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Everything posted by PRieST
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Will find out, what's causing this. The last time I had a 'special' problem it was related to base object swapper (until you made it compatible)...will look into it, thank you for your guidiance. Ok, glad I could pointed it out to you. Until next version maybe I'll copy the textures over and recreate DynDOLOD, thanks for looking into it.
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Could it be possible, that 'Improved Camera' interferes with this? This is the most relatable mod I updated recently concerning the player (collision)? I checked the atlas and this is the line for the whiterunbuildings lod textures\lod\wrbuildingslod01.dds,textures\lod\wrbuildingslod01_n.dds 512 512 1024 3072 Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 16384 8192 And I get it, that these are the lods used. But what I mean: Why won't the textures from here used instead textures\DynDOLOD\Render\Skyrim\Objects\lod because these will fit 100% to the Full model textures, because they are created with TexGen. I have no 'wrbuildingslod01.dds' file in my normal LOD folder so I think that's why the vanilla ones are used. Or why won't these textures get copied in the normal lod folder. I assumed that would be the goal of texgen, to make full textures and lod match. 'normal LOD folder' 'rendered LOD folder' both are from fresh generated LOD textures with TexGen. It's not only the whiterun buildings, but every 'stiched' texture...none of them is replicated in the tamriel atlas. Since you introduced the rendered textures for the whiterun buildings (I think it was last year or even longer in the past) my lod textures in game fitted perfectly to the full models. This is why I am so concerned, that now something is different to some Alpha versions earlier.
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Haven't had these problems with earlierer alphas, theres not much on mods I use which could create script lag or something like this (again, don't had this ever before), but I'll look into it. Concerning the atlas: But why are the stitched (rendered) textures are using the right textures and the dynddolod atlas the wrong ones? Nothing changed between creating texgen and lodgen, I even didn't changed the whiterun building textures since alpha 50 or so and never had this. The spot on WRW is always my LOD test location and this is new, that's why I am reporting it. I always, also this time (nothing concerning textures or loadorder changed) create a new TexGen before Dynddolod. In the past it always worked, stitched textures were the same as what I saw in the atlas. Edit: only collision based mod I added quite recently, I think it was with alpha 97, is 'Precision'. The plug-ins I listed are there since the nearly beginning and hadn't such a problem in the past, but I'll take a look. FPS, if they are very low, are about 45 in this place, I wouldn't consider this as low.
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Tamriel_Firstborn_7_%3 is there. Also it get's referenced 4 times skyrimesm_099F21_Tamriel_DynDOLOD_GLOW (WRHouseStables01) skyrimesm_0C8E59_Tamriel_DynDOLOD_LOD (FarmhouseWindMillFan) elfxexteriorsesp_00B157_Tamriel_DynDOLOD_LOD (CandleLanternwithCandle01) cuttingroomflooresp_0216C1_Tamriel_DynDOLOD_GLOW (WRHouseWind01) In the cell 00009618 the following plugins are overwriting the Skyrim.esm: Update.esm Unofficial Skyrim Special Edition Patch.esp (Version 4.2.5b) Occ_Skyrim_Tamriel.esp Lanterns Of Skyrim II.esm (version 3.something) Landscape and Water Fixes.esp ELFX - Exteriors.esp DynDOLOD.esm Butterflies.esp Verdant - A Skyrim Grass Plugin SSE Version.esp Landscape Fixes For Grass Mods.esp Unique Region Names.esp (also still a relative old version, don't know the number) SkyTEST-RealisticAnimals&Predators.esp Cutting Room Floor.esp Occ_Skyrim_CuttingRoomFloor.esp Landscape and Water Fixes - Patches.esp (my own merge of different patches) Occlusion.esp Will do the generation without the workaround fix right now. In about an hour it will be finished and I report back. Edit: Here are the logs and the two textfiles. The flickering was still there (so it seems it's nothing workaround fix related from my perspective), I did the exact same procedure as liste time, only difference the windmill building didn't vanished, but as soon as I came closer, DynDOLOD still deactivates itself (didn't made a new sceenshot for position, as it is the same as 1st time). Edit 2: I still think there is something wrong with the LOD_Atlas. Here is a picture from the created atlas and above are the correspoding files from the TexGen Output. I think mostly because of the LOD mismatch the flickering is so obvious. I think it wasn't present with Alpha 97 or 98. Here is the screenshot: And, don't know if you need it, here are the TexGen logs. This is either present if the workaround is active or not.
