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XenolithicYardZone

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Everything posted by XenolithicYardZone

  1. @sheson Please ignore everything I said. I might not have touched my Myrkvior installations, but I completely forgot that I had that Morekvior mod installed which is recommended on Myrkvior's page. It only clicked after you mentioned full model NIF changes. Since that mod doesn't have any LOD files as such, I never realized it could affect LOD generation. And now I see something about potential issues with DynDOLOD mentioned at the very bottom of that mod's page. I should read mod pages more carefully. Apologies.
  2. Ok, will do. I thought you were managing the mod now so posted here. Anyway, before I do, these are two affected tree ids in different SSE logs. TREE:00051126 TREE:0004FBB0 And here's the 2.93 LE logs for these two trees: Those two passthru nifs are still present in the SSE Myrkvior folder. Don't know if this info's any use, just thought you should know.
  3. Hey sheson, having some issues with the latest versions of DynDOLOD (2.93/3.0) and Myrkvior. They keep generating 2D LODs for certain trees. I first noticed this issue in SSE while trying out 3.0. Dropped down to 2.93, no luck. Thinking it might be my SSE modlist, I switched to LE, but the issue persists. These LODs work fine in my 2.85 DynDOLOD o/p. Unfortunately, I didn't back up the 2.85 compatible DynDOLOD Resources so can't generate new LODs with it. 2.85 2.93 Tree 1 Tree 2 LE log SSE log Checked the base id for the above trees in the LE log and it says "Billboard found, new tree, 3D LOD not found <sfotreepineforest05_DA7F1B12> fallback Billboard". Nothing's overwriting Myrkvior's LOD files afaik. I even download a fresh copy of Myrkvior to check if I have any missing LOD files. Also, 2.93 works fine with EVT. TIA
  4. Test 1 is much better than test 2 which doesn't seem to make any noticeable difference. Comparison 1: Test 1 - https://i.postimg.cc/tpcSYCYT/Test1-1.jpg Test 2 - https://i.postimg.cc/6WzzwBkB/Test2-1.jpg Comparison 2: Test 1 - https://i.postimg.cc/PXdKBCF6/Test1-2.jpg Test 2 - https://i.postimg.cc/Pfxy5BHY/Test2-2.jpg
  5. Billboard2 helped a lot with the brightness issue. Thanks. I tried removing the mipmaps in GIMP, but it didn't seem to do much with that cluster of hybrid trees at the very back. I tried it with the existing LOD output and also generated new LOD output with those edited files. I mean those trees at the back are there, but compared to the ones just a little further, they look like faint, green patches that aren't connected until you move closer. Height issue still remains as you mentioned. Sure, whenever you find the time. Its not a gigantic issue.
  6. Hey sheson, I'm having a little issue when generating hybrid tree LODs using Myrkvior in LE. Since you're involved with the mod now, thought I'd ask here instead of posting on the mod page. The far away billboards don't seem to match up with the hybrid trees. Not just the color (tried increasing brightness to 21), the shape and size as well. Also, once those billboards transition into hybrid trees, a few of them seem to be invisible and only gradually start coming into view as you move closer towards them. I didn't have this issue with EVT. I'm not using any billboard mods other than Indistinguishable Vanilla Billboards (though almost all of its files are overwritten by Myrkvior's anyway in MO2). I even tried generating LOD with IVB disabled but no luck. Here's a short clip showing the issue - https://streamable.com/4ft5lo. If the video doesn't work for some reason, here are couple of pics: https://i.postimg.cc/TRgyhHLK/enb-2020-05-12-03-51-10-26.jpg https://i.postimg.cc/qJrNKXyj/enb-2020-05-12-03-51-14-00.jpg DynDOLOD log file - https://pastebin.com/getjMNv0 Apologies if I'm missing something obvious or if this has already been posted. My Google search results turned up nothing useful. I'm using the latest DynDOLOD version (2.82). Thanks.
  7. Yep. Didn't think JK's superlite module did anything tree related inside Whiterun but based on this evidence, looks like it does. Locked JK's esp to load after Whiterun Forest's and re-ran DynDOLOD. All good as of now.
  8. Ooh that did it! But I haven't added JK's to DynDOLOD yet. So I should just load JK's esp after Whiterun Forest's esp in MO and run DynDOLOD?
  9. Cool. Will give the test version a go when its ready.
  10. Looks like JK's Superlite Merged esp's the culprit here. Ran DynDOLOD w/o it and no more stuck LODs. Then I re-installed the mod and those LODs returned. So whether I include JK's in DynDOLOD generation or not, it seems to be affecting Whiterun Forest's LODs. Does JK's have anything to do with trees?
