KRZ Posted April 30 Posted April 30 (edited) Hi sheson, Water for ENB has been updated to v2.05 and the list of "LOD model contains Controller block" has grown. I'm not sure whether more LOD models require updating so if more info is required, please tell. Logs Edited April 30 by KRZ
maxis123 Posted April 30 Posted April 30 (edited) Hello, is it possible to render dead tree LODs from HAG mods, for example this one? HAG - Occult Orphan Rock at Skyrim Special Edition Nexus - Mods and Community Edited April 30 by maxis123
sheson Posted April 30 Author Posted April 30 1 hour ago, KRZ said: Hi sheson, Water for ENB has been updated to v2.05 and the list of "LOD model contains Controller block" has grown. I'm not sure whether more LOD models require updating so if more info is required, please tell. Logs I just finished making the updates for the former version. I will have an update with this version soonish...
KRZ Posted April 30 Posted April 30 6 minutes ago, sheson said: I just finished making the updates for the former version. I will have an update with this version soonish... Thank you very much!
sheson Posted April 30 Author Posted April 30 43 minutes ago, maxis123 said: Hello, is it possible to render dead tree LODs from HAG mods, for example this one? HAG - Occult Orphan Rock at Skyrim Special Edition Nexus - Mods and Community For future reference, read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots to learn how to make a useful screenshot of full the model with more informative console to provide basic information about the full model in question. In addition to the base record type and form ID, it shows the filename of the model. https://dyndolod.info/FAQ#Something-does-not-have-LOD For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Example The first example applies for OrphanRockDeadTree.nif, since it is a STATic base record without the HasTreeLOD flag set. Consider https://dyndolod.info/Mod-Authors#How-to-add-a-rule-file-for-a-plugin
mostwanted11 Posted May 1 Posted May 1 My glacier lods keep receiving an ugly snow shader even though I have disabled the snow shader on them with BDS 3 https://limewire.com/d/5FJbb#yfNtr8EwNx
sheson Posted May 1 Author Posted May 1 2 hours ago, mostwanted11 said: My glacier lods keep receiving an ugly snow shader even though I have disabled the snow shader on them with BDS 3 https://limewire.com/d/5FJbb#yfNtr8EwNx Post a screenshot of xEdit showing the winning overwrite (last plugin before DynDOLOD.esp) of base record 02015BC9 with everything unfolded. If its DNAM element links to a MATO record with an EditorID containing the word 'snow', the object LOD will have the 'snow' identifier for the engine to apply the hard coded snow LOD shader. That can be overwritten by adding or updating existing rules for the mesh mask "iceberg" and setting the NoMato flag. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#NoMato-No-Material-Object-Shader In case of adding a new rule, set everything else like the last "\" rule.
mostwanted11 Posted May 2 Posted May 2 8 hours ago, sheson said: Post a screenshot of xEdit showing the winning overwrite (last plugin before DynDOLOD.esp) of base record 02015BC9 with everything unfolded. If its DNAM element links to a MATO record with an EditorID containing the word 'snow', the object LOD will have the 'snow' identifier for the engine to apply the hard coded snow LOD shader. That can be overwritten by adding or updating existing rules for the mesh mask "iceberg" and setting the NoMato flag. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#NoMato-No-Material-Object-Shader In case of adding a new rule, set everything else like the last "\" rule. Not sure how to proceed now. Do i remove the snow flag here in xedit or do a mask rule like you mentioned
sheson Posted May 2 Author Posted May 2 5 hours ago, mostwanted11 said: Not sure how to proceed now. Do i remove the snow flag here in xedit or do a mask rule like you mentioned The considered snow flag was introduced with Special Edition. AFAK it instructs the engine the apply the "improved" snow shader if it is 'true'. It does not change if a shader is applied. To actually remove shaders, a well made mod should actually remove the shader from the base records and not just let the engine apply a shader that is not visible. The quickest solution would be to also change the EditorID of 0x0005E3F0 from 'SnowMaterialGlacier' to something like 'BlankMaterialGlacier' for example.
mostwanted11 Posted May 2 Posted May 2 10 minutes ago, sheson said: The considered snow flag was introduced with Special Edition. AFAK it instructs the engine the apply the "improved" snow shader if it is 'true'. It does not change if a shader is applied. To actually remove shaders, a well made mod should actually remove the shader from the base records and not just let the engine apply a shader that is not visible. The quickest solution would be to also change the EditorID of 0x0005E3F0 from 'SnowMaterialGlacier' to something like 'BlankMaterialGlacier' for example. creating a bunch of rules in dyndolod using the nomat flag fixed the issue, thanks a lot
mostwanted11 Posted May 2 Posted May 2 another issue though, TreePineForestSnow05 and TreePineForestSnowL05 seem to have very dark 3d lods while the others are fine. Using EVT Lush Custom. https://limewire.com/d/7pHDM#K5E4n0W7dr https://imgur.com/a/FLAJJN7
sheson Posted May 2 Author Posted May 2 21 minutes ago, mostwanted11 said: another issue though, TreePineForestSnow05 and TreePineForestSnowL05 seem to have very dark 3d lods while the others are fine. Using EVT Lush Custom. https://limewire.com/d/7pHDM#K5E4n0W7dr https://imgur.com/a/FLAJJN7 Where does the used texture textures\landscape\trees\treepineforestbranchcompsnow.dds come from? Which mod version/option, selected install option etc. Test if fixing the bad branch UV that is outside of 0.0 and 1.0 changes anything. Install attached model to overwrite existing one and Execute LODGen in expert mode for the worldspace to generated updated object LOD meshes. SRG_treepineforestsnow05_1723F135passthru_lod.nif
mostwanted11 Posted May 2 Posted May 2 (edited) 30 minutes ago, sheson said: Where does the used texture textures\landscape\trees\treepineforestbranchcompsnow.dds come from? Which mod version/option, selected install option etc. Test if fixing the bad branch UV that is outside of 0.0 and 1.0 changes anything. Install attached model to overwrite existing one and Execute LODGen in expert mode for the worldspace to generated updated object LOD meshes. SRG_treepineforestsnow05_1723F135passthru_lod.nif 21.56 kB · 0 downloads the provider for it is https://www.nexusmods.com/skyrimspecialedition/mods/134352?tab=files Vanilla (Remastered) Part 3 Enhanced Vanilla Trees SE-Custom Trees 2K (ver 2.2.2) The options are Default > Custom Trees Large > Vanilla ie None, Vanilla (enhanced), SFO Aspen unticked > Realistic aspen trees unticked, SFO Snowy Pine Trees unticked, Custom trees options unticked Edited May 2 by mostwanted11
mostwanted11 Posted May 2 Posted May 2 (edited) Tried with your file + the vanilla remastered snow branches - same issue Tried with your file + vanilla snow branch - same issue Edited May 2 by mostwanted11
sheson Posted May 2 Author Posted May 2 3 hours ago, mostwanted11 said: Tried with your file + the vanilla remastered snow branches - same issue Tried with your file + vanilla snow branch - same issue Replace ..\DynDOLOD\Edit Scripts\LODGenx64Win.exe with https://mega.nz/file/JVQjTAyZ#AYwssw8I3HrL-RcVaprCWpR-EOqJxMzhthWszDqGMak Use Execute LODGen in expert mode to update object LOD meshes. Report results.
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