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kojak747

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Everything posted by kojak747

  1. IT WORKED!!! Thankyou, thats done the job and I haven't noticed any decrease in performance, any drop in FPS, increased stutters etc. In fact, if anything its even a little bit smoother which I don't understand. I get what Zilav is saying about lost FPS etc but I've got a decent beefy rig so unless it breaks my save, this is a keeper. Also, I've made ultra lods for the Oak trees, works beautifully, no performance loss and perfect colouring, will PM you. Thanks for your help as always.
  2. Hi Sheson, Whilst generating the ultra tree lods I ran into a small problem with "detailed whiterun". Basically, the trees from that mod aren't visible from outside Whiterun. I had a look in TES5Edit and noticed the "is full lod" flag is set on trees in cell/persistent and wasn't sure if I should edit/delete something here so I can view detailed whiteruns tree lod? If you could point me in the right direction that would be very helpful. Cheers Bill
  3. Hey Sheson, Just in the process of updating to 2.14 plus trying out the new HD Lods for Solitude and wasn't sure how to set it up for DynDoLod when ETaC's LOD is also involved. Here is a screenshot of my setup. Top left is HD LOD, bottom left is ETaC's LOD. The right window is Mod Organizer's current setup and load order etc. If I want to get these to play nicely together, is this ok or do you recommend something else? Cheers Bill edit - Also, is it ok to merge these?
  4. I managed to get the light bulbs for ETaC to emit your FX glow lods and I'm not sure if I'm doing right. Here's a pic of three bulbs I setup in Paradise Valley. They also had the Neverfade flag set and whilst they illuminated the statues correctly and continuously across the valleys 5 grids, when the lod kicks in they are replaced by the grey ball like fxglowlod meshes you can see in the pic, and as I understand it, that's as good as the Skyrim lod system can manage without setting ugrids to load higher. I had a look under the hood of Lanterns Of Skyrim and the way Manny handles it is to have the Neverfade flag set on the bulbs (and the persistent flag which I don't quite understand) and they illuminate their surroundings continuously so long as you are in the cell. I can go ahead and set the NeverFade flag on more of ETaC's bulbs but I also understand that has a performance cost. If I could do that selectively without eating too much FPS, that may be a better solution than applying the glowlod mesh. I will have another read through the manual to see if it's possible for users to benefit from NeverFade bulbs and still be able to run Dyndolod's glowlod features without having the glowlodmesh applied to ETaC's NeverFade bulbs. It maybe just a case of reverting back to my original script, but if you have any advice for me that would be most helpful.
  5. That worked, THANKYOU. Going to run DynDoLod now and see what the lights look like.
  6. I had a go at adding your script to my existing script but I'm not sure I'm doing it right. Here is the original light switching script. https://justpaste.it/tm8h . I took it from here Here is my edited version of that script that now includes your script. https://justpaste.it/tm7m Does that look correct or should I be doing something else? Thanks
  7. Hi Sheson, Ive just made a mod thats put all of ETaC's exterior light bulbs onto a timer so they come on and switch off automatically. All is working and I plan to release soon. However, i did wonder if i needed to do anything to the bulbs to take advantage of your Dyndolod glowlod feature. I will have a look through your manual and documentation to see whats involved, but if you have any advice for me re DynDoLod and glowlod implementation for something like ETaC I would love to hear your thoughts. Regards Bill
  8. Yip, that's correct, MO BSA management enabled and esp file from merge has a different name to corresponding bsa from same merge.
  9. Just a quick FYI, I updated to 1.47 and got a similar warning to this, for a merged mod of Lazz's castles, which never reported any errors previously when making DynDoLod. I ended up extracting the BSA and dropping the relevant files into the mod folder which fixed it and allowed the DynDoLod process to complete successfully. [00:23:20.309] disabled NeverFade, replaced by static LOD for Merged Lazz.esp [REFR:4803A10D] (places SNineDivineCourt [sTAT:000E73A3] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -16,13)[00:23:20.335] disabled NeverFade, replaced by dynamic LOD for Merged Lazz.esp [REFR:4803A10E] (places LA_CC_DextTower01 [sTAT:48034FF4] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -16,14)[00:23:20.355] Warning: Missing file meshes\lazz\castle\la_dexttower01.nifWarning: No model, can not create a dynamic LOD base record for LA_CC_DextTower01 [sTAT:48034FF4]Exception in unit line -1: Error in unit 'functions' on line 931 : Undeclared Identifier 'halt'[Apply Script done] Processed Records: 0, Elapsed Time: 24:02[00:00] Saving: DynDOLOD.esp.save.2016_02_18_17_43_23[00:00] Done saving.
  10. Excellent! I'm working on AceeQ's Enhanced Landscapes Haafingar Oaks and creating a standalone version. Sadly, the lod for the Oaks is not good no matter what I try. Can I make a request for some better Oak tree LOD meshes for a future update? That would be greatly appreciated. Thankyou.
  11. I tried to center the tree billboards and whilst it helped with the tree trunks, the symmetrical tree lod problem still persists, so I checked out the vanilla mesh in Nifskope to see how the texture is applied and it looks like it's something I am just going to have to live with. I also checked out your Static tree LOD NIF's and they will solve a lot of tree lod problems. Your meshes look great btw, but my question is how compatible will they be for SFO? - The only one I noticed that really sticks out is Vurt's Scots Pine which belongs to TreePineForest04 0004FBB0. A mesh to cover that would be of great benefit to us SFO users.
  12. Hello Sheson, I'm a massive fan of your work and have Dyndolod 146 running well. Thankyou :) I have noticed a few tree lods that look weird and symmetrical, and wanted to double check if I've done something wrong or it's just a limitation of the engine. I've gone through the FAQ, triple checked my billboards and loadorder etc. Here's a couple of pics that illustrate the problem. The (red oval) tree lod shows the symmetrical tree lod issue. I've noticed that when I look at the same tree lod from a different angle (black oval) the symmetrical lod resolves itself. As i understand it, a tree lod is composed of a 2d plane which is repeated at 90 degrees, forming an x axis. Is this just an inevitable issue or am I doing something wrong? Maybe I've somehow managed to overlap 2 tree lods in the same spot or perhaps lod info gets baked into the save and I need to start a new game? Regards
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