Godis Posted May 8, 2018 Share Posted May 8, 2018 (edited) OK: I loaded the game without QQ enabled (just disabled the ESP.) The game is NOT crashing anymore! So I suspected the right mod. And it must have something to do with the Whitewater Falls (Whitewater Chalet player home). But what is really disturbing me is that he didn't change meshes in the latest update.. Only something int the ESP and added some music... Looks like I should inspect the ESP for what exact changes he applied.. Oh, and he uploaded the last update about three times without any changelog... Now he disabled the comments tab, so I cannot report anything.So the only thing I need to know is why DDL uses another Tree LODs with 3D Trees. Edited May 8, 2018 by Godis Link to comment Share on other sites More sharing options...
sheson Posted May 8, 2018 Author Share Posted May 8, 2018 (edited) The cause can be something else entirely and does not necessarily be one of those things printed to the papyrus log. It is just one of the possible things to test more "easily". I will test the mod myself in the next days. In the meantime you could also test to keep the mod in the load but just not select the worldspace in the drop down, so nothing is generated for it. Edited May 8, 2018 by sheson Link to comment Share on other sites More sharing options...
sheson Posted May 8, 2018 Author Share Posted May 8, 2018 (edited) DynDOLOD uses the installed billboards you installed to generate tree LOD. So if there is pre-made tree LOD with better looking tree LOD textures it means better looking billboards where used to make that tree LOD. Try to acquire those billboards or split that pre-made tree LOD into billboards as explained in the manual (with videos) Edited May 8, 2018 by sheson Link to comment Share on other sites More sharing options...
Godis Posted May 8, 2018 Share Posted May 8, 2018 (edited) Allright, thank you!! And could you delete my prior posts? I found out that I had a worldspace edit from the ESP that got overwritten by the recent 3D Trees update, that is responsible for the placing of the related objects for this exact location xD xD xD Really - I've spent ONE WEEK to find the cause!! And I looked through ALL these damn edits, and cell records - but I obviously just have overseen it... :D Do you know what are entries "Landscape" --> "Alpha Layer", "VTXT" in Worldspace? There is one conflicting mod that overwrites it. The direct next entry is a navmesh one... So what's this "Landscape" entry exactly? Edited May 8, 2018 by Godis Link to comment Share on other sites More sharing options...
sheson Posted May 8, 2018 Author Share Posted May 8, 2018 (edited) Allright, thank you!! And could you delete my prior posts? I found out that I had a worldspace edit from the ESP that got overwritten by the recent 3D Trees update, that is responsible for the placing of the related objects for this exact location xD xD xD Really - I've spent ONE WEEK to find the cause!! And I looked through ALL these damn edits, and cell records - but I obviously just have overseen it... :D Do you know what are entries "Landscape" --> "Alpha Layer", "VTXT" in Worldspace? There is one conflicting mod that overwrites it. The direct next entry is a navmesh one... So what's this "Landscape" entry exactly? Don't worry about the posts. The entire LAND record defines the terrain of the cell, like the elevation changes and the terrain textures and grass for example. Specifically, the Alpha Layers define how much of the terrain texture (dirt, tundra, snow etc.) for that layer is blended onto lower layers. Changing the alpha itself is save and can not cause CTD (unheard of) It is what xLODGen use to make terrain LOD textures. Edited May 8, 2018 by sheson Link to comment Share on other sites More sharing options...
Godis Posted May 9, 2018 Share Posted May 9, 2018 Ok, I was just wrong. Sorry. It turned out that QQ 8.2 includes whether an invalid mesh or something else that leads to the crash. But the author is not available. His nexus mods don't include comments tabs, nor is he able to receive PMs. Link to comment Share on other sites More sharing options...
Alvaro Posted May 9, 2018 Share Posted May 9, 2018 Where can I find all that terrain texture quality options? Link to comment Share on other sites More sharing options...
sheson Posted May 9, 2018 Author Share Posted May 9, 2018 Where can I find all that terrain texture quality options? Over here https://forum.step-project.com/topic/13175-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr/ Link to comment Share on other sites More sharing options...
LoD7995 Posted May 11, 2018 Share Posted May 11, 2018 I got an issue when creating LOD for JK's Skyrim. Some LOD references are placed outside of the city walls for Riften and Windhelm. https://imgur.com/a/94PaUM4 (exemplery screenshot) I'm unsure wether or not it's caused by DynDOLOD or by JK's Skyrim itself. Affected are the following references from JK's Skyrim: 000d3b, 023951, 023952 (Riften); 0084d8 (Windhelm). https://imgur.com/a/00QhK7i (a screenshot highlighting the affected references by DynDOLOD). You can disable these references in the plugin, which fixes the issue but doesn't actually solve the underlying problem. Another thing I noticed is that the Windhelm braziers are floating, because there is no LOD object for the stone piles they are placed on. https://imgur.com/a/51kuvjt Link to comment Share on other sites More sharing options...
