sheson Posted March 7, 2018 Author Posted March 7, 2018 (edited) Quick question - is there an option to merge pregenerated tree lod meshes as opposed to generating from billboards?They are not really meshes, but data file. The data files do not contain the full load order form ID of trees, so matching the data back to the current load order and the tree references correctly is impossible. This means that it is unclear which trees already have LOD generated just by looking at the existing tree LOD. Then there would need to be quite some trickery to update the texture atlas. How would the software know it has the correct textures for the trees anyways. Just generating tree LOD takes seconds without any such errors or uncertainties. Edited March 7, 2018 by sheson
clios_hand Posted March 12, 2018 Posted March 12, 2018 (edited) Hi all - I'm doing a new SE build, using 2.36 in MO2 (output is in e:/skyrim utils/ ) - everything went great except one error in Sovngarde World, LODGen_SSE_Sovngarde_log.txt says: Can not get hash for shader in meshes\lod\sovngarde\sovngardestatue03_lod.nif blockLog ended at 11:33:59 PMCode: 3005 So I did what it suggested: switch to Expert mode and regenerate with LODGEn64.exe. Got same error, different nif: Can not get hash for shader in meshes\lod\mountains\mountaintrim01_lod_0.nif blockLog ended at 9:53:33 PMCode: 3005 ? I tried googling round for this, haven't seen anything that helps. Do I need to try to dig these out, or...? Edited March 12, 2018 by clios_hand
sheson Posted March 12, 2018 Author Posted March 12, 2018 (edited) Hi all - I'm doing a new SE build, using 2.36 in MO2 (output is in e:/skyrim utils/ ) - everything went great except one error in Sovngarde World, LODGen_SSE_Sovngarde_log.txt says: Can not get hash for shader in meshes\lod\sovngarde\sovngardestatue03_lod.nif blockLog ended at 11:33:59 PMCode: 3005 So I did what it suggested: switch to Expert mode and regenerate with LODGEn64.exe. Got same error, different nif: Can not get hash for shader in meshes\lod\mountains\mountaintrim01_lod_0.nif blockLog ended at 9:53:33 PMCode: 3005 ? I tried googling round for this, haven't seen anything that helps. Do I need to try to dig these out, or...?See if you get a more descriptive message with this version, just replace LODGenx64.exe in Edit Scripts and then Execute LODGen for the worldspace in expert mode again.Also do a couple more tries to check if the nif is changing or not. Edited March 12, 2018 by sheson
mikegray Posted March 12, 2018 Posted March 12, 2018 I’m just getting back to Skyrim after a couple years away - and I’m learning how to mod SSE. A stand alone DynDoLOD is a very fine thing indeed, and I’m pretty impressed. Running into one problem: At night, while most distant lights look terrific (say, Dragonsreach from a distance), the roadside Lanterns from Lanterns of Skyrim come out looking like a string of yellow lollipops - it’s like they’re waaaay too bright, and they have a harsh cut off. My guess is, I’ve got a setting wrong. Any tips?
sheson Posted March 12, 2018 Author Posted March 12, 2018 I’m just getting back to Skyrim after a couple years away - and I’m learning how to mod SSE. A stand alone DynDoLOD is a very fine thing indeed, and I’m pretty impressed. Running into one problem: At night, while most distant lights look terrific (say, Dragonsreach from a distance), the roadside Lanterns from Lanterns of Skyrim come out looking like a string of yellow lollipops - it’s like they’re waaaay too bright, and they have a harsh cut off. My guess is, I’ve got a setting wrong. Any tips? Read the manual section about Glow LOD and Fake Lights in particular. Either change the brightness as explained or o not select the Fake lights selected world checkbox.
clios_hand Posted March 13, 2018 Posted March 13, 2018 See if you get a more descriptive message with this version, just replace LODGenx64.exe in Edit Scripts and then Execute LODGen for the worldspace in expert mode again.Also do a couple more tries to check if the nif is changing or not.Thanks for the upload! Used that, but didn't get a more descriptive error because it just worked this time :)"LODGenx64.exe for Sovngarde completed succesfully" and the sovngarde log looks good too. Whatever you did, solved it - or the bug fled in terror, either way, thanks so much!