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I'll answer the easier questions first: The requestest files Same procedure, but walking: Only the flickereing of HBM appeared, the windmill wasn't vanishing at all this time (even if I coc back and forth after the walk). Result of TLL and TLC commands: Beneath the LOD model is already the full model (the lod vanished as expected with tll), I assume that's why it's flickering. I wasn't able to click on the LOD model, but I think this is right. After I disabled the full model (there was only one each), the flickereing stopped (as expected) Cell check: I generated the last output while having the 'workaround' option enabled - in that cell there is only the Tamriel_Worshipper entry. (And two plane markers from eFPS - Exterior FPS boost -> made from Portal Box to Box by DynDOLOD because of the corresponding .ini setting). Hiding the scripts: I hid only the Worshipper script (or should I hide all of them?) - The building wasn't missing, but this time not only the HBM buildings were flickering (again) but also the whiterun wall as well as some tundra cliffs or whatever. Disable LargeReferences: No vanishing building and no flickering (no full models active at the same time). Whats inside the 'You are here' page: I went from WRW via tcl command to the missing windmill building (beforehand: coc from main menu inside of HBM, go outside, and coc to WRW). I stopped some times and no change. As I was right in front of the (missing) building after 2 - 5 seconds the windmillfans vanished. I looked inside the MCM and DynDOLOD wasn't active anymore. Here are two screenshots of 'you are here' and 'information': One last thing left, what would be the best idea to accomplish it, just using expert mode to generate only for these few cells? Could I update the existing output or should I regen it in this case from scratch. Maybe another input from my side, I am using 'A clear map of skyrim' and it's corresponding settings for LOD32 (as well es set the skyrim(prefs).ini setting to 1). I don't know whether this is relevant or not, but I wanted to mention it.
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No change with the test version. Issue happended with PapyrusUtil as well as the DLL scripts. Here are the new Logs It's not always the same result. My is inside Honningbrew Meadery and from there I go outside and then coc to Whiter River Watch (this is my ongoing save). This time I had always the flicker with the meadery buildings as well as the missing windmill building. The last time it happend both but not at the same time. And it's not always happening. It also happens if I coc from main menu to HBM and from there to WRW. And again, if the building is missing and I get closer to it, there is a point where DynDOLOD disables itself (vanishing of the windmill fans is an indicator without looking in the mcm menu - checkmark is also not set next to 'dyndolod activated'). I made a little gif to show what I mean (regarding the flicker and missing building): https://s4.gifyu.com/images/flicker.gif Edit: I also thing, that the wrong texture is used on the buildings roof and that's why the flicker is so obvious: this is the rendered object lod texture for whiterun buildings: and this is a picture from the game: I Don't think that the roof of the LOD should be so bright yellow. And yes, the Texture LOD Output is fresh generated (only some hours old, but nothing in loadorder changed since then).
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I don't think there are large reference bugs as it only happened one time in my tests. But there is something bugged, either because I made a mistake with my clean save or anything else. I'll regenerate from scratch with the version you provided and will test again after. Is it possible to change to the DLL after generation or should I use one or the other before the generation?
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Hm, this issue isn't always replicable. This is the record ID of the building: 0005CA6B (nothing is overwriting it). Sometimes the building is and will stay there and sometimes it is missing. A quick test with the DynDOLOD DLL (and it's scripts - also for the workaround) seemed to not have the problem. Nothing inside the papyrus log. I did the 'setup' 3 times now: 1.: Everything ok, 2.: Building was there, but heavy flickering on the honeybrew meadery buildings 3.: Windmillbuilding missing. I went to the stormcloack camp and back, but the building wasn't there all the time only the fan. As I came closer also the windmillfan disappeared and DynDOLOD was inactive again in the MCM. After reactivating it, only the fan came back. I could provide some screenshots, but there are no further infos to get out of them.
