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kojak747

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Everything posted by kojak747

  1. Hi Sheson, Still squashing odd visual bits and bobs and I can't unsee this piece of LOD that remains when admiring the view atop The Rookery. The problem is, when you are out on the roof garden, and looking through Solitude Arch there is a large lump of LOD land. It successfully unloads when you get down to ground level and approach, but when you're on the roof it remains - citizens wander in and out of it and as there is no collision you see bodies and heads sticking out the LOD ground. I also see from your Nexus page that The Rookery is listed as working out the box, so If it's already fixed and my hefty load order is being naughty, feel free to give it the smack down. If not, any chance you can advise me how to proceed and I'll see if I can fix it. THANKYOU :) K747 Problem > https://imgur.com/6RuUmrV Mod in question
  2. IT WORKS! I updated to the latest lodgen but more importantly re-instated the standalone oak passthru nifs, which i had hidden previously. Previously I was also using MO138, and am now on MO231. I'm guessing MO231's new VFS is less tolerant of my shenanigans with DynDOLOD resources, hiding nifs and expecting it to work when I don't even have files in the correct folder structure. I think what was wrong was those new oak hybrid lods I put together utilising the new oak textures - they were at dyndolod/lod/trees *passthru.nif, whereas you have them at dyndolod/lod/trees/ztrees *passthru.nif. Anyway, I moved them about so the new oak hybrid lods were overwriting your lods, and it only bloody worked. THANKYOU!!!
  3. Image of my DynDOLOD tree setup
  4. Hi Sheson, I've run into a spot of bother whilst running DynDOLOD 235 on Classic. The process goes OK until about halfway through, when I get a pop-up window "LodGenCMD" has stopped working. I never touched anything so left DynDOLOD to complete but I have to close that pop up window before it finishes and in game there is no LOD of any sort. I'm not quite sure how to proceed here as the same setup worked before, so I'm guessing i have done something dodgy to my load order. I'm not sure what to look for in the logs so if you have a moment and can help me work out what I'm needing to change that would be super helpful and much appreciated. Cheers Kojak747 Pastebin to DynDOLOD log edit: just double checked and i do have LOD for stuff like animated waterfalls and windmills, so maybe it's the tree lod thats broken?
  5. THANKYOU!!! Turns out it was that texture in Majestic Mountains darkside LOD pack...
  6. Hey, Done something odd with some of my LOD textures and here is an example of what I'm talking about. When you zoom in and load the full model you can see it pertains to 4983b. The actual lod mesh is mountaintrim01dirt_lod_2.nif and the texture that appears to be turning black is textures\lod\dirt02lod.dds. Any idea what I'm doing wrong? FWIW I'm using the latest DynDOLOD and the latest TexGen on Classic at Dyndolod on 1024k/Fake Lights/Hybrid tree LODS/High. Cheers
  7. "If you have a specific LIGHt reference in mind you can add a rule for its reference form id." - FANTASTIC!!! It's just a few bulbs I want to enable that illuminate High hrothgar courtyard/towers. I'll have a look through the documentation to see if I can find that section. I'm guessing that the bulb/reference with the rule gets replaced by a fake light/glow mesh and if that is the case, is it possible to make a specific glow mesh for that reference "unique"? i.e Apply HighHrothgar Fake Light Glow Mesh to these Light references? Or maybe there is an easier way to do this?
  8. should/could I use DynDOLOD to do the work? I'm thinking of how the glow meshes work for the fake lights in child worlds and thinking of utilising the same meshes to add fake lights to High Hrothgar. But is that even possible - because I would love to light that bugger up :)
  9. THANKYOU! found it :) Turns out Pinegrove Lodge comes with its own .btr meshes, which were being overwritten by Majestic Mountains Terrain Lod Redone. That's annoyed me for the longest time. Cheers :)
  10. So I've somehow managed to create this 'thing' that I think may have something to do with LOD. I don't think its a fault of DynDOLOD either and I'm sure it's my own poorly arranged order of things that's caused this hoo hah. This 'shape' sits at the rear of Pinegrove Lodge and it's never been there before so I'm assuming I need to un-tweak stuff. This thing has no collision, so you can walk through it and it can only be viewed from the outside. Stand under it and it's transparent, so you can see it on one side only (the outside) so I'm assuming it's a .nif. I'm also guessing that because of it's placement and lack of collision it's possibly a LOD mesh and I'm hoping DynDOLOD can clue me in to how to fix it. I can't click on it to get a form ID but I grabbed some screens of it and relevant stuff... https://imgur.com/a/GpTvR Thanks
  11. When I run Relinker on my load order (Classic) it spits out a new SHESON_DynDOLOD_Master.pex. Looking through the edited script I cant see whats been changed. I'm assuming it's found something though, so do I just let it do its thing or should I just disable the edited script or ??? PasteBin Link to edited script https://pastebin.com/WfjZzxHK
  12. Congrats on the release, finally I can see my remastered house from here.
  13. Congrats on the release! SSE now has tree ultra lod by default, nice! Been off the net for a week, couldn't download any mods, forced to catch up on old jobs, so... I made new lod for Elisdriel as it's existing lod was non-existent. It now looks lovely from a distance. I also made hybrid-ish tree lods for Tamriel Reloaded Trees and now a ton of GKB trees have ultra tree lods. They look flipping great. I've also done something a little bit different. I didn't do the usual and make the 2d billboard bare trunk x mesh, but instead just did the merge.txt cmd line then optimized the hell out of the full model and got the tree nifs down to 30% of their full kb size, so rather than follow your rules I created heavily deprecated meshes that includes the trunk and the leaves. I've been running it for a week, it looks stunning, doesn't crash, and is great for performance. So, despite their construction, are these of any use for DynDOLOD? Or should I just send them to EVT SomeGuy for further tweaking? Or ??? Either way, I'm giving them to the courier and you know he will find someone to take them! Cheers k747
  14. IT WORKED!!! > https://imgur.com/a/lqQen THANKYOU :) Makes a big difference to that mod tbh, that view is one of the best parts.
