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Everything posted by Tacocat
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It happens with it turned on and off and with or without custom rules. Its a little weird, but so far i didnt get a ctd so i just assume theres actually no gamebreaking consequence from this behavior. I just noticed, that lodgen really takes alot of ram. It actually uses 29-30 gigs of my 32 and sometime the explorer crashes cause it runs out of memory when a background task starts to consume more memory. But that doesnt happen so often.
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Guess i need help again with a problem which i cant figure out how to solve myself. When generating 3d tree lod i run into trouble with lodgen creating object lod for the tamriel worldspace. It starts to put out a single 0/0 (empty) file for the same coordinate every time i try to generate lod. After that it continues generating a "normal" file. And after that one it gets stuck and i have to wait around 30 min until it continues. In the meantime dyndolod gave up waiting for a lodgen log and since it continues and finishes (sucessfully?) there is no bugreport. I feel like there is something wrong, but i really dont know what or why. Its not like its freezing in those 30 min, it continues using hardware ressources and the window still responds. All i can give you is this screenshot with the coordinates i am talking about: https://imgur.com/iUhzSBM . I hope this helps a little.
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Thanks for the quick update
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I hope i am not getting on your nerves with my questions but i got another one :D. I know that DynDOLOD is creating a master plugin to work around the large references bug. Right now, i am using jk skyrim and i am pretty sure its making changes to some references, causing them to flicker. I really would like to strip the plugin till it only contains the reference changes and mark it as a master, loading the regular plugin without reference changes later as a usual plugin. Can you please tell me how to identify large reference changes within a plugin?
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Nice, thanks! Ok, cause i experimented with the fallback option and got some ctds at certain areas. The nifs however opened perfectly fine in nifskope (around 26 mb in size). But i will just create custom rules for the 3 trees without 3d lods for the next run.
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Hi, got a question regarding 3D lods. In the log i noticed some trees like this one and winter aspen trees (dlc01): TreeReachTree01Magic [TREE:000F64BF] meshes\landscape\trees\treereachtree01magic.nifBillboard not found <textures\terrain\lodgen\skyrim.esm\treereachtree01magic_000f64bf.dds>, 3D LOD found LOD4: meshes\dyndolod\lod\trees\treereachtree01magic_43484607passthru_lod.nif From what i understand, this means that this particular model will only be visible till lod 4. Is this assumption correct? And if yes, would it actually make sense to create a billboard for it, or is it easier (and safe?) to load the full model for every lod level? Is there actually some kind of hardlimit for the amount of data a object lod mesh can contain, or is it equal to "opens in nifskope=works ingame"?
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Hi, got a quick question towards texgen. I noticed those 2 generated files: impfloormuddy01.ddslod.dds and impfloormuddy01.ddslod_n.dds . Is the file extension supposed to be in the files name?
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Generation of lod for all the vanilla worldspaces + bruma and pale pass worked flawlessly and MUCH faster thanks to bc7. Didnt see any bugs so far and noticed a slight gain in lod quality and performance <3
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Thanks for the quick reply. I will take a look at the mini atlas. I am not yet experienced with mesh editing, just recently started to tinker with nifscope.
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Hi sheson, i recently started to use the imperial forts exterior meshes from the mod "Enhanced textures detail (UV-tweaks) and it greatly improved the texture sharpness for me. However, i cant seem to create matching lod for the now smaller texture patterns. From what i understand, dyndolod contains prefabricated lod meshes for imperial forts, since they are vanilla objects. So i created a custom rule for the dungeons/imperial/exterior folder to make dyndolod use the new meshes and the results were quite unfortunate :D. Since i dont have lod meshes for the mentioned mod, i tried to load the full models for lod. While the game now actually showed the smaller texture pattern for lod, it flickered like crazy when walking towards the fort. Could you please tell me how it has to be done? Thanks in advance.
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Is there a changelog for the new 2.54 resource files, or did you just match the version numbers?
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Ok, thanks for the clarification. Guess i turn the extra added lights off in this case.
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Hey sheson, i recently tried out Claralux and so far i am really liking it. However i cant seem to manage to get proper glow lods for the city lights claralux adds (whiterun wall lights for example). I cant seem to find any topics about this, so i got to ask. I already tested the suggested culling data glitch fix, but it didnt change anything for me. Hope you could help me to fix this (if even possible).
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Bethesda just released a patch for skyrim se. Is your dyndolod dll game version depended oder universal? Here are the notes if anyone is interested: Version 1.5.62.0.8 was released as an update for Steam, PS4 and Xbox One on 5 December 2018. Small backend changes for PC, XB1, and PS4. Thieves Guild Hood will no longer disappear if player is a vampire. Fixed specular with "Mourner's Hat" and "Hat" on male Argonians. Fixed skinning and restored bridles on Imperial Saddle.
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Just tried it again from a different location and now all the files are right in place. Dont know what interfered the application previously. Now it works :)
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I can confirm that the generated files where from my last generation and not older. Loaded ingame, they work just fine. I will put the dyndolod standalone folder into a different location and try it again.
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DynDOLOD\Edit Scripts\Export\ log files do indeed point to the userdata output path. What do you mean with "old" files and how can i fix this?
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Dyndolod creates the output folder right next to the executable, but only with the tree related meshes inside (the textures are all there). The object meshes were in the other "userdata" path. Once i put those meshes together i finally got a working dyndolod setup. Didnt setup any other output path. I honestly dont know why it does that, but i am kind of happy i finally got it working.
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All right. After some time of searching and trying to figure out what was wrong about my dyndolod installation i think i finally figured it out. It appears dyndolod created a folder with the following path: c:/userdata/user/dyndolod/dyndolod_output/meshes. Inside this folder where the meshes i missed. Inside the usual output folder next to the dyndolod.exe were only tree meshes. Dont know why the meshes were separated, didnt have this problem with previous dyndolod versions. The dyndolod folder is placed directly in my c: drive and i always execute it with admin rights. I noticed that the "userdata" folder housed only the dyndolod output and i think dyndolod itself created the userdata folder. It also didnt spell my name correctly, most likely cause my family name contains the letter "ö".
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Hmm, ok. Does dyndolod place those generated meshes into its own folder or directly into meshes\terrain\[worldspace]\objects? Cause after generating meshes with xlodgen and placing them into meshes\terrain\[worldspace] i didnt get any prompt to overwrite any files (i ran dyndolod before). I also didnt uncheck the generation in the advanced options. Weird. I will download dyndolod again, in case something messed with my existing folder.
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