LoD7995 Posted May 11, 2018 Share Posted May 11, 2018 On another note: I have trouble finding information what the flags "Is Full LoD" and "Visible when distant" actually do. I'd like to make the custom ship (which is missing a low poly LOD model) located in Dawnstar from JK's Skyrim visible from far away. Thus I gave it the "Is Full LoD" flag, expecting it to be integrated into the object LOD, but that wasn't the case. FormIDs of the ship's parts are 001c14 and 001c15, model names are ImperialShip01Base.nif and ImperialShip01Masts.nif. Link to comment Share on other sites More sharing options...
sheson Posted May 11, 2018 Author Share Posted May 11, 2018 (edited) I got an issue when creating LOD for JK's Skyrim. Some LOD references are placed outside of the city walls for Riften and Windhelm. https://imgur.com/a/94PaUM4 (exemplery screenshot) I'm unsure wether or not it's caused by DynDOLOD or by JK's Skyrim itself. Affected are the following references from JK's Skyrim: 000d3b, 023951, 023952 (Riften); 0084d8 (Windhelm). https://imgur.com/a/00QhK7i (a screenshot highlighting the affected references by DynDOLOD). You can disable these references in the plugin, which fixes the issue but doesn't actually solve the underlying problem. Another thing I noticed is that the Windhelm braziers are floating, because there is no LOD object for the stone piles they are placed on. https://imgur.com/a/51kuvjt Was there an update to the plugins or did their names change (from the SKyrim version even, as that is the last I looked at a good while a ago)? It is likely that this is LOD for objects that are added by th eplugn to the inside of the cities. You can add them to the list of such references to ignore by editing DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_childworldlod_Tamriel.txt in a text editor. The format should be clear just from looking at existing ones: [Plugin Name.esp];[00FormID];[base Record EditorID] e.g. JKs Skyrim.esp;00000D3B;Whatever Then generate again. I would appreciate if you could send the updated lines for me to include int the next update once you confirmed they worked. On another note: I have trouble finding information what the flags "Is Full LoD" and "Visible when distant" actually do. I'd like to make the custom ship (which is missing a low poly LOD model) located in Dawnstar from JK's Skyrim visible from far away. Thus I gave it the "Is Full LoD" flag, expecting it to be integrated into the object LOD, but that wasn't the case. FormIDs of the ship's parts are 001c14 and 001c15, model names are ImperialShip01Base.nif and ImperialShip01Masts.nif. Is Full LOD on a persistent reference places it in the "SkyCell" which means the reference is always loaded and is always visible regardless of its position. The render distance is defined by fSkyCellRefFadeDistance * fLODFadeOutMultSkyCell, UNLESS the base record has IsFullLOD set as well, then the render distance is always max ~ 100 cells. For references that use LIGH base records it means the light is visible as long as the cell is attached, no fading. In the game, the Visible When Distant flag on a reference or on its Base Record means, the object can not "bleed" into adjacent unloaded cells. Without that flag, references that cross cell borders can load early outside the uGrids. In addition, object LOD for a cell is only unloaded once all objects with that flag have been rendered. In order for an object to actually have object LOD when generating LOD with CK/xLODGen there must be models defined on the base record. This should still be fairly accurate: https://forum.step-project.com/topic/12446-building-custom-lods-exterior-structuresobjects For just DynDOLOD read DynDOLOD\Docs\DynDOLOD_Mod_Authors.html Edited May 11, 2018 by sheson Link to comment Share on other sites More sharing options...
LoD7995 Posted May 11, 2018 Share Posted May 11, 2018 (edited) Sorry, I completely forgot to mention that this is regarding Skyrim SE, but the same issue could be present in Oldrim. I'll send you the lines as soon as I'll do it. Thanks for the clarification on the second part. Is there something that can be done about the Windhelm braziers? It's not to bad if not, since your never really close to them anyway (I just noticed it while tfcing to find more LOD objects outside the city walls). Edited May 11, 2018 by LoD7995 Link to comment Share on other sites More sharing options...
LoD7995 Posted May 11, 2018 Share Posted May 11, 2018 I misunderstood you. No, the plugin name wasn't changed, but there were quite a few updates recently. JKs Skyrim.esp;00023952;RTSouthGate01JKs Skyrim.esp;00023951;RTWall03OuterJKs Skyrim.esp;00000DB3;RTWall05InnerJKs Skyrim.esp;000084D8;WHMarket01 These are the lines that were previously missed. Link to comment Share on other sites More sharing options...
sheson Posted May 11, 2018 Author Share Posted May 11, 2018 (edited) Sorry, I completely forgot to mention that this is regarding Skyrim SE, but the same issue could be present in Oldrim. I'll send you the lines as soon as I'll do it. Thanks for the clarification on the second part. Is there something that can be done about the Windhelm braziers? It's not to bad if not, since your never really close to them anyway (I just noticed it while tfcing to find more LOD objects outside the city walls). The floating fires are kind of intentional, since you ever only can see from far away and being elevated. Their purpose is to have tiny islands of light and you won't really notice. You can always add a rule for the braziers to use the full model for LOD. I made a LOD model for the Whiterun braziers because they are used outside the city as well and some can be seen close up near the Dragonstone. Maybe one day I do a LOD model for the Windhelm ones, if I feel they are needed, but by all means anyone could make one :) Edited May 11, 2018 by sheson Link to comment Share on other sites More sharing options...
godescalcus Posted May 11, 2018 Share Posted May 11, 2018 Sheson, I hope you don't mind a smart-arsed question. I'm playing with BSArch to archive as many of my mods as possible. Only beginning, though, I don't have any experience at all and all I know is the trivial, that archived assets are loaded first in the order of the plugins that load those archives, and loose files are loaded later and override archived ones if conflicting. Assuming I can figure out and resolve any conflicts with loose files, if I archived DynDOLOD's output in .bsa format, which file would determine its priority regarding other archived assets - the master, DynDOLOD.esm which loads close to first in my load order, or DynDOLOD.esp, which loads last? Link to comment Share on other sites More sharing options...
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