Jump to content

Recommended Posts

Posted (edited)
  On 3/7/2018 at 1:35 PM, sm0kem said:

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 by sheson
Posted (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 block
Log ended at 11:33:59 PM
Code: 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 block
Log ended at 9:53:33 PM
Code: 3005

 

? I tried googling round for this, haven't seen anything that helps. Do I need to try to dig these out, or...?

Edited by clios_hand
Posted (edited)
  On 3/12/2018 at 5:19 AM, clios_hand said:

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 block

Log ended at 11:33:59 PM

Code: 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 block

Log ended at 9:53:33 PM

Code: 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 by sheson
Posted

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? 

Posted
  On 3/12/2018 at 9:59 PM, mikegray said:

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.

Posted
  On 3/12/2018 at 10:36 AM, sheson said:

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!

Posted

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/4XXLl

Undoing Realistic Water Two changes to Tamriel worldspace https://imgur.com/a/f0meP

Undoing Cutting Room Floor changes to cell https://imgur.com/a/q07UJ

From 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.esm

Log here: https://pastebin.com/VezGh5ZL

 

Unless I've grossly misunderstood something this is not the intended behaviour?

Posted (edited)
  On 3/18/2018 at 11:17 PM, Zetaeta said:

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/4XXLl

Undoing Realistic Water Two changes to Tamriel worldspace https://imgur.com/a/f0meP

Undoing Cutting Room Floor changes to cell https://imgur.com/a/q07UJ

From 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.esm

Log 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 by sheson
  • +1 1
Posted
  On 3/12/2018 at 9:59 PM, mikegray said:

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? 

 

 

  On 3/12/2018 at 10:20 PM, sheson said:

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.

Posted
  On 3/23/2018 at 10:55 PM, DarthVitrial said:

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.

Posted
  On 3/23/2018 at 10:55 PM, DarthVitrial said:

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.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.