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Everything posted by Abendaron
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Hi, First of all, I'm back to Skyrim and it's amazing to see how DynDOLOD/TexGen has improved over the years! I encountered a behavior I couldn't explain: https://imgur.com/a/rc5ClF5 (first picture taken with the tfc command) Some buildings, here in Solitude, have both their lod and full model loaded. You can see it on the pic as I set the LOD atlas resolution to 16x16. Also "tll" command effectively disable lod for the building. It looks like a Large Reference Bug, but only affecting some buildings in the cell (for example, for the blue palace, the full model is used without the bug). I did the test without any other plugins. Disabling DynDOLOD esm and esp solved the problem. Only "Object Lod" was checked for the generation (no parent > child or other options) I think it's usually hard to see as in this case, both lod and full model use the same low poly mesh in vanilla Skyrim, but when using regular one (like in the second pic) it's more noticeable. I will continue my testing to see if I can isolate the root cause.
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Thanks for your reply, Yes that's my bad I re-checked and indeed everything looks fine for the wrhousewind01. I don't know what happened, I might had a conflict or idk. Sorry for wasting your time on that. That's very nice to read about the future update :) We owe you and the xEdit team a lot for fixing (or at least giving us a way to easily patch) the Large Reference system!
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In addition to my previous post (which may have been lost in the forum feed), I would like to share a small oddity I found during DynDOLOD generation. It appears that DynDOLOD does not treat .ESP with ESM flag like "real" .ESM concerning the Large reference handling. I was wondering what could cause the larges references to flicker on various buildings while DynDOLOD report that no Large reference are being overwritten by ESP. Of course I was using few plugins (ESP) which overwrite the Larges References initially, but (thanks to DynDOLOD logs) I added the ESM flag on them and use the "Skyrim SE - Generate Large References" script*. Then, running SSELODGen doesn't make the Large Reference to flicker, but DynDOLOD does: -After some investigation, I noticed that the "BSDistantObjectLargeRefExtraData DOLRED" flag was correctly set on the large reference with SSELODGen, but not with DynDOLOD. -After some random testing, I noticed that changing the extension of the ESP plugin (with the ESM flag) to ESM fixed everything and DynDOLOD correctly put the "BSDistantObjectLargeRefExtraData DOLRED" flag. I'm aware it is a very specific use case though... Cheers- * Without using the script no flickering occurs but of course also no new large reference.
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Hey Sheson, Sorry to bother you (again) with your fantastic tool, I was wondering if it possible that the lod meshes of "wrhousewind01" from the DynDOLOD Resource are rotated by 180°. I thought about that first because I did a quick generation for my Load Order to test stuff and all, and the house added by Cutting Room Floor just outside the Whiterun entrance (XX01A429) seems to be rotated by 180° compared to the actual model. After some investigation, I noticed that the LOD meshes in the resources (wrhousewind01_lod_0.nif, ...) are also rotated by 180° compared to the vanilla LOD meshe for this house (wrhousewind01lod_lod) and the vanilla full meshe (wrhousewind01.nif). I know that maybe it is intentional but just in case :) Cheers-
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Thanks for your reply, and the explanation in the link. Sorry for bothering you on an already answered question though...
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Hey, Very impressive work on the Terrain Lod Everything works fine (pretty fast and no error/warning). But for the NormalMap generation, two cells appear to be broken: https://imgur.com/a/nYT3aOE I have checked the other cells and only these two have the issue. I also tried various settings. Only the upper cell is broken when I use my full mod list to generate the Terrain Lods (With USLEEP, SSE-Terrain, DynDOLOD etc.), The picture uploaded is taken after a generation on (what I think was) a vanilla clean install. My poor understanding of the problem doesn't allow me to have any idea on what causes the bug here. It's not a huge problem though, I can edit the 3 files to put back the vanilla normalMap for the cell, but maybe other people can have the same problem (not the most obvious one). Cheers-
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Dynamic Distant Objects LOD - DynDOLOD v2.16
Abendaron replied to sheson's question in DynDOLOD & xLODGen Support
Oh thank you, I completly forget about it. Obviously I couldn't find it... By the way the new update is very welcome :) The new Dxt1a compression is a really good thing in my opinion for people who do not think to do it manually (I'm also very happy with the many improvements and the new Lods textures). -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Abendaron replied to sheson's question in DynDOLOD & xLODGen Support
Hi Sheson, I am currently about to finish my HD-LODs texture project, I noticed you put two new texture in the DynDOLOD resource pack : ictowerlod01.dds () and icwalllod02.dds (). The problem is I can't figure out to which "real" building they refer to. I flew around Tamriel without success (they are included in TamrielObject map so I'm pretty sure they are somewhere... it's frustrating :p ) Thank you in advance, and thank you for creating a such customizable and powerful tool!