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I don't know why, but since the last run with alpha 100 all windmills are missing their fans. I know DynDOLOD isn't affecting active cells but the windmillfans are missing in LOD aswell as on the full model. There are even missing the whole buildings if I coc to 'whiteriverwatchexterior03' and they won't appear if coming closer. Logs There were no special errors during the lod creation. I am using the 'LargeRefWorkaround' setting. One last thing: If I go via coc command from main menu to the location mentioned above everything look and function as it should. I recreated LOD's from scratch from an ongoing save (clean save method), which I did many times with other Alphas, too, but I never had these 'problems'. Is there something in the logs, which tells you that I messed up the generation of LODs? Or could it be a possibility to 'update' the plugins again to get it back to work properly or do I have to start over with a new save as there are no problems - it seems to be stuck on the save, but nothing obvious inside the save itself if I look at it with FallrimTools. Edit: Mostly I call this very dumb on my side, as somehow DynDOLOD wasn't even active in the MCM. Windmillfans are back, but still if I coc from my savegame to whiteriverwatch there are still windmill building vanishing. From far and if I get closer only the rod in the middle of the building (and the windmill fan) are there. Edit2: Another thing I observed: After I activated DynDOLOD again and the message for initilasing came and I went via coc command, DynDOLOD was deactivated again. Maybe changing to the DLL instead the papyrus version?
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If the folder 'grass' is the mod name in MO2 you have to create another folder 'grass' where the files have to go. Like this: '.../mod manger/[name of the mod]/grass/*.cgid'
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Posted this on nexus as well: You'll have to temporary downgrade your game to generate grass cache. Orientate on this: Grass Cache Fixes
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Ok, will do, thanks again.
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Thank you, I just created a LOD file for this specific tower and it worked right away. For calrification, as I just regenerated the .bto for Tamriel.4.12.-12 I could just replace the old file with this one?
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Hey sheson, I noticed something with the last generation regarding High Hrothgar LODs. It was with Alpha-87 and went through without any errors. It seems inside the .bto (Tamriel.4.12.-12) the HH tower LOD is missing (see the picture) or what could it be, that I see these structures floating in the air. I don't know at which version this didn't happen, but it is relatively new, this didn't happen in earlier versions. Ingame you can see these columns also floating (obviously). Here are the logs: logs.zip Picture from nifskope: The fullmodel/beeing close to these structures there are no floating columns or anything else. Edit: Hm, maybe its cause is from JK's High Hrothgar, I'll try and check if there is anything weird. Edit 2: Yes, this has to be it, looking at the HighHrothgarEntrance in CK there was a Marker Error shown, because only in the shipped .bsa is the 'XJKHHhighhrothgartower01.nif' present. Maybe the .bsa wasn't loaded correctly during LOD generation, too? My solution would be to unpack the .bsa and regenerate only this specific cell/bto again? For my loadorder I think these two corresponding records are FE09487C and FE09487D with XJKHHTower [STAT:FE09487B]. They don't get overwritten by anything. Edit 3: Even after using Alpha-88 and just generating this chunk the towers are still missing in the .bto file. Do I have to add rules for these to appear correctly?
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I just checked ELFX online. And downloaded the file myself. You should definitely redownload ELFX or install it correctly as the file is present in the archive.
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Thank you, just started a new generation cycle. Edit: Everything is working now.
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'Memory comsumption' was normal as with every other alpha version before (between 7 to 8 GB). Maybe I did messed up with just copying the new files. I'll check the ini setting you mentioned if my second run also doesn't finish correctly. I never changed this value, was using the default setting all the time.