  11. Form ids: 1600597d16005925160059261600595416005928160059291600aae51600591b1600592a Pics with ids:https://imgur.com/a/n5ZEv Note: Whiterun Forest adds a lot of trees outside Whiterun so most probably I have missed some of these afflicted trees but I am guessing a common issue plagues them all so hopefully these ids are enough to help you figure out what's going on.
  12. No nothing's overwriting the LODs generated by xEdit. I disabled the DynDOLOD o/p folder completely before running xEdit. Ok I see. That's why. Same thing in the xEdit log - <Warning: 1 duplicate FormID numbers of trees references were detected, excluded from LOD> I'll note the ids of most trees that I can find with this issue and post back in a little while.
  13. Ok here are the test results: :D 1- Since they are tree LODs, hiding Meshes\Terrain\Tamriel\Trees folder makes them go away. 2 - Downloaded xEdit from the link you posted and ran it with the command line argument pointing to MO's overwrite folder but unfortunately those LODs still stay put. Btw, observed a couple of things while generating tree LODs with xEdit that might interest you: i - The color mismatch I was previously having with LODs generated for Pines of Whiterun (colors didn't exactly match because they were object LODs instead of actual tree LODs, weather mods/ENB aggravated the problem, needed to increase FlatLODLightingEffect value - post 61) isn't happening with xEdit. Its a proper match with other pine tree LODs. ii - On the flipside, lots and lots of persistent LODs once I actually enter Whiterun which doesn't happen with DynDOLOD. 3 - Looked up the id in the console and they all start with the same number which MO's mod index tells me belongs to Whiterun Forest as expected. Maybe something about these handful of trees added by the mod that none of the tree LOD generating programs like?
  14. I am modding classic Skyrim. I know, EVT and its billboards aren't at fault here - was just trying something different for the heck of it. :P Ok give some time. I'll try out what you've suggested and get back to you. Btw, since this is classic Skyrim and SSELOGGen isn't applicable here, how should I proceed? Apply the command line argument to change o/p directory to DynDOLOD's exe in MO?
  15. Yes, one instance in the log. Fresh run of DynDOLOD. [00:00:18.240] <Warning: 1 duplicate FormID numbers of trees references were detected, excluded from LOD>. Tried reinstalling EVT with Vurts foliage textures and billboards this time but those few trees still have LODs stuck in them. Like I said, I've been using coc commands straight from the main menu or new saves. Even tried fast travelling to other locations and back but didn't help. Load order is setup like you suggested (Resources, Indistinguishable vanilla billboards, EVT, EVT billboards with TexGen & DynDOLOD o/p folders at the very bottom) and given all other tree LODs in my game are fine including ones generated for most of this mod's trees, I am guessing my load order isn't the issue? Anything else I can do other than removing Whiterun Forest altogether?
  16. Nope, TexGen and DynDOLOD output folders are at the very bottom in MO and nothing's overwriting them. Strange why its just those 6-7 LODs (ones I have spotted) that are the problem. All other tree LODs are fine.
  17. Ah dammit! No matter what I do, those LODs simply won't go away. :( 1 - Re-ran DynDOLOD with the esp activated, selected Generate tree LOD and Generate DynDOLOD, clicked 'Save and Exit' in the end. No luck. 2 - Next time, re-ran the program and selected only 'Exit' so no new esp was created but same story. 3 - Also tried re-running DynDOLOD fully with the previous output folder/esp disabled in MO but it still won't take. If I disable the tree on top of one of them, this is what I get: https://imgur.com/dvpwXCs No ids so can't even disable them. If I tfc from far away, they look like any of the other tree LODs, only they don't disappear like the others when the cell is fully loaded. A few eye sores ruining an otherwise beautifully DynDOLOD'ed landscape. :(
  18. Yeah, it can be toggled on/off with tll, has no id and is in a parent world (outside Whiterun). Do you mean re-run DynDOLOD with DynDOLOD.esp selected/unselected and only generate tree LODs the second time? Cause I tried doing that with DynDOLOD.esp both enabled/disabled but those unsightly LODs are still there. Checked the mod in TES5Edit before posting and its clean. No, not updating a current save. Haven't started a playthrough yet. Was using coc whiterun straight from the main menu. Also tried starting a new game using Alternate Start but the problem persists.
