that would cause this. Seems like a load order or configuration problem. Are you generating any TexGen output at all?
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TexGen seems to be finding nothing to do. Check your TexGen GUI settings before clicking 'Start' Check all boxes. ... load up previews to check if there are any textures found.

