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Everything posted by PRieST
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DynDOLOD requires PapyrusUtil
PRieST replied to Wolfstorm321's question in DynDOLOD & xLODGen Support
Did you downloaded PapyrusUtil for SkyrimSE and playing with SkyrimLE? Or vice versa? Where and how did you installed both mods? -
Hm, can't edit the other post: Ok, thanks again sheson, solved my selfmade problem.
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Ah ok, setting the flag is enough? I updated all mods which needed the .esp as master (changed the master with wyrebash). So I'll better revert the .esm back into .esp. Hm...maybe next time reading things twice... It also doesn't matter. that these 5 records are still forwarded into the .esp, because the rules aren't applied?
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That's so nice. Thanks for this update, works great and looks so much better than before. 'One last thing' I still have while generating LODs (not only specific to DynDOLOD 3.0, it did also happen with 2.87): First to say, I have nothing specially found for this in the help files (and I don't even know to what I am supposed to search for) and maybe it's caused by my own fault. I think it started to happen as I converted JK's Skyrim.esp into an .esm (read something that this would reduce z-fighting/texture flickering for LODs) and that the worldspaces should additionally go into an .esp -> so now I have JK's Skyrim.esm with all records as they were in the original .esp and an additional JK's Skyrim.esp where are only all Worldspaces are present (except tamriel). All other mod dependencies were edited, too, so that they will use the .esm. No errors so far ingame, everthing is working great and also LODs are genereted correctly. With the exception of 5 recors/objects. These are always rendered, even if I am standing directly in front of them. My previous workaround was to just set these 5 records to 'initally disabled' which did is job - the disadvantage of doing so is: I have to do it everytime I regenerate DynDOLOD again. These are the records I am speaking of: jksskyrimesm_023840_DynDOLOD_CHILD [REFR:9504A260] (places MrkCWextTowerPlatform01_DynDOLOD_LOD [sTAT:09008FBB] in GRUP Cell Temporary Children of MarkarthOriginExt [CELL:0000717B] (in Tamriel "Himmelsrand" [WRLD:0000003C] at -43,1)) jksskyrimesm_001FA9_DynDOLOD_CHILD [REFR:9504A334] (places MrkCWextTowerPlatform01_DynDOLOD_LOD [sTAT:09008FBB] in GRUP Cell Temporary Children of MarkarthOriginExt [CELL:0000717B] (in Tamriel "Himmelsrand" [WRLD:0000003C] at -43,1)) jksskyrimesm_000DB3_DynDOLOD_CHILD [REFR:9504A2AC] (places RTWall05Inner_DynDOLOD_LOD [sTAT:09008FCE] in GRUP Cell Temporary Children of [CELL:0000BCF0] (in Tamriel "Himmelsrand" [WRLD:0000003C] at 43,-25))jksskyrimesm_023951_DynDOLOD_CHILD [REFR:9504A3E2] (places RTWall03Outer_DynDOLOD_LOD [sTAT:09008FF7] in GRUP Cell Temporary Children of [CELL:0000BCF0] (in Tamriel "Himmelsrand" [WRLD:0000003C] at 43,-25))jksskyrimesm_023952_DynDOLOD_CHILD [REFR:9504A41D] (places RTSouthGate01_DynDOLOD_LOD [sTAT:09008FFD] in GRUP Cell Temporary Children of [CELL:0000BCF0] (in Tamriel "Himmelsrand" [WRLD:0000003C] at 43,-25))And some screenshots of them: Markarth before disabled: Markarth after disabled:Riften floating LOD wall:Riften another LOD wall before disabled:Another LOD wall after disabled:And also the newest Logs (with Alpha 27): DynDOLOD Log DynDOLOD Debug LogDynDOLOD Object ReportDynDOLOD Childworld Copies Tamriel So my actual question is: Is this somehow my fault, with cause in the JK's Skyrim.esm (and my try to convert it into it and that something went wrong) or could this be something which is maybe fixible by you? I don't know why the LODs are always visible and not disappearing if I come closer to them. And these 5 are the only ones, which causing this, I haven't seen any other LODs which are not disappearing if I come closer.
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Lods always reset after I changed it.
PRieST replied to Tensar's question in DynDOLOD & xLODGen Support
Are you using FPS Stabimizer? https://www.nexusmods.com/skyrimspecialedition/mods/38438 -
Ah...so easy, haven't thought of this, thank you.
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I thought so, concerning the grass, see I didn't even notice it so much as at the first time I saw it, it just works. I think I understand it, in short: the master plugin was in the wrong place (wrong dyndolod plugin) and so a record couldn't be copied/overwrite another to where it should go. Anyway, you solved it and now it works. I have another question, not a problem: Do to the patches for the whiterun exterior, when I am looking outside the city (from the whiterun child world) there are the few buildings which are coming from these patches. Would it be possible to generate the grass, too? I'm asking, because if you looking more far way the rest of the LODs are loaded and also the grass is present...looks a bit weird in short distance that there is "nothing", here are some example screenshots to better show what I mean: Nothing that needs a high priority or is absolutely necessary. I just wanted to ask. It hasn't to be all LODs, the grass would be enough to hide the rest.
