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kojak747

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Everything posted by kojak747

  1. It was my grass settings, they were incorrect - I ran my grass cache with the suggested settings from STEP GrassLOD Cache and it resolved everything and DynDOLOD grass LOD density is working correctly. Managed to gain a few FPS also Thanks
  2. Hi Sheson, Has anything major changed with grass LOD density generation recently? The reason I ask is I have noticed my grass LODs always seem to be populating at 100% - i.e. The grass LOD setting density in DynDOLOD advanced window doesn't seem to be affecting changes. I tried it at 10, and 90, on Low/Medium/High, Grass Mode 2, and it was the same result. It's probably I havent set up correctly, and wanted to ask for some pointers for where I should look to resolve my mistake. Thanks
  3. "If preferred I can include such rules with the next DynDOLOD 3 version. " That would be the best solution, and I will keep the same folder structure moving forward Thanks for you help.
  4. Hi Sheson, Please can you add Mists of Tamriel.esp=Tamriel to DynDOLOD/Edit Scripts/DynDOLOD/Configs/DynDOLOD_SSE_mod_world_ignore.txt Thankyou
  5. 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]>
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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]>
  12. 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
  13. 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?
  14. 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.
  15. Mine takes over an hr to generate now, which is understandable considering there are several million? extra grass billboards to deal with.
  16. 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
  17. 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."
  18. 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.
  19. look at the billboard diffuse in Myrkvior...see how dark they are...try that to offset any overly bright clear direct lighting.
  20. Hi Sheson, I want to prevent/exclude DynDOLOD adding windows to the player home for this mod. The reason is, the LOD windows produced by DynDOLOD are present inside the player home. The player home, as I understand it, is in a duplicate Whiterun worldspace. I tried adding an ignore rule (EEKs Dragonsreach - ICAIO.esp=WhiterunWorld) in DynDOLOD_SSE_mod_world_ignore.txt but the windows still appear. If you have any suggestions that would be really helpful. Cheers Bill
  21. LOD models for the lanterns would be pointless, just specs in the distance, plus the fakelights dont look good when switching to full lights. ENBlight was a possibility, but it doesn't work in LOD AFAIK, and is quite expensive so whilst lantern LOD illumination is desirable, it's currently out of reach. The actual posts might look OK though. If Astakos or Wizkid wants to make some optimized models then it could be worth doing, and IMO it is within the realm of possibility. I've seen Wizkids optimized ship LOD models. They are quite good, and are actually optimized to an extent. Would lantern poles take up that much LOD resources?
  22. Got it working, they look great, big improvement, thank you. It was an incompatible file, plus i removed any unused files. Do you have any plans to incorporate them into DynDOLOD? If not I'll host them (with permissions) unless you have other plans for them? Also, I've made patches for Myrkvior green aspens (default) - I made a patch for RAT and a vanilla yellow patch, but I utilised the larger aspen meshes from EVT Aspen replacer. Grabbed a couple of vids with Billboard2 reacting to cloudshadows.
  23. I managed to optimize them by approx 40% before holes started appearing in the mesh. I added them to meshes/dyndolod/lod/ships and named them as shiplargedaintysload01_lod_0.nif for the high poly lod model in LOD4, then shiplargedaintysload01_lod_1.nif for LOD8 etc. It's not working though, I'm doing something wrong, and if you have any idea that would be very helpful. https://mega.nz/#!5sEwiaKA!wqxueIH8_MnFYWOFi1HZnaPDpe9Rt5HJIl1NGmWVu1I
  24. Just found your stuff in DynDOLOD resources, they are perfect and are not appearing in my game, hence why I'm attempting to improve them. I'll work it out and make sure your models are coming through. Thanks edit: I'll check out those high poly LODS and see about optimizing them.
  25. I attempted to improve the ship lods by copying branches from the full model into the empty_passthrulod.nif. But it doesn't work as expected. Any idea why this looks like this in game and how to resolve it?
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