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kojak747

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About kojak747

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  1. FYI This is a vanilla mesh error and I've reported it to Arthmoor for inclusion in an update to USSEP. There is a space after the *_n. [02:02] <Warning: Can not find file textures\dlc02\architecture\thirsk\meadhall\dlc2thirskbeam01_n .dds used by Meshes\dlc02\architecture\thirsk\meadhall\dlc2thirskmeadhallexterior01.nif Better Dynamic Snow.esp DLC2ThirskMeadHallExterior010000 [STAT:04026AC5]>
  2. One of those culling fixes was mine (Plocktons) and I'm telling you not to use it because it only fixes a few holes near Winterhold, like maybe 1% of the issue is repaired. Instead, use the vastly superior Occlusion setup from Sheson, because it actually fixes 100% of the problem, and does it properly... ...unlike Bethesda
  3. Reran xLODGEN and generated new terrain meshes and textures. Vast improvement. Still need to tweak my noise.dds for a perfect match but this is much closer. Thanks https://imgur.com/a/XuyGvlb
  4. Hi Sheson, I have an issue with landscape LOD texture mismatch (Skyrim SSE). It's odd because the loaded cell terrain texture for snow is fine, and the lod terrain texture is fine, but I have these odd grey squares of snow LOD? amongst them. I'm using Dyndolod Alpha 18 and DynDOLOD resources Alpha 4. https://imgur.com/a/XC7wAwG Also, when I zoom out to view the map, there is another area of the map in the east whose textures are also mismatched in a similar fashion, here > https://imgur.com/a/IaKmTxg Thanks in advance. Kojak
  5. Zanderat, yep, using Myrkvior and I'm still experimenting (running DynDOLOD about 10 times a day) and still to decide on optimal settings and waiting for the Alpha to hit beta before changing up that install guide for DynDOLOD 3, but i will get to it soon enough. In the meantime, the existing settings are fine for DynDOLOD 2.x
  6. Thinned out my grass cache to ImingrassSize 120 and with DynDOLOD on medium with ultra trees and grass billboards (and 1500 mods) I'm getting 55 FPS in the tundra :) https://imgur.com/a/U7QCnCR
  7. Using Alpha 14 and re-running grass cache, texgen etc - these are my only remaining errors. I'm going to have a dig around and try and get to the bottom of it, but if you had any pointers that would be great. [05:07] <Warning: Billboard for model Meshes\spooknik\landscape\trees\treepineforest01_large.nif does not contain texture textures\landscape\trees\treepineforestbranchcomp.dds The Flora of Skyrim Trees SSE.esp treepineforest01_largeDUPLICATE002 [TREE:1E00AA92]> [05:07] <Warning: Billboard for model Meshes\spooknik\landscape\trees\treepineforest01_large.nif does not contain texture textures\landscape\trees\treepineforestbranchcomp_n.dds The Flora of Skyrim Trees SSE.esp treepineforest01_largeDUPLICATE002 [TREE:1E00AA92]> [05:08] <Warning: Billboard for model Meshes\spooknik\landscape\trees\treepineforest03_large.nif does not contain texture textures\landscape\trees\treepineforestbranchcomp.dds The Flora of Skyrim Trees SSE.esp treepineforest03_largeDUPLICATE004 [TREE:1E00AA98]> [05:08] <Warning: Billboard for model Meshes\spooknik\landscape\trees\treepineforest03_large.nif does not contain texture textures\landscape\trees\treepineforestbranchcomp_n.dds The Flora of Skyrim Trees SSE.esp treepineforest03_largeDUPLICATE004 [TREE:1E00AA98]> [05:09] <Warning: Billboard for model Meshes\spooknik\landscape\trees\treepineforest02_large.nif does not contain texture textures\landscape\trees\treepineforestbranchcomp.dds The Flora of Skyrim Trees SSE.esp treepineforest02_largeDUPLICATE004 [TREE:1E00AA99]> [04:51] <Warning: Billboard for model Meshes\landscape\grass\rift_egrass01b.nif has different CRC32 for textures\landscape\grass\rift_egrass01.dds Grasses of Galen.esp RIFT_EGrass01bDUPLICATE001 [GRAS:22000A35]> [04:51] <Warning: Billboard for model Meshes\landscape\grass\rift_egrass02gb.nif has different CRC32 for textures\landscape\grass\rift_egrass02g.dds Grasses of Galen.esp RIFT_EGrass02GbDUPLICATE001 [GRAS:22000A36]> [04:53] <Warning: Billboard for model Meshes\landscape\grass\rift_esuoxeyedaisy03.nif has different CRC32 for textures\landscape\grass\rift_esuoxeyedaisy03.dds Grasses of Galen.esp RIFT_ESuOxeyeDaisyDUPLICATE004 [GRAS:22000A38]> [02:14] <Warning: Billboard for model Meshes\landscape\grass\rift_egrass01b.nif has different CRC32 for textures\landscape\grass\rift_egrass01.dds Grasses of Galen.esp RIFT_EGrass01b [GRAS:220009CF]> [02:16] <Warning: Billboard for model Meshes\landscape\grass\rift_egrass02gb.nif has different CRC32 for textures\landscape\grass\rift_egrass02g.dds Grasses of Galen.esp RIFT_EGrass02Gb [GRAS:220009D0]> [02:22] <Warning: Billboard for model Meshes\landscape\grass\rift_esuoxeyedaisy03.nif has different CRC32 for textures\landscape\grass\rift_esuoxeyedaisy03.dds Grasses of Galen.esp RIFT_ESuOxeyeDaisy03 [GRAS:220009D2]>
  8. I generated grass billboards at iMinGrassSize140 and the FPS benefits are quite noticeable. However, whilst that value looks ok for LOD, it's too thin for Loaded cells. Is there any way I can have different values for Imingrasssize (Loaded cell vs LOD), so LOD grass can be thinner than cell loaded grass. My ideal cell loaded grass is imingrasssize120. fwiw here is LOD grass at imingrassisze140 > https://imgur.com/a/7eViEV6. I've also uploaded the output to that shared folder
  9. DynDOLOD Alpha 14 has duplicate ini files next to its root folder plus a clean.bat file. Dupe DynDOLOD_SSE.ini etc How to progress?
