Jump to content

Recommended Posts

Posted

Hi Sheson! Thank you for all the support to the inconvenients... IGwHmUqc Â´ve installed skyrim 3d trees and its billboards, landscape overhaul everything and then run dyndolod. it looks great, but i´m getting this odd angled trees everywhere (picture). Any suggestions? Thank you in advance

 

https://imgur.com/GwHmUqc

Posted

Hi Sheson! Thank you for all the support to the inconvenients... I´ve installed skyrim 3d trees and its billboards, landscape overhaul everything and then run dyndolod. it looks great, but i´m getting this odd angled trees everywhere (picture). Any suggestions? Thank you in advance

 

https://imgur.com/GwHmUqc

Can you go close to one of those trees and gets its form id (open console, click tree, that number). Take note of the first to digits, as they are the hex load order of the plugin adding the tree. Typically it would be 00 for Skyrim.esm for most trees, but in case it is not, compare that with the hex load order of the plugin list.

 

Then load entire load order in xEdit. Enter form id top left into the form id field and press Enter to show the reference data in the right pane. It is possible that the load order of plugins is different. In that case you need to adjust the first two digits.

 

In the right pane find the NAME - Base row and CTRL+left click onto onto the cell in the plugin column to switch the view to the base record.

 

Find the row FormID and take note of the form ID [TREE:xxxxxxxx].

 

Then let me know both form ids you found, and in case a plugin overwrites either the reference or base record, the name of the plugin.

 

Post/Upload to a service the last generation from ..DynDOLOD\Logs\DynDOLOD_SSE_log.txt, the export file ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt.

  • +1 1
Posted (edited)

Thank you!! When I get close to the full rendered trees and click on them I get in each one a different form ID. I tried what you said with one of them and got this (image). In console the form ID was 000a04b4, and the row 000b8f53.  It says Tree tundra drift wood tree. Sorry i´m inexperienced so I don´t know what would be the next move. When I click on the left pane on the red ones affected i get skyrim is windy is there. should I uninstall that plugin? thank you sheson!!

 

https://i.imgur.com/QIePmNP.pngQIePmNP.png

Edited by Juanmiguez89
Posted

Thank you!! When I get close to the full rendered trees and click on them I get in each one a different form ID. I tried what you said with one of them and got this (image). In console the form ID was 000a04b4, and the row 000b8f53.  It says Tree tundra drift wood tree. Sorry i´m inexperienced so I don´t know what would be the next move. When I click on the left pane on the red ones affected i get skyrim is windy is there. should I uninstall that plugin? thank you sheson!!

 

https://i.imgur.com/QIePmNP.pngQIePmNP.png

That is already good information. I will test with that mod myself and see if I can replicate the problem.

Posted (edited)

Thank you! Yes, I should assign the correct billboard for this 000b8f53. That´s what i have no clue how to do.

 

On the billboards folder i found the .dds and .txt for this tree, and in the txt it says

[LOD]

Width=745
Height=2514
ShiftZ=-200
Model=Landscape\Trees\TundraDriftWoodTree01.nif
 
This is the only .txt that has ShiftZ=-200..... idk if that has something to do with it but it s odd
Edited by Juanmiguez89
Posted (edited)

Thank you! Yes, I should assign the correct billboard for this 000b8f53. That´s what i have no clue how to do.

 

On the billboards folder i found the .dds and .txt for this tree, and in the txt it says

[LOD]

Width=745

Height=2514

ShiftZ=-200

Model=Landscape\Trees\TundraDriftWoodTree01.nif

 

This is the only .txt that has ShiftZ=-200..... idk if that has something to do with it but it s odd

You do not need to be doing anything right now while I try find out what the problem might be. The billboards dds/txt are fine. I will post again once I had a chance to generate with the Windy plugin to see if I can replicate the problem.

