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Everything posted by Tacocat
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-Flat +Border worked and the problem no longer appears. Thanks for your help.
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I noticed that too. DynDOLOD switched modes (based on the worldspaces?) which i found to be pretty nice, while xLODGen didnt. I will try -Flat +Border.
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Same settings with DynDOLOD (ALL Quality 2) and no problems. The plugin size is also significantly smaller (1mb). The process also finished much faster.
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Yes, got them installed and i am using the default config. I will try it with DynDOLOD. I noticed, that the occlusion.esp gets pretty big in size. With all worldspaced ticked and quality set to 2, it gets about 75mb in size. (solstheim alone takes around 50mb of that).
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Generating the occlusion.esp without DynDOLOD in the load order solved the problem.
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The problem seems to be caused by the dlc2solstheimworld worldspace. Without it, i dont get the described problem. Creating the occlusion.esp for dlc2solstheimworld only causes this problem also.
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I am running into endless loading screens with the occlusion.esp enabled when traveling to some places in the tamriel worldspace. Disabling the esp fixes it. Here is the log: http://www.mediafire.com/file/7gsibnfmey8uj0m/SSELODGen_log.txt/file
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Thanks, i will test it.
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I am doing that for some time now and noticed less stutter. Depending on your settings, you can get multiple bsa archives. I got 9 archives, which means 9 plugins to load them. But they can easily be marked .esl. Works fine for me so far. Might aswell add those to the skyrim.ini archive list, but i dont know if there is a maximum number of archives that can be added/loaded.
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Sure, here it is: http://www.mediafire.com/file/vgm0851ogn3wxjd/MarkarthWorld.4.-44.-3.bto/file
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Ok, thanks for the answer. I checked the nif and it works without problems. I skipped markarth and all the other wordspaces worked without problems.
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Getting the following error (cant upload the entire log its too big, went with quality 3 / height 0 / Mode: All) in markarth worldspace: https://pastebin.com/x8aTiQ6G Would i actually benefit from occlusion data in child worlds?
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Problkem With Medeival Lanterns
Tacocat replied to Zanderat's question in DynDOLOD & xLODGen Support
I have noticed this issue too. Could it be caused by the fact, that mathy created many different lightposts and directly included the matching lantern into its nif? In sseedit i see, that dyndolod actually set the "has distant lod" flag for one light post. The others remain untouched. This is a screenshot of my sseedit: https://imgur.com/wmRNwjw -
Checked the DynDOLOD_SSE_tamriel_textures_used.txt here is what it contains: https://pastebin.com/6UxREnsE . I cant find snow farmhouse textures in this list, is this to be expected or did something fail?
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Thanks for the clarification. I will try to figure out what else could mess with the lod.
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Hello Sheson, i recently ran into a problem with DynDoLod and snowy farmhouse lods. Here are 2 Screenshots showing the problem: With DynDoLod: https://imgur.com/qhpTaEf / Without DynDoLod: https://imgur.com/z4C2WRv The wooden walls appear to be straight up white when DynDoLod is active. When turned off, they look much closer to the actual lod texture. I noticed this, when i started tinkering with the projected snow texture and it looks like as if this projected snow texture is applied to the wooden walls when using DynDoLod. The regarding object lod mesh is refering to a texture atlas which is containing only non snowy farmhouse lods (there are no snowy farmhouse lods in any generated atlas, even tho texgen created them). Is DynDoLod using the projected snow texture to show snowy farmhouse lods and if thats the case, is there an option to use the lod texture only?
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TexGen.exe - added generation for castlekitlod.dds, wrroofslate01lod.dds, wrdragontile01lod.dds, wrdragontileblack01lod.dds, wrcitywall01lod.dds, wrtemplefloor01lod.dds, wrplasterint01.dds, wrwoodfloorint01lod.dds, wrwoodplanks01lod.dds, wrwoodbeam01lod.dds, wrwoodbeamint01lod.dds, stonefloor01lod.dds, wrdragoncarvings01lod.dds, wrroofint01lod.dds, wrslate02lod.dds, wrstonebase02lod.dds, wrstoneblocks01lod.dds, wrtrellisvines01lod.dds, wrtrims01lod.dds, wrwoodlattice01lod.dds Thats fantastic! Thank you
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Alright. I noticed that, when i ran into trouble with tundradriftwood lod. Smim actually installs a modified mesh for this tree, including its own texture path. This way the full model didnt match the lod. But thats not a direct problem with dyndolod. After deleting those meshes, the forts are fixed. Didnt see any other issues and lodgen runs fast and without trouble :D
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Those are the strings from the dyndolod resources files.
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Oh, ok. Deleted them and generating new lod now. I noticed, that some of the hybrid tree lod meshes got texture strings like "skyrimhd\build\pc\data\textures\landscape\trees\TundraDriftWoodBranches01.dds". Is this actually a problem or does the game recognize them anyway? I feel like it works.
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There seems to be some issues with the generated object lods. Here are the object lod meshes for fort greymoor: http://www.mediafire.com/folder/crzhb3ck9th781k,9hi1ykxpcr9y5s4,et00gczzxljqb5m/shared A wallchunk thats connecting one of the towers is missing in all lod levels. I noticed this problem for other fort-objects too. Maybe this happens to other objects too. I hope the link works.
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Compared to the previous lodgen, this one worked significantly faster and didnt get stuck at any point. I will now test it ingame.
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Sure, i will give it a try with enhanced landscapes and TreeFullFallBack=0
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I think i was able to solve my issue by uninstalling enhanced landscapes (used the main plugin and the solstheim trees, nothing else). I replaced it with skyrim 3d landscapes and created 3d lods with TreeFullFallBack=0. It took its time, but it worked flawlessly and the the meshes work just fine ingame. I liked the accents enhanced landscapes placed on the map, but skyrim 3d landscapes got fantastic looking trees. I installed the enhanced landscapes solstheim plugin seperately, since it doesnt need a plugin. Right now its working as intended :)
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