  10. fyi re the Navigation map 12fb4 DynDOLOD error thrown during A3 v12 generation, when I inspected that plugin in the SECK, its Navmesh was a mess, and the SECK LOG reported several Unlinked Nav/Pathfinding/Nav Finalize errors when trying to save. Those same errors were not reported when doing a check for errors on the plugin in SSEDIT, where Instead, I got a single error "failed to find door array", that was produced automatically on loading the plugin. I QAC'd the plugin, loaded in SECK, fixed NAV, QAC'd again and that sorted it.
  11. Mine takes over an hr to generate now, which is understandable considering there are several million? extra grass billboards to deal with.
  12. Here are some warnings I received during DynDOLOD 3 Alpha generation. How should I deal with them and are there any which are safe to ignore? <Warning: Unused data in: \ [00] Skyrim.esm \ [59] GRUP Top "WRLD" \ [11] GRUP World Children of CWTestHold "Avoidance Exterior" [WRLD:0001B44A] \ [2] GRUP Exterior Cell Block 0, 0 \ [0] GRUP Exterior Cell Sub-Block 0, 0 \ [8] TestCWRiverwood [CELL:0001B4F1] (in CWTestHold "Avoidance Exterior" [WRLD:0001B44A] at 1,1) \ [3] DATA - Flags> <Warning: Deleted reference Update.esm [REFR:000138AF] (places FXMistLow01 [MSTT:00077772] in GRUP Cell Temporary Children of POINorthernCoast09 [CELL:000092F6] (in Tamriel "Skyrim" [WRLD:0000003C] at -8,21))> <Warning: Root block is NiNode in Meshes\Landscape\Grass\Plant_Ground_Fern_Volcanic.nif Grasses of Galen.esp Plant_Ground_Fern_Volcanic [GRAS:2102B4DD]> Error: record LIGH contains unexpected (or out of order) subrecord LNAM 4D414E4C Errors were found in: _DH_FlucingLight [LIGH:CE00FB1C] Contained subrecords: EDID OBND DATA FNAM LNAM <Warning: Overwritten large reference in BluePalaceTerrace-EnhancedSolitude-Patch.esp [REFR:00037EF1] (places WSolitudeBase [sTAT:28022B30] in GRUP Cell Temporary Children of SolitudeRow [CELL:00037EF0] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -14,25))> <Warning: Initially disabled large reference in RBB - Better Docks Patch.esp MS10EastEmpireShipInWindhelmREF [REFR:0005227F] (places ShipLongBoat01 [sTAT:00050351] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 34,8)> <Warning: Can not find file textures\ used by Meshes\Landscape\Trees\SFO1TreePineForestSnowHeavy04.nif The Flora of Skyrim Trees SSE.esp SFO1TreePineForestSnow04 [TREE:1D000801]> <Warning: Billboard for model Meshes\Landscape\Trees\ReachTree01.nif has different CRC32 for textures\landscape\trees\tundradriftwoodbark01.dds Skyrim.esm TreeReachTree01Winterhold [TREE:00109716]> <Error: Can not find file textures\landscape\grass\ug2_esucowparsley02.dds> Thanks
  13. Got texgen sorted, all tree mods and grass mods reported successful billboard generation. There were a few missing textures and nifs reported initially, but i just copied missing files etc and cleared all error messages. Fiddling with DynDOLOD Alpha 4, i get this message Access violation at address 000000000112D8FF in module 'DynDOLODx64.exe'. Read of address 0000000000000000 Computer says "Access violation at address 000000000112D8FF in module 'DynDOLODx64.exe'. Read of address 0000000000000000."
  14. Hey This mod seems like a nifty little tool, and I'd like to take advantage of its other LOD items I can switch LOD levels for. The OP mentions adding stuff to the SSEFpsStabilizer.ini like fLODFadeOutMultObjects:LOD=10 fLODFadeOutMultItems:LOD=10 fLODFadeOutMultActors:LOD=10How would you go about setting this up, and are there any other switchable LOD items worth investigating? Thanks in advance. Kojak.
  15. look at the billboard diffuse in Myrkvior...see how dark they are...try that to offset any overly bright clear direct lighting.
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