  15. No idea how I've managed this but if you could point me in the right direction for a fix that would be great. Basically, my DynDOLOD windows aren't switching off or something for Solitude World. I use the mod Solitude Reborn, and include it when running DynDOLOD. Some pics > https://imgur.com/a/MHo0C Thanks
  16. Hey Sheson, I love the mod Master The Summit and it places a series of rope bridges that ascend from Darkwater Crossing all the way up the face of the massive waterfall to the top. The LOD rope bridges are invisible for some reason where they are in front of the waterfalls. The LOD rope bridges not in front of the waterfalls are fine. Any ideas for a solution? I also use the mod PureWaters - Waterfalls and run Dyndolod 2.21 on High/Ultra trees. Heres some pics that shows what I'm talking about > https://imgur.com/a/wW7jX Many thanks Bill
  17. Finished! That's custom LOD with new 3d snow lod meshes up and running, for ETaC v14 Dawnstar, Winterhold, Morthal and Falkreath. Thankyou so much for assisting with me all of this, it looks flipping marvellous and makes a big difference. Will PM you the stuff shortly. Cheers :) Bill
  18. 3D Snow lods for Winterhold :) https://imgur.com/a/MLYNM
  19. Ok, no idea what I did, but I reinstalled stuff, changed stuff around, basically threatened it with a hammer then coaxed it with blackjack and hookers and I cant believe I'm actually saying this but...IT WORKED!!! LOOK next...3D snow lod meshes. Thanks for all your help so far :)
  20. Making good progress, but I'm not sure how to... 1. correctly name glow lod windows. e.g. If my lod.nif is called "farmhouse02alt_mjbk_falkreath_lod.nif", is renaming your farmhouse02glow_lod_0.nif to "farmhouse02alt_mjbk_falkreath_glow_lod_0.nif" correct or wrong or? 2. utilise unique glow meshes for windows - these are the morthal windows which have a different glow shape. Do i just change the paths in your glow lod nifs or ? 3. create the mini-atlas for this solitude farmhouse building . I grabbed (meshes/lod/solitude/sfarmhouse03_lod.nif) lod mesh from skyrim meshes.bsa. I couldnt see any existing texgen rules in DynDOLOD_TES5_TexGen_noalpha_skyrimesm.txt but I might have missed it. I tried to guess a setup using the farmhouse rules but it didnt work out. Thanks
  21. Making progress, but I have a couple of quick questions. 1. First, what LOD model should I choose in this instance > Either vanilla LOD nif or the DynDOLOD LOD nif https://imgur.com/a/EWmSW 2. When I'm copying in DynDOLOD LOD nif's for my custom farmhouse lod nif's... ETaC has full model names like farmhousealt02.nif. I also see in your DynDOLOD folders (DynDOLOD/Meshes/farmhouse) you have LOD nif's called farmhousealt02_lod.nif etc. Do I just copy yours where possible by trying to match filenames, or is it a better for me just to copy your basic model farmhouse02_lod.nif, then for me to rename that model accordingly e.g. farmhousealt02_mjbk_falkreath_lod.nif. Basically, I'm concerned/unsure if your farmhousealt02_lod.nifs may or may not have extra information in them i should/should not be copying into my farmhousealt02_mjbk_falkreath_lod nifs.
  22. Thankyou for that comprehensive reply. I know how to do the majority of that, so I'm going to have a go and see how I get on. Much appreciated
  23. Hi Sheson, I've managed to get the alternate textures from earlier versions of ETaC (v13) up and running again for the current ETaC version (v14). I made a post over on reddit and yausd suggested I post here. Basically, I'm wanting to know what LOD information I need to fill out and where etc. What I have done so far re LOD is to specify the vanilla lod meshes for all the new static meshes I added via the CK. I have filled that out to level 1. I have also made sure that recalc bounds is done for all my meshes. In an ideal world, I would like to use matching lod textures for all my buildings, plus the 3D snow buildings as well, but for the moment I am happy to re-purpose vanilla lod meshes and textures. Once I get this basic setup running smoothly I may look at making custom lod meshes and textures, similar to Spice Of Life Forts, but that's for the future. I have PM'd you the file in case you wanted to have a look at it for yourself. Thanks
  24. Thanks for the tip on simply disabling the Solitude Reborn plugin, worked a treat. Now that's solved, I've another query I'm hoping you can help me with. Basically, I need to make ultra tree lod for some SFO trees which include the tall scots pines, the giant bent tundra pines and the large juniper trees. I know how to paste the leaves in nifskope, optimize the texture, adjust alpha etc and thus create the ultra tree lod but am lost when it comes to creating the 2d x mesh for the trunks. Searching through your posts it looks as though you did the work in 3dsmax. This is a new program to me so I'm currently gathering info and reading up on what to do. I realise this is a fairly complicated process so if you have any links or advice that would be really helpful. Cheers
  25. Hi Sheson, I've run into a problem with the mod Solitude Reborn. Basically, I can see through the bottom of the city from below. I'm not sure what's the best solution is but I thought of removing the Solitude Reborn plugin during DynDOLOD generation so I only see vanilla Solitude LOD whilst in the Tamriel worldspace. Would that work or should I try and fix it buy adding extra rocks/checking LOD flags etc for Solitude Reborn? Thanks Bill
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