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Posted
2 hours ago, MisterMorden said:

Ok apparently I was wrong about which trees were changing...it seems to be treereachtree01.  Here are some screens and my tree report file.

Tree report https://ufile.io/jb8lp2x8

Screenshots https://imgur.com/a/rCf5cxs

Thank you!

Looks like the mod is not working and the full models are not being swapped. 

000A9E65 and 0002D49F should be using the model Moist_RreachTree01.nif

What are the changes made to the base record by DynDOLOD.esp?

Posted (edited)
7 minutes ago, sheson said:

Looks like the mod is not working and the full models are not being swapped. 

000A9E65 and 0002D49F should be using the model Moist_RreachTree01.nif

What are the changes made to the base record by DynDOLOD.esp?

I'll look at them in xedit when I get home this evening and get screenshots

Edit - Ahhh, I'm now recalling that I made a change in the swap file for this mod because some of the trees were clipping but since I didn't edit the esp dyndolod must still be creating those lods...I notice in one of my screenshots another tree has different lod than it should and you saying the mod wasn't working sparked the memory.  I'm going to try reinstalling M.O.I.S.T. and regenerating as well and see if things change.

Edited by MisterMorden
Posted
On 10/7/2023 at 1:24 PM, sheson said:

Moved to the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which LODGen log and DynDOLOD log and debug log to upload when making posts.

https://dyndolod.info/Forum#Use-Search

See posts above how to delete or move LODGenx64Win.exe so that LODGenx64.exe is used instead.

https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-152/?do=findComment&comment=274757

Hey, sorry for the delayed response on this, was sick the past few days and just got a chance to check it. I thought I had attached the logs, but it was fairly late when I made the post, so I must have forgotten, sorry about that. As for the generation issue, switch to LODGenx64.exe remedied the problem. Thanks for your help!

Posted (edited)
10 hours ago, sheson said:

Looks like the mod is not working and the full models are not being swapped. 

000A9E65 and 0002D49F should be using the model Moist_RreachTree01.nif

What are the changes made to the base record by DynDOLOD.esp?

Ok, I did modify the swap file but the trees with the issue were not the ones I edited so I don't think that's the issue.  It doesn't look like dyndolod.esp makes any changes to the base record unless I just missed it:

https://imgur.com/a/UeWsjP1

 

Edit - And apparently it's not all of these that don't use the M.O.I.S.T. model...the ones directly around Morthal stay how they should but as you extend further out into the swamp the big dead tree lods start turning into small reach trees.  This mod uses a swap file with a Location ID to limit the changes to the swamp...could this not be done correctly?

Edited by MisterMorden
Posted
6 hours ago, MisterMorden said:

Ok, I did modify the swap file but the trees with the issue were not the ones I edited so I don't think that's the issue.  It doesn't look like dyndolod.esp makes any changes to the base record unless I just missed it:

https://imgur.com/a/UeWsjP1

 

Edit - And apparently it's not all of these that don't use the M.O.I.S.T. model...the ones directly around Morthal stay how they should but as you extend further out into the swamp the big dead tree lods start turning into small reach trees.  This mod uses a swap file with a Location ID to limit the changes to the swamp...could this not be done correctly?

With the vanilla swap file the two provided trees should be swapped as the containing cells belong to the 000C5855 WeatherTundraMarsh region.

DynDOLOD sets the Has Distant LOD flag in the screenshot of xEdit you provided, but typically this should not happen. It is unclear at the moment if that is related.

Posted
6 hours ago, sheson said:

With the vanilla swap file the two provided trees should be swapped as the containing cells belong to the 000C5855 WeatherTundraMarsh region.

I see.  Understood.

5 hours ago, sheson said:

DynDOLOD sets the Has Distant LOD flag in the screenshot of xEdit you provided, but typically this should not happen. It is unclear at the moment if that is related.

Ah yea I thought maybe that was supposed to happen so I didn't mention it.  I have been setting the "make large trees large references" box, but I guess that showed in the logs and probably wouldn't matter for this case?

Posted
2 hours ago, MisterMorden said:

I see.  Understood.

Ah yea I thought maybe that was supposed to happen so I didn't mention it.  I have been setting the "make large trees large references" box, but I guess that showed in the logs and probably wouldn't matter for this case?

Ah bingo. I should have noticed that option being checked as well. Seems like making them large references makes BOS not swap them anymore. Curious.

I suppose I will have to add a check to not make trees large references if the base record is swapped with Cells/Locations/Region condition.

  • +1 1
Posted (edited)

I would like to generate grasslod with dyndolod 3.0. Unforunatelly it takes ways too much time. I tried different grass setups, but it takes almost the same. Lodgenx64.exe start to generate object lod for tamriel. The first 10 level is takes 5 mins to generate /level but later every level even slows down. One level can be an hour. So i can not wait that long but maybe it is normal, i do not know.
 

Is there any way to speed it up? Or can i change someting in the settings? I followed the guise from here. I would appreciate any help. 

Edited by Baby_Face
Posted
6 minutes ago, Baby_Face said:

I would like to generate grasslod with dyndolod 3.0. Unforunatelly it takes ways too much time. I tried different grass setups, but it takes almost the same. Lodgenx64.exe start to generate object lod for tamriel. The first 10 level is takes 5 mins to generate /level but later every level even slows down. One level can be an hour. So i can not wait that long but maybe it is normal, i do not know.
 

Is there any way to speed it up? Or can i change someting in the settings? I followed the guise from here. I would appreciate any help. 

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which LODGen log and DynDOLOD log and debug log to upload when making posts.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size

https://dyndolod.info/Help/Grass-LOD#Settings

Posted
1 hour ago, sheson said:

Ah bingo. I should have noticed that option being checked as well. Seems like making them large references makes BOS not swap them anymore. Curious.

I suppose I will have to add a check to not make trees large references if the base record is swapped with Cells/Locations/Region condition.

Oh, yay!  I don't even know why I check that box...I tend to try all the new features even if I don't know exactly their effect, lol.

Posted
1 hour ago, Baby_Face said:

Dyndolod starts to generating the following lod levels. When i would like to generate grass lod, it takes way too much time. I heard for others takes maximum 4-6 hours, my is more over than this.

LODGen_SSE_Tamriel_log.txt 3.98 kB · 2 downloads

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

Posted (edited)

Sheson, I have some strange orbs flying inside childworld whiterun

image.thumb.png.509474ab9c5c0102526da9066762f82f.pngimage.thumb.jpeg.d8a6f74da1a84e6c00b050c5671d3c0c.jpeg

I just rearrange my load order recently, so I cant figure out is this because of my current load order, my dyndolod settings, or the new alpha.

Here's the full logs : https://ufile.io/3jno7uby

Edited by leostevano
Added birds eye view
Posted
1 hour ago, leostevano said:

Sheson, I have some strange orbs flying inside childworld whiterun

image.thumb.png.509474ab9c5c0102526da9066762f82f.pngimage.thumb.jpeg.d8a6f74da1a84e6c00b050c5671d3c0c.jpeg

I just rearrange my load order recently, so I cant figure out is this because of my current load order, my dyndolod settings, or the new alpha.

Here's the full logs : https://ufile.io/3jno7uby

https://dyndolod.info/Help/Glow-LOD#Fake-Lights
Check Fake lights child worlds to add FXGlow LOD in place of lights in the child worlds of the selected world that LOD is generated for. This adds the FXGlow LOD to the major cities when looking in from the outside.

Do not check the option if you do not want fake lights in child worlds.

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