  19. Hey sheshon, version 2.35 is working great except for one slight issue. While generating LODs for Whiterun Forest, I have LODs stuck in a handful of the trees added by the mod. https://imgur.com/a/mwrtO Majority of the mod's trees and its LODs are fine - only a problem with a few of them. Using EVT custom large trees and its billboards. Load order setup like you suggested last time. Manual mentions of this issue in child worlds but not sure why its happening in a parent world. Mod's clean as well. Thanks.
  20. NP man. Happy to help such an essential mod in any way. Lol by bunch I didn't mean a lot. There are about 16 conflicting files. Yep all Riften architecture files. When you say 'you probably want to use those version instead', you mean let ELFX overwrite DynDOLOD Resources, yes? Glad to know I am doing it right. Yeah I never saw the point in adding unrelated mods are masters. I just select mods that LODs can be generated for and ones mentioned on your list that are also present in my load order. That's what led to this whole Pines of Whiterun/Perfect Whiterun extra work for you. :P And this way it takes me all of 5-6 mins to generate LODs. Hence I was able to test it multiple times with different mods/options. Yes I'd read somewhere about one of the versions causing errors. Will generate merged/bashed patch and DynDOLOD.esp separately. I have cleaned all my main files along with anything else LOOT said was dirty. Never gave me a warning message about Perfect Whiterun though. Will clean it. Thanks again.
  21. Haha yeah! I can finally go ahead and actually play the damn game. :P Many thanks for your hard work and patience. Plus you cleared a few of my doubts and gave me a lot of new info. My bad, didn't see that in the manual. Just followed GP's tutorial and dropped the Resources folder at the bottom. Yeah my billboards order is fine, just wasn't sure about the Resources folder's location. Btw ELFX overwrites a bunch of files from it. OK to let it? Couldn't find anything about it in the manual. Couple of questions before I go: 1 - I haven't started my playthrough yet but my load order is far larger than the mods I am running DynDOLOD for. I have only selected mods in MO that have anything to do with LODs and ones mentioned on your mod page. I think that's how I ran DynDOLOD on my last playthrough and I had no problems at all. Is there any reason to run DynDOLOD for weapon, armor, UI, animation, interior mods? Stuff that has nothing to do with LODs. Wouldn't it be much easier to install/remove mods that way w/o having to update the esp? 2 - I also plan on creating a merged/bashed patch before I start my playthrough. Is it alright to create DynDOLOD.esp and the merged/bashed patch independent from each other?
  22. Brilliant. That fixed the height problem. And setting FlatLODLightingEffect=2.0 seems to have lightened the LOD color a bit as well. I can now kind of make out EVT's custom tree LODs from one another. Any harm in going higher that 2.0? Does it affect other LODs too? I'll try the other two methods if need be but the first one looks like it might do the job. Didn't know LODs for those two mods were object LODs. Yeah, I am using NLVA with its ENB which is fantastic for the most part but during rainy weather types, it makes the grass and distant tree LODs all bright and fluorescent green even with ENB disabled while the rest of the landscape is dull and gloomy. Btw, I came across a Reddit thread today where a few users (one even stating you recommended this) suggested the following load order for LOD generation: DynDOLOD Resources Vanilla billboards (Indistinguishable) (4 files conflict with DynDOLOD Resources)EVT/SSBTEVT/SSBT billboardsAny other tree modAny other tree mod's billboardsTexGen OutputDynDOLOD Output Whereas in the Gamer Poets tutorial, Micheal places the DynDOLOD Resources folder right at the bottom in MO's left pane only above the TexGen & DynDOLOD output folders. Which is the recommended order? Also, do I have to keep billboards enabled in MO after LOD generation? After LOD generation, I removed them and ran the game and it seemed to run fine.
  23. Installed DynDOLOD, DynDOLOD Resources, EVT (custom large), EVT billboards (custom large) from scratch. Medium preset selected while generating LODs. Perfect Whiterun's pine tree LODs still don't match the rest of the pine tree LODs generated using EVT's billboards. DynDOLOD log - https://pastebin.com/LQStCgze LOGGen_TES5_Tamriel.text - https://mega.nz/#!km5gXA6I!mebUHXsW11pSUHRRXJ__3u_IkGqanc7UN5g-X365SwA Sorry, had to upload it to Mega.nz because the text file was too big for pastebin and other text uploading sites.
  24. Just to add to my post above, I am also using the Whiterun Forest mod which is listed on your compatible out of the box mods list and as you can see in the pics above, LODs for its pine trees are generated just fine with both EVT's and SSBT's billboards.
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