El_Rizzo Posted May 13, 2018 Posted May 13, 2018 (edited) In case you haven't seen it already Sheson, there is now a way to fix the tree LOD alpha bug without the use of ENB, SSE Engine Fixes by Aers/meh321 contains the fix as well. Edited May 13, 2018 by El_Rizzo
sheson Posted May 13, 2018 Author Posted May 13, 2018 In case you haven't seen it already Sheson, there is now a way to fix the tree LOD alpha bug without the use of ENB, SSE Engine Fixes by Aers/meh321 contains the fix as well.You guys are all waay to late telling me this, I have the second endorsement :)
David2408 Posted May 14, 2018 Posted May 14, 2018 (edited) Would it be possible to implement a function to generate custom LOD textures for objects with baked textures, namely Glaciers and the Cities? Edited May 14, 2018 by David2408
sheson Posted May 14, 2018 Author Posted May 14, 2018 Would it be possible to implement a function to generate custom LOD textures for objects with baked textures, namely Glaciers and the Cities?The short answer is no, unless you are willing to spend some serious time (and money probably).
jap2112 Posted May 15, 2018 Posted May 15, 2018 Hello: I am following the checking for errors and cleaning as recommended to fix an issue with DynDOLOD. However, I am getting the strangest situation. I am receiving the following message in SSEEdit.[00:00] Checking for Errors in [05] Verdant - A Skyrim Grass Plugin SSE Version.esp[00:00] WhiterunExterior08 [CELL:000095DC] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-1)[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >[00:00] WhiterunExterior05 [CELL:000095FB] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-2)[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >[00:00] WhiterunExterior03 [CELL:00009619] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-3)[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved > Interestingly enough, this is the exact same region/cell that DynDOLOD tells me I need to fix. The problem is, when I try to go to the reference in SSEEdit, it does not exist. Has anyone seem this before? My first thought is I am just missing it, but I have been able to clean the other errors in the plugin. The hotkey {CTRL} and mouse button does not take me there, I can only get to the Worldspace. When I search for that specific cell, the search comes back with no results. Any thoughts?
sheson Posted May 15, 2018 Author Posted May 15, 2018 (edited) Hello: I am following the checking for errors and cleaning as recommended to fix an issue with DynDOLOD. However, I am getting the strangest situation. I am receiving the following message in SSEEdit.[00:00] Checking for Errors in [05] Verdant - A Skyrim Grass Plugin SSE Version.esp[00:00] WhiterunExterior08 [CELL:000095DC] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-1)[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] [00:00] WhiterunExterior05 [CELL:000095FB] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-2)[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] [00:00] WhiterunExterior03 [CELL:00009619] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-3)[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] Interestingly enough, this is the exact same region/cell that DynDOLOD tells me I need to fix. The problem is, when I try to go to the reference in SSEEdit, it does not exist. Has anyone seem this before? My first thought is I am just missing it, but I have been able to clean the other errors in the plugin. The hotkey {CTRL} and mouse button does not take me there, I can only get to the Worldspace. When I search for that specific cell, the search comes back with no results. Any thoughts?There is no issue with DynDOLOD. There is an issue with a plugin in your load order that needs to be fixed which DynDOLOD tells you about. Since DynDOLOD is just a special version of xEdit, so both telling you about the same problem is expected. It is unlikely that 000095DC, 000095FB and 00009619 do not exist. A mod is overwriting these CELL records, adding a region to the XCLR - Regions list, but the form id (0500A92D) that is linked to does not exist. Edited May 15, 2018 by sheson
jap2112 Posted May 15, 2018 Posted May 15, 2018 It is unlikely that 000095DC, 000095FB and 00009619 do not exist. A mod is overwriting these CELL records, adding a region to the XCLR - Regions list, but the form id (0500A92D) that is linked to does not exist.I would have to agree with you, that is why I could not understand why I was unable to find it. I am going to look at it again later in the day - fresh set of eyes and all. If I still can’t find it, I am going to eliminate “verdant†from my load order, which seems to be the source of the problem. Thank You.
