AiElias Posted September 4, 2021 Share Posted September 4, 2021 33 minutes ago, sheson said: If two shapes have the same shader settings and textures but the alpha looks different it is most likely because of the Alpha threshold set on the NiAlphaProperty. Ah I think I see the issue. I deleted the NiAlphaProperty entirely from the hybrid nifs. Link to comment Share on other sites More sharing options...
AiElias Posted September 4, 2021 Share Posted September 4, 2021 (edited) 32 minutes ago, AiElias said: Ah I think I see the issue. I deleted the NiAlphaProperty entirely from the hybrid nifs. Ok great that was it. I also think I discovered a potential bug. I'm not getting my tree lods being created in my flat test world at cells (0,0) and (X,-Y). (X, +Y ) seems to be generating correctly. Anything I could be doing wrong on my end? Edited September 4, 2021 by AiElias Link to comment Share on other sites More sharing options...
sheson Posted September 4, 2021 Author Share Posted September 4, 2021 19 minutes ago, AiElias said: Ok great that was it. I also think I discovered a potential bug. I'm not getting my tree lods being created in my flat test world at cells (0,0) and (X,-Y). (X, +Y ) seems to be generating correctly. Anything I could be doing wrong on my end? LOD is generated for references that have base records for which LOD assets are defined / discovered. The tools print messages and log files to check on these things. Link to comment Share on other sites More sharing options...
AiElias Posted September 4, 2021 Share Posted September 4, 2021 36 minutes ago, sheson said: LOD is generated for references that have base records for which LOD assets are defined / discovered. The tools print messages and log files to check on these things. I can tell you for certain that the base records of those trees definitely had their lods defined because they were generated elsewhere in the worldspace. Link to comment Share on other sites More sharing options...
sheson Posted September 4, 2021 Author Share Posted September 4, 2021 14 minutes ago, AiElias said: I can tell you for certain that the base records of those trees definitely had their lods defined because they were generated elsewhere in the worldspace. I you require help or want to troubleshoot a problem I suggest to provide actual information. Read the first post what log file to include when making posts. Link to comment Share on other sites More sharing options...
AiElias Posted September 4, 2021 Share Posted September 4, 2021 23 minutes ago, sheson said: I you require help or want to troubleshoot a problem I suggest to provide actual information. Read the first post what log file to include when making posts. Yea I always forget. Here. The Debug_log was too big and I couldn't truncate. Here's link. https://discord.com/channels/525782915028877323/610980524818694191/883824313717882920 DynDOLOD_SSE_log.txt Link to comment Share on other sites More sharing options...
sheson Posted September 5, 2021 Author Share Posted September 5, 2021 7 hours ago, AiElias said: Yea I always forget. Here. The Debug_log was too big and I couldn't truncate. Here's link. https://discord.com/channels/525782915028877323/610980524818694191/883824313717882920 DynDOLOD_SSE_log.txt 36.63 kB · 0 downloads The log prints 4 lines Potentially wild edit reference with z = 0.0 Wild edits often happen when the Creation Kit is used for creating mods. In the game they often manifest as floating objects in the middle of the map. Look up the form id in xEdit and remove the reference, clean the plugin afterwards. Notify mod author. The message also means the 4 mentioned references are ignored for LOD. Change the z value slightly. Link to comment Share on other sites More sharing options...
maxis123 Posted September 5, 2021 Share Posted September 5, 2021 (edited) Hello. Hello. After upgrading from alpha 35 to 39, Dyndolodx64.exe suddenly stopped working. Lod generation takes 50 seconds and completes successfully. What could be the reason? Edited September 5, 2021 by maxis123 Link to comment Share on other sites More sharing options...
PRieST Posted September 5, 2021 Share Posted September 5, 2021 Without the logs, mentioned in the first post, nobody can tell. Link to comment Share on other sites More sharing options...
maxis123 Posted September 5, 2021 Share Posted September 5, 2021 log.txt Link to comment Share on other sites More sharing options...
SkyrimGirus Posted September 5, 2021 Share Posted September 5, 2021 In DynDOLOD 2, there was a setting in the oreset files, RemoveUnseenIgnoreWater, that when toggled on would prevent the program from culling underwater LOD. This setting is not present in the preset files of DynDOLOD 3, nor does there appear to be another way to achieve the same ends using another setting. Thus the question: Is there a means of preventing the culling of underwater LOD in DynDOLOD 3, either directly or more crudely by disabling the culling of all unseen faces? Link to comment Share on other sites More sharing options...
sheson Posted September 5, 2021 Author Share Posted September 5, 2021 34 minutes ago, maxis123 said: log.txt 727.61 kB · 1 download Use the legal version of the game. Read the entire first post, including the installation instructions. In case of a problem, really read the first post what log files to upload when making posts. Link to comment Share on other sites More sharing options...
sheson Posted September 5, 2021 Author Share Posted September 5, 2021 34 minutes ago, SkyrimGirus said: In DynDOLOD 2, there was a setting in the oreset files, RemoveUnseenIgnoreWater, that when toggled on would prevent the program from culling underwater LOD. This setting is not present in the preset files of DynDOLOD 3, nor does there appear to be another way to achieve the same ends using another setting. Thus the question: Is there a means of preventing the culling of underwater LOD in DynDOLOD 3, either directly or more crudely by disabling the culling of all unseen faces? Edit ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[worldspace].txt Add a line IgnoreWater=true in the header part. Execute LODGen in expert mode for the worldspace. For future LOD generations (this has a bug currently and will work in Alpha 40 and later): Search ..\DynDOLOD\Logs\DynDOLOD_SSE_Debug_log.txt for a line like: "Looking for DynDOLOD\DynDOLOD_SSE_LODGen_Options_[worldspace].txt" Replace [worldspace] with the worldspace name that requires the special setting. It is looking for the file in the games Data\DynDOLOD\*.* folder (BSAs first) Create the path\file in the MO2 mod folder that adds the worldspace and requires the setting. Add the line IgnoreWater=true to the file Next time LOD is generated it should pick up the file and add the setting to the LODGen export file. Link to comment Share on other sites More sharing options...
maxis123 Posted September 5, 2021 Share Posted September 5, 2021 2 hours ago, sheson said: Используйте легальную версию игры. Прочитайте весь первый пост, включая инструкции по установке. В случае возникновения проблемы, действительно прочитайте первый пост, какие файлы журнала загружать при создании постов. https://ufile.io/f/wtbpm here are the required files. The problem is that I have been using the Alpha version of Dyndolod for a long time, and the problem arose only during the update. Link to comment Share on other sites More sharing options...
sheson Posted September 5, 2021 Author Share Posted September 5, 2021 27 minutes ago, maxis123 said: https://ufile.io/f/wtbpm here are the required files. The problem is that I have been using the Alpha version of Dyndolod for a long time, and the problem arose only during the update. Use the legal version. Unpack DynDOLOD into a new empty folder. Do not install DynDOLOD into mod manager folders as explained in the installation instrucitons. Do not generate output into mod manager folders as explained in the instructions. Fix error and warning messages. Use xEdit to error check the plugins and fix all errors as much as possible. Check that ..\DynDOLOD\Logs\DynDOLOD_SSE_Dynamic_LOD.txt contains 200+ lines. Check that ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_LOD.txt contains 2800+ lines. Link to comment Share on other sites More sharing options...
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