paul666root Posted August 31, 2016 Posted August 31, 2016 stahp paul you're killing me I already had to generate dyndolod for a whole hour and 15 minutes just because of that verdant cleaning typo well that's why i made that announcement... don't update daily because i told you i will change things alot... especialy don't generate dyndolod in this state yet.
Monobloc Posted August 31, 2016 Posted August 31, 2016 (edited) Didn't see that lel. just joking xD I'll wait then Edited August 31, 2016 by Monobloc
berndaroy Posted August 31, 2016 Posted August 31, 2016 Dear Paul, may i ask why you removed Skyrim Bridges, my merge didn't bring up any nav mesh problems as mentioned in an earlier post. It's no biggy...just curious Berndaroy
Bivo Posted August 31, 2016 Posted August 31, 2016 Hi DarkMathias you are my new Hero, thanks for all work on this guide! What are u think about The Royal Blue Palace? Is a good mod for expand Blue Palace.
Jailhouseblues Posted August 31, 2016 Posted August 31, 2016 (edited) Hey guys I've just installed the most recent landscape changes. Everything seems to work beautifully except for the fact that some trees around Whiterun, particularly the ones around where Cicero's cart is located have no LOD textures. They just pop up whenever I get close. I'm pretty sure I ran DyndoLOD. My left pane load order is configured exactly as shown in the Integration page of the guide. I thought the Custom Trees Megapatch was supposed to include Billboards for Tamriel Reloaded and Caribou Gone? Edited August 31, 2016 by Jailhouseblues
jdsmith2816 Posted August 31, 2016 Posted August 31, 2016 (edited) Did you run Relinker? If so did you make sure you have atelast version 22? Is relinker enabled and sitting just above the texgen output mod? Edited August 31, 2016 by jdsmith2816
Jailhouseblues Posted August 31, 2016 Posted August 31, 2016 Did you run Relinker? If so did you make sure you have atelast version 22? Is relinker enabled and sitting just above the texgen output mod?Yes, yes and yes. I ran relinker before generating DyndoLOD though. Though I didn't think ReLinker had anything to do with the flora mods. I thought it was only for scripts.
jdsmith2816 Posted August 31, 2016 Posted August 31, 2016 (edited) Yes, yes and yes. I ran relinker before generating DyndoLOD though. Though I didn't think ReLinker had anything to do with the flora mods. I thought it was only for scripts.Re-linker makes available some lods to dydnolod that otherwise would not have been found due to merges. This is in addition to the script fixes. Edited August 31, 2016 by jdsmith2816
Jailhouseblues Posted August 31, 2016 Posted August 31, 2016 (edited) Re-linker makes available some lods to dydnolod that otherwise would not have been found due to merges. This is in addition to the script fixes.Hmm I guess I didn't read the part about ReLinker carefully enough. However I still don't get why some of my trees have no LODs :/ Edited August 31, 2016 by Jailhouseblues
Jailhouseblues Posted August 31, 2016 Posted August 31, 2016 Version 2.14. Do you think that might be the issue?
Monobloc Posted August 31, 2016 Posted August 31, 2016 (edited) I don't know if you use normal lods or ultra trees like me I had an issue like that with ultra trees and dyndolod 2.17. try updating to 2.17 (2.18 is giving me issues) and install this fix : https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-218/?p=178298 (the exe) Then I have all proper lods (ultra for EVT and billboards for others) But that's only for 3d lods/ultra trees users like me. Edit : If you did all the merge/relinkers steps correctly that should be the only issue. Edited August 31, 2016 by Monobloc
Jailhouseblues Posted August 31, 2016 Posted August 31, 2016 Hmm I will give it a try and let you know. It certainly feels possible. Also, you got me wondering. How do I get 3d lods like you do? Hadn't heard of such thing until now.
Monobloc Posted August 31, 2016 Posted August 31, 2016 There is a readme with EVT that explains step by step how to enable ultra trees generation, but it takes much longer to generate everything but the results are worth it. You have actually ALL trees visible at any time (lods) in the world instead of normal lods limited by the fTreeLoadDistance in the skyrimpref.ini.
Jailhouseblues Posted August 31, 2016 Posted August 31, 2016 (edited) Sadly, it didn't work :( It's such a shame. I was really looking forward to my next playthrough, but I can't ignore those popping trees. I'll have to solve it somehow before starting a new playthrough. Edited August 31, 2016 by Jailhouseblues
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