Zetaeta Posted March 18, 2018 Posted March 18, 2018 For some reason DynDOLOD seems to be almost entirely ignoring the contents of my plugins while generating DynDOLOD.esp, and consequentially is overwriting everything it edits with the vanilla records, for example:Undoing Better Dynamic Snow changes to static objects: https://imgur.com/a/4XXLlUndoing Realistic Water Two changes to Tamriel worldspace https://imgur.com/a/f0mePUndoing Cutting Room Floor changes to cell https://imgur.com/a/q07UJFrom a previous execution where I was generating 3D tree LODs it actually changed the meshes https://imgur.com/a/y2R8J This was all with IgnoreLargeReferences=1, so there's no DynDOLOD.esmLog here: https://pastebin.com/VezGh5ZL Unless I've grossly misunderstood something this is not the intended behaviour?
Zetaeta Posted March 19, 2018 Posted March 19, 2018 Also happens if Generate DynDOLOD is deactivated. This is the log for that with debug on: https://pastebin.com/fuMXZcgD
sheson Posted March 19, 2018 Author Posted March 19, 2018 (edited) For some reason DynDOLOD seems to be almost entirely ignoring the contents of my plugins while generating DynDOLOD.esp, and consequentially is overwriting everything it edits with the vanilla records, for example:Undoing Better Dynamic Snow changes to static objects: https://imgur.com/a/4XXLlUndoing Realistic Water Two changes to Tamriel worldspace https://imgur.com/a/f0mePUndoing Cutting Room Floor changes to cell https://imgur.com/a/q07UJFrom a previous execution where I was generating 3D tree LODs it actually changed the meshes https://imgur.com/a/y2R8J This was all with IgnoreLargeReferences=1, so there's no DynDOLOD.esmLog here: https://pastebin.com/VezGh5ZL Unless I've grossly misunderstood something this is not the intended behaviour?Looks like there is a bug with IgnoreLargeReferences=1. Will check and post an update some time later today. Edited March 19, 2018 by sheson 1
sheson Posted March 19, 2018 Author Posted March 19, 2018 Also happens if Generate DynDOLOD is deactivated. This is the log for that with debug on: https://pastebin.com/fuMXZcgDDynDOLOD 2.36 beta 10 should fix this bug.
Jarl_Elisif Posted March 22, 2018 Posted March 22, 2018 I’m just getting back to Skyrim after a couple years away - and I’m learning how to mod SSE. A stand alone DynDoLOD is a very fine thing indeed, and I’m pretty impressed. Running into one problem: At night, while most distant lights look terrific (say, Dragonsreach from a distance), the roadside Lanterns from Lanterns of Skyrim come out looking like a string of yellow lollipops - it’s like they’re waaaay too bright, and they have a harsh cut off. My guess is, I’ve got a setting wrong. Any tips? Read the manual section about Glow LOD and Fake Lights in particular. Either change the brightness as explained or o not select the Fake lights selected world checkbox. For me, it was decreasing the mesh size of the glow orbs that took care of that problem, as explained by you earlier in this thread. Not the brightness value. I'd suggest decreasing that mesh size in the next release/beta of DynDOLOD, unless most users prefer the present default value.
DarthVitrial Posted March 23, 2018 Posted March 23, 2018 In beta 10 I got the error "Exception in unit userscript line 217: One or more errors occurred". I can't find any info on what these errors were though...
DarthVitrial Posted March 24, 2018 Posted March 24, 2018 In beta 10 I got the error "Exception in unit userscript line 217: One or more errors occurred". I can't find any info on what these errors were though...Might have been caused by trying to update dyndolod.esm/esp instead of deleting and replacing them.
sheson Posted March 24, 2018 Author Posted March 24, 2018 In beta 10 I got the error "Exception in unit userscript line 217: One or more errors occurred". I can't find any info on what these errors were though...It is hard to tell what happened without the log.
DarthVitrial Posted March 24, 2018 Posted March 24, 2018 It is hard to tell what happened without the log.Yeah, sadly there wasn't anything in the logs with an error or a warning or anything.
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