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I'm happy to say, that it totally fixed it. May I ask how you did this and what was the clue for you on how to fix it? Also the UndersideTerrain works as with Alpha 23, no more flickering in far distance and no weird plane, too. Nice, thanks for this Update. You did nothing concerning the grass with this update, didn't you? I thought the color difference was less noticable but I can be wrong, too.
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Debug Log Bugreport Didn't happen again, so not repeatable. Whatever it was, it was (hopefully) an isolated incident. Ok, for now I'll stick to the files from Alpha 23, as for actual gameplay it looks better. Will definitely test out next version.
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First: The tree error didn't happened with other worldspaces, so I think it could be ignored? But another thing is with Alpha 24 concerning the underside meshes. This is with Alpha 23: ingame and the mesh This is with Alpha 24: ingame and the mesh I even tried to set the TerrainUndersideHeigth=-500 to -1000 but it doesn't make any difference in the game. Can't see it well on the screenshots, but the mountains far away are flickering, cause the underside mesh is peaking through it. With Alpha 23 everything worked finde with the settings you put into the ini. Quality is on both tries =10. Alpha 23 meshes are on sided and alpha 24 meshes are double sided (flag is set in shader2). As I still have the old files, I go with them for now. If you need any logs, which could help, just say it, but I think they'll only show the new generation of the underside meshes, as I tried out different height settings, to see if it could solve my issue. Edit: I did one change more, I set "UseDecalFlag=1" with alpha 24 (with alpha 23 the last time I generated the LOD it was set to =0), could this be the cause?
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Nope, same error as before, I don't know what's causing it so this happens on my end. But without these two patches (I also tried it with only using one or the other) everything works fine and I haven't seen any issues so far while beeing ingame. I'll live with it, as I just don't know where to search for the cause. Edit: While generating I got these kind of error, which didn't happened in Alpha 23 and I didn't changed anything about trees: As I can't see anything bad about this yet (I looked up the record in xEdit and everything looks ok - at least TreeFallForestShrub02 - which is almost the same - didn't caused such an error), I'll won't post logs now. I'm going to wait until DynDOLOD is finished.
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Ok, will try it out now and report back.
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Ok, so no harm at this point. Thanks for explaining.
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Good, that this will help you. For now I'll keep the file renamed/hidden. Edit: I realised another thing for Japhets Folly. I had genereted Terrain Meshes/Textures via SSLODGEN and saw in nifskope, that the underside.nif for Japhets Folley needs a texture, which doesn't exist/wasn't generated: I edited the JaphetsFollyWorld.32.-9.-6.dds to JaphetsFollyWorld.16.-9.-6.dds I don't know if I'll ever notice this ingame, but maybe this could be adjusted?
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It's caused by "DeepwoodRedoubtWorld_Underside.nif" I renamed it, and the plane was gone. In Nifskope the mesh looks like this:
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I test further. I walked around a bit, this plane seems to be over half of the map:
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I used the tll command, but the plane wasn't gone: I also renamed the "Tamriel_Underside.nif" file, so that it wouldn't be loaded - same result. Will try, what happen if I lower the values or rerun it with the option disabled completely.
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I am having the same issue at exact the same place, but I don't think it's directly cause by VolumetricMists as I get mistest_nif anywhere if I click into the clouds, so I can't say, if it is exactly this thing. Also it's only one sided, from above you can look straight through it Edit: Same place, but only DynDOLOD.esm and DynDOLOD.esp are disabled Maybe you need them, so here are the logs: (btw coordinates are near 'Tamriel -4 0) DynDOLOD_SSE_log DynDOLOD_SSE_Debug_log
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Ok, was just an idea with the savegame. And yes, without the patches. Edit: Beside that...wow, the "UndersideTerrain" did it's job very well. No more light shining through anything/mountains, great fix for that.
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Cutting Room Floor 3.1.9 Provincial Courier Servive 4.1.1 0001A26F is last overwritten by Provincial Courier Service (but I forwarded a record edit of the music from Immersive Music) 0001A280 is last overwritten by JK's Skyrim-ELFX Ext. Patch (only Occlusion Data is affected). I just don't know I didn't changed anything between generating with Alpha 22 and Alpha 23 and this is the first time I see this error message. The only thing, which is different is, that I wanted to try out the new "TerrainUnderside" settings. Edit: Hm, the last save, just before I started the generation process, (without DynDOLOD.esm/.esp present in my load order) I made was inside the "Provincial Courier Service" cell, could this mean something? Edit2: Generating process finished without any further errors.
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I am getting following, repeatable error with Alpha 23: There is no help site for this, yet. Plugin 2C is "Immersive Music.esp", this didn't happened with Alpha 22. Bugreport DynDOLOD_SSE_log Debug Log Edit: After deleting "DynDOLOD_SSE_CuttingRoomFloorEsp_Tamriel.patch" and "DynDOLOD_SSE_ProvincialCourierServiceEsp_Tamriel.patch" from Ressources the error didn't appeared. (These two did always made problems on my side even with version 2.87/2.88) - But I haven't had any issues with Alpha 22.
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Thank you, again!
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Oh god...dammit...yeah...it was still alpha 20... The donkey that I am, I copied the new files into the directory where I kept version 2.87... As I am using Dynamic Volumetric Light, what is the best option to choose, double sided texture mask or mesh mask. Haven't found anything in the readmes or manuals (or I overlooked it).I don't really understand where the differences are between these two settings.