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Hm, seems that DynDOLOD is not working as supposed to with Alpha-70. I know how long it takes normally until finished. On my end it is about 45-60 minutes. At the moment a run is ongoing, but it seems, that the process won't finish. It's lasting 1 hour and 40 minutes now without any progress. The process itself is not stuck, though, but this never happened before. Is it possible that somehow the installation messed up? I just changed the .exe files and corresponding files instead of deleting the old files. Or could this be something else? I've gotten no errors until now so I can't provide any bugreport.logs, just the normal logs. If I would force kill the process now, could you make use of the generated logs? Edit: I just killed it now and reinstall and start over. Never the less, here are the logfiles from that run, in case there is in error: Download
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Were you using the most recent beta version? Because that version is in fact addressing the issues with the large reference bugs. Water for ENB
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There is no 'easy' way, but you could try to do this: Grass Cache Fixes But you'll need to at least downgrade temporary.
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how to select all world spaces
PRieST replied to Tonycubed2's question in DynDOLOD & xLODGen Support
The latest version on Nexus is 2.98 - DynDOLOD or you'll have to use DynDOLOD 3 ALPHA...so which Step Guide are you using to get pointed to an outdated version of DynDOLOD? -
000ACB04 is modified by DynDOLOD.esp and has the HasLOD flag set. The record from DTA (either the normal version or the Base Object Swapper one) are both Flora - FLOR and so couldn't have the flag set as I understand it correctly. I don't understand, why this happens, the only thing what I know is: Deactivating the Dynamic Things Alternative.esp is solving the issue. I do understand that this shouldn't have to do anything with LODs, but I just can tell what is happening at the moment.
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What a f*** headache this was. It took me the whole day to narrow it down as nothing worked. After step by step the cause is unbelievable...it's Dynamic Things Alternative - Base Object Swapper which is relying on Base Object Swapper a SKSE plugin and should've nothing to do with LODs. I don't know why this is interferring, but as soon as I am deactivating that plugin (even the already generated) LOD/full model swap is functioniong absolutely normal. I recently switched over from the normal version to the BOS version. So that has to be the point at where it got funky. I checked it double...it is the cause. The non Base Object Swapper version doesn't cause the issue. Could there maybe be some functions which are used by DynDOLOD and Base Object Swapper/Dynamic Things Alternative which could interferre with another? I don't have a clue, but deactivating BOS and/or DTA - BOS are solving the problem with the LOD/full model switching.
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If this is related to a plugin, than I'll have to find out which plugin causes this. Darkwater Crossing was just an example. Same things happen with all small/big towns or villages so I don't think it is reference specific. But I just don't know how to solve this as the models/records which are affected are from Skyrim.esm and not from any mod. Edit: To stay with darkwater crossing at the moment. The only record, which is affected by DynDOLOD in this area is the base record WalkwayStairs3 [STAT:0004D7B0] where DynDOLOD.esp is setting the 'Has Distant LOD' flag. The rest (of the reference records) is just vanilla. Edit 2: For me it's impossible to track it down to a specific plugin. I disabled all what I could what could be interferring with models/LODs in these spots. It's even stranger es some trees are affected, but not all in the Level 4 .bto by Darkwater Crossing. And again, I did not had this problem with earliere versions of DynDOLOD Alpha. Do you mind on giving me v. 53, I just want to test it (I just need the answer for myself). Also not only switching interior/exterior, making a save and loading is also letting the LODs disappearing. Edit 3: Just noticed, is it normal behavior, that if I deactivate DynDOLOD via MCM, that after a few seconds it gets activated again? There is no message box, but in the MCM I can again deactivate it which will also result in the deactivating message box.
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Reverting the Level 4 file (Tamriel.4.28.-12) to vanilla: difficult to tell as it's much difference between both, but as far as I could've seen, the LOD switchted normal to the full model without both overlapping) Deactivating the DynDOLOD.esp: LODs and Full models are switching normal. Edit: Looked it up in xEdit - DynDOLOD.esp isn't affecting this area at all (DarkwaterCrossingExterior01 where the farmhouse is referenced). Only DynDOLOD.esm has one record in this 'cell': Tamriel_Worshipper_29_%9 - DynDOLOD_WorshipperActivator [STAT:XX000926]