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Sundder

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Everything posted by Sundder

  1. Hi Sheson, I think I have the info you requested. I'll post it as screenshots of TES5Edit. Sorry about the unconventional way of trimming KBs from the images (blanking out parts) but at least they all fit into the 500KB upload limit while keeping them readable. Only blank rows are cut out. Well scratch that, it seems the forum doesn't support png and is converting them to jpg. I'm uploading them to igmur... Bridge_Full_BaseID https://i.imgur.com/d0zb0Ek.pngBridge_LOD_BaseID https://i.imgur.com/FriLqhQ.pngE-W_Bridge_Full_1 https://i.imgur.com/fx3TEMy.pngE-W_Bridge_Full_2 https://i.imgur.com/26M4W2T.pngE-W_Bridge_LOD_1 https://i.imgur.com/pVjTpB5.pngE-W_Bridge_LOD_2 https://i.imgur.com/7itQg4T.pngN-S_Bridge_Full_1 https://i.imgur.com/WktFfzO.pngN-S_Bridge_Full_2 https://i.imgur.com/EQUYx2P.pngN-S_Bridge_LOD_1 https://i.imgur.com/53HnPnS.pngN-S_Bridge_LOD_2 https://i.imgur.com/vyTFdhO.png Off hand, I can see anything off. The full bridge model is flagged by DynDOLOD as "Has distant LOD", the full model and LOD positions and rotation match... The LODs are flagged as "visible when distant"... I have no idea why the LOD would show up in the near grids. Then again I may not know what to look for One other thing, I went back to Riverwood, walked to its bridge and disabled the full bridge in game. Humm, no LOD, sounds about right. So I tcl and moved upriver. Right about the place where you get to the first big falls upriver from Riverwood it looks like the LOD appears! Oh, no, wait, that looks too detailed to be a LOD (I can see bridge cutwaters jutting out). I go back and lo and behold, the full bride model (BaseID 00022468) is back. Disable it again, go back to the falls and the full bridge pops back up again. Looks like I get the full model at distance no matter what. Go figure Sundder scratches head. The full models and LODs of the bridges near Whiterun didn't behave this way, though (what I disabled stayed disabled) so disabling their LODs in game could still be a quick-fix. @Hishutup: Thanks, 128 keeps my blocks from filling up. Most were satill at 100% with 96.
  2. Good catch hishutup, I'll give that a try as well.
  3. Thanks for the prompt reply, Sheson! Sorry, forgot to mention that I'm using 2.10 on a new playthrough. But I started a new game anyway to test this using COC Whiterun, as you requested (convenient how that drops you in just the right spot!) but no dice the same issue is still present. I generated this DynDOLOD output on "Medium" if that helps.
  4. Hi, I've used DynDOLOD 1.48, 1.49 and now 2.10 largely without issue (except for the stringcount problem which has been fixed since 1.49), but I've run into what seems to be a bit of an oddity with 2.10 which didn't occur with 1.48 and 1.49 and it's left me scratching my head. For some reason, both the full bridge models and the DynDOLOD LOD objects of the two brides near Honningbrew Meadery on the way to Whiterun from Riverwood are present and Z-Fighting at all distances. The same bridge model in Riverwood and Ivarstead doesn't exhibit this so I'm wondering how best to avoid the problem. As a test I disable the DynDOLOD LOD object from one bridge and the full bridge model from the other in game and retreated as far as they could both be seen; both the LOD of one and the full model of the other were always visible. I've included some screen shots for reference. In 1) you can see the full model and DynDOLOD LOD object Z-fighting as I walk up to one of the bridges. In 2) I select the DynDOLOD generated LOD object. In 3) the LOD is disabled leaving only the SMIM Old Stonework bridge (the same issue crops if I revert to the vanilla bridge model, though I didn't rerun DynDOLOD and reinstall its output with just the vanilla bridge mesh). 4) is an example of the full bridge disabled in game and just the LOD showing. It's a little hard to see in the compressed and resized screenshot of my test for both a full bridge model and a plain LOD (full model disabled in game) but 5) shows both a full bridge (LOD disabled in game) on the left and just a LOD on the right at distance and both are still there. It seems I can disable the LOD objects for both these bridges in game an still have them treated as full LOD, but I'd rather have a tweak that would generate their LODs (or not generate LODs) so as to get the same result as the Riverwood and Ivarstead bridges. Should I just set the bridge model as Full LOD in the Mesh LODGen Export Rule window? Was there a DynDOLOD resource installation to replace SMIM bridge meshes that I may have not allowed to perform an overwrite? Anyway, thanks for any help, and of course, thank Sheson for this mindblowingly amazing tool. The next firstborn is in the mail!
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