Edited by sheson
Posted (edited)

Thank you!! When I get close to the full rendered trees and click on them I get in each one a different form ID. I tried what you said with one of them and got this (image). In console the form ID was 000a04b4, and the row 000b8f53.  It says Tree tundra drift wood tree. Sorry i´m inexperienced so I don´t know what would be the next move. When I click on the left pane on the red ones affected i get skyrim is windy is there. should I uninstall that plugin? thank you sheson!!

 

https://i.imgur.com/QIePmNP.pngQIePmNP.png

 

OK Windy alone does not seem to do anything that would cause trees to be tilted.

 

If you go back to check the reference 000a04b4 for such a tree, are there any other plugins listed in the right window other than Skyrim.esm?

 

Please upload to a file service the last generation log from ..DynDOLOD\Logs\DynDOLOD_SSE_log.txt, the export file ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt so I can try troubleshoot this better.

Edited by sheson
Posted (edited)

No, just Skyrim.esm..

 

This are the links to the archive you ask for.

Thanks I will have a look. The screenshot is from a base record again. Can you make one of a reference (what shows when you enter the form id number you got from in the game in console and clicking a tilted a tree)

Edited by sheson
Posted (edited)

Hi, first let me say thanks for DynDOLOD! Definitely had to have it in Oldrim. I just used it for the first time for SSE and it ran like a charm. I hopped into a brand new save to check everything out and I noticed some stuff is oddly colored. You can see the bottom half of the tower is slightly blue/green tinted. Same with the rubble around it and the fort in the background. I'm pretty sure those aren't supposed to be colored that way. The mountains were also kind of bluish at the base and even the ground surrounding the mountains. Did I select an option I wasn't supposed to somewhere? Pretty sure I have my textures/lod resources all loading/overwriting in the correct order. If anyone has any idea what I did wrong, let me know. Also let me know if more info is needed on my end (load order, specific mods used, etc). Thanks!

 

Edit: Forgot to include the screenshots: https://imgur.com/a/5SbtuB7

Edited by novastark
Posted

Hi, first let me say thanks for DynDOLOD! Definitely had to have it in Oldrim. I just used it for the first time for SSE and it ran like a charm. I hopped into a brand new save to check everything out and I noticed some stuff is oddly colored. You can see the bottom half of the tower is slightly blue/green tinted. Same with the rubble around it and the fort in the background. I'm pretty sure those aren't supposed to be colored that way. The mountains were also kind of bluish at the base and even the ground surrounding the mountains. Did I select an option I wasn't supposed to somewhere? Pretty sure I have my textures/lod resources all loading/overwriting in the correct order. If anyone has any idea what I did wrong, let me know. Also let me know if more info is needed on my end (load order, specific mods used, etc). Thanks!

 

Edit: Forgot to include the screenshots: https://imgur.com/a/5SbtuB7

The screenshot shows full models with its full textures in the load cells. DynDOLOD does not change full textures in the loaded cells. The changed textures will be from some other mod.

TexGen uses the full textures to create object LOD single textures so that object LOD matches as good as it can to the full models.

 

DynDOLOD does not change the mountainslab textures used mountains and their near LOD or any of the pre-rendered mountain LOD textures.

 

Use xLODGen to create terrain (the ground) LOD meshes and textures.

 

 

Sheson! I ran again Dyndolod and the problem was solved. Sorry for the trouble and thank you for your time and for Dyndolod! It takes the game to another level!

That is great. Enjoy.

Posted

 Been a big fan of DynDOLOD from the beginning. But theres been one ongoing issue I've been having with Whiterun. I use a mod called Whiterun Gatehouse and Walls Restored, and whenever I create new lod, it covers all these new wall sections with a blurry brick texture. These are easily removed by right-clicking and deleting,  but more annoyingly, it dumps a pile of blurry wall segments in the sky over the tundra which I can delete, but which return when I leave and re-enter the cel. Any suggestions on how I could go about fixing this?

post-13200-0-32902800-1534573311_thumb.jpg

post-13200-0-65691200-1534573322_thumb.jpg

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.