jap2112 Posted May 15, 2018 Posted May 15, 2018 EDIT TO THE ABOVE: Sorry, I could not figure out how to edit my comment above. Anyway, I went back at the end of the day. Found the regions in five minutes (after searching for about 60 minutes earlier with no luck). Fixed the remaining errors and DynDOLOD ran like a charm. Sheson - thanks for your help.
sheson Posted May 16, 2018 Author Posted May 16, 2018 EDIT TO THE ABOVE: Sorry, I could not figure out how to edit my comment above. Anyway, I went back at the end of the day. Found the regions in five minutes (after searching for about 60 minutes earlier with no luck). Fixed the remaining errors and DynDOLOD ran like a charm. Sheson - thanks for your help. Great. Enjoy.
godescalcus Posted May 24, 2018 Posted May 24, 2018 I finally got around to packing dyndolod's output in bsa. Had to use DynDOLOD.bsa, DynDOLOD - Textures.bsa and DynDOLOD_Dummy.bsa (with its extra dummy plugin) to keep every archive below 2Gb. This time I didn't crash, which means at least the meshes are loaded. However, when starting the game I get constant "DynDOLOD can not find master data in DynDOLOD_None.json" errors popping in-game. My feeling is that either the whole skse folder, because it isn't a base-game standard folder, or its contents (namely json containers) because they aren't standard game files, are not loaded from the bsa. To test that, I ran the game with only the skse folder as loose files, and bingo! No errors popping. Could someone confirm or deny that? If that's the case, I'll have some digging to do in my build to find other files I may have packed that I shouldn't have, but at least I'll know what needs fixing.
sheson Posted May 25, 2018 Author Posted May 25, 2018 I finally got around to packing dyndolod's output in bsa. Had to use DynDOLOD.bsa, DynDOLOD - Textures.bsa and DynDOLOD_Dummy.bsa (with its extra dummy plugin) to keep every archive below 2Gb. This time I didn't crash, which means at least the meshes are loaded. However, when starting the game I get constant "DynDOLOD can not find master data in DynDOLOD_None.json" errors popping in-game. My feeling is that either the whole skse folder, because it isn't a base-game standard folder, or its contents (namely json containers) because they aren't standard game files, are not loaded from the bsa. To test that, I ran the game with only the skse folder as loose files, and bingo! No errors popping. Could someone confirm or deny that? If that's the case, I'll have some digging to do in my build to find other files I may have packed that I shouldn't have, but at least I'll know what needs fixing. Check with the author of PapyrusUtil. It seems very likely that it saves and loads .json files directly using standard OS file operations. I would not expect anything else from loading/saving such data flles while in game.
godescalcus Posted May 25, 2018 Posted May 25, 2018 Check with the author of PapyrusUtil. It seems very likely that it saves and loads .json files directly using standard OS file operations. I would not expect anything else from loading/saving such data flles while in game.I'll check, but it makes sense. Could you tell me if the lodsettings folder, nested in the root data folder in some mods like Wyrmstooth and Vigilant, and apparently containing one file per world with the extension .lod, can be stored in bsa as well? It does come like that in both mods. I don't know if this question belongs here on in the lodgen thread, sorry... Is it a base game thing, or used only by lod generators?
sheson Posted May 25, 2018 Author Posted May 25, 2018 (edited) I'll check, but it makes sense. Could you tell me if the lodsettings folder, nested in the root data folder in some mods like Wyrmstooth and Vigilant, and apparently containing one file per world with the extension .lod, can be stored in bsa as well? It does come like that in both mods. I don't know if this question belongs here on in the lodgen thread, sorry... Is it a base game thing, or used only by lod generators?The vanilla game has its lodsettings files in Skryim Meshes.bsa / Skyrim Meshes0.bsa and it is required for a worldspace to show LOD in game and required by xLODGen/DynDOLOD to generate LOD. Edited May 25, 2018 by sheson
godescalcus Posted May 25, 2018 Posted May 25, 2018 The vanilla game has its lodsettings files in Skryim Meshes.bsa / Skyrim Meshes0.bsa and it is required for a worldspace to show LOD in game and required by xLODGen/DynDOLOD to generate LOD.Thanks for that, I was silly not to check the vanilla bsas.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now