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Posted
8 minutes ago, jared_maxwell said:

Well, there is some weird stuff going on with mushrooms out there but it happens either i have enabled dyndolod ouput and lux or not, may be the distance just not enough.

To see large references, turn off LOD with tll in console. Whatever full models remain that area are the large references and IsFullLOD references (dynamic LOD from DynDOLOD for example). That's the area to check.

Posted
2 hours ago, sheson said:

You sure you got the right cell? 6, -1 is inside Whiterun about where Heimskr is preaching. The last plugin Smash Patch.esp overwrites the record already and "unsets" the flags.

Beg your pardon but I didn't specifically show the bugged cell on my imgur pic, I'm just showing that there are some cells that are like that on the smash patch and I intend to fix them all. So how do I fix records like that? Thank you.

Posted
Just now, gmahadhika91 said:

Beg your pardon but I didn't specifically show the bugged cell on my imgur pic, I'm just showing that there are some cells that are like that on the smash patch and I intend to fix them all. So how do I fix records like that? Thank you.

This cell is already "fixed" by the smash patch.esp, which unsets the flags. Otherwise copy a record as overwrite into a new plugin with right click in the left tree view and then unset the flags.

However, Open Cities setting the flags is correct and the smash patch reverting it is wrong. There is no need for terrain in that particular cell, as walled cities typically have references placing normal 3D models acting as the ground.

Posted
12 minutes ago, sheson said:

This cell is already "fixed" by the smash patch.esp, which unsets the flags. Otherwise copy a record as overwrite into a new plugin with right click in the left tree view and then unset the flags.

However, Open Cities setting the flags is correct and the smash patch reverting it is wrong. There is no need for terrain in that particular cell, as walled cities typically have references placing normal 3D models acting as the ground.

So I tried searching the cells like you said, and this came up. Am I searching it right? When searching on xEdit I typed the coordinates with minus (-) just exactly how it is on DynDOLOD's My Location. Is this the problem? If so, how do I fix it?

https://imgur.com/a/FYOTRcP

Posted
9 minutes ago, gmahadhika91 said:

So I tried searching the cells like you said, and this came up. Am I searching it right? When searching on xEdit I typed the coordinates with minus (-) just exactly how it is on DynDOLOD's My Location. Is this the problem? If so, how do I fix it?

https://imgur.com/a/FYOTRcP

The xEdit screenshot shows the landscape record for the cell 0,0 obviously.

If you search for -16,-2 for Tamriel with the Cell Browser it will find the cell for -16-,2 with the form id 000099F4

The last plugins to the right are the winning overwrites. Whatever they do typically counts.

To test if "this" is a problem remove the last overwriting plugin that does "this". Whatever "this" is...

Posted
40 minutes ago, sheson said:

The xEdit screenshot shows the landscape record for the cell 0,0 obviously.

If you search for -16,-2 for Tamriel with the Cell Browser it will find the cell for -16-,2 with the form id 000099F4

The last plugins to the right are the winning overwrites. Whatever they do typically counts.

To test if "this" is a problem remove the last overwriting plugin that does "this". Whatever "this" is...

I found it! Smash patch set it to force hide with the prior record being Skyrim.esm. I don't know where smash patch gets that "idea". Thank yu so much sheson it is now fixed!

Posted (edited)

Hi, i'm having a problem with dyndolod 3 alpha, running No Grass in Objects mod aside it all perfectly setup (to the best of my knowledge) and it's all in-game, however the grass is a set distance in my game, changing the ini file for distance does nothing at all, same with skyrim's ini's, the distance is identical, also attempting to change dyndolod's settings in the mcm only affects far away distance, the grass close to me will not reduce with the distance change in the ini,

Disabling dyndolod fixes this, i'm wondering if the grass distance in the ini before running dyndolod is a set distance and you can't change it once dyndolod is ran?

Could anyone clear this up, not sure if this is normal behavior with dyndolod alpha 3's grass lod generation with this mod...

How i did it :

- Install the mod into .NetFramework plugins folder, edit the ini and change UseGrassCache to true, ExtendGrassDistance to true, OnlyLoadFromCache to true, overwrite grass distance to my specified value & DynDOLODGrassMode = 2 (also tried 1)

- Generate grass cache using mo2, full generation finished, no crashes, create mod with cache, make sure it's read by the mod and dosen't regenerate it in the overwrite folder.

- Edit Dyndolod config and set Set GrassLargeReference to 1, change grassdensity to 50 and enable Grass=1

- Run TexGen with the grass option, then proceed to run Dyndolod.

End result is the grass is there, and far away, however the distance setting does nothing.

Very confused...

 

modlist.txt.2021_05_03_14_17_19

Edited by darknightbacca
Posted
1 hour ago, darknightbacca said:

Hi, i'm having a problem with dyndolod 3 alpha, running No Grass in Objects mod aside it all perfectly setup (to the best of my knowledge) and it's all in-game, however the grass is a set distance in my game, changing the ini file for distance does nothing at all, same with skyrim's ini's, the distance is identical, also attempting to change dyndolod's settings in the mcm only affects far away distance, the grass close to me will not reduce with the distance change in the ini,

Disabling dyndolod fixes this, i'm wondering if the grass distance in the ini before running dyndolod is a set distance and you can't change it once dyndolod is ran?

Could anyone clear this up, not sure if this is normal behavior with dyndolod alpha 3's grass lod generation with this mod...

How i did it :

- Install the mod into .NetFramework plugins folder, edit the ini and change UseGrassCache to true, ExtendGrassDistance to true, OnlyLoadFromCache to true, overwrite grass distance to my specified value & DynDOLODGrassMode = 2 (also tried 1)

- Generate grass cache using mo2, full generation finished, no crashes, create mod with cache, make sure it's read by the mod and dosen't regenerate it in the overwrite folder.

- Edit Dyndolod config and set Set GrassLargeReference to 1, change grassdensity to 50 and enable Grass=1

- Run TexGen with the grass option, then proceed to run Dyndolod.

End result is the grass is there, and far away, however the distance setting does nothing.

Very confused...

 

modlist.txt.2021_05_03_14_17_19 26.4 kB · 0 downloads

DynDOLOD does not change how full grass renders.

As explained in the second post, either grass LOD can start right beyond the uGridsToLoad with GrassLargeReference=0 or beyond the uLargeRefLODGridSize with GrassLargeReference=1. No other INI settings matter. This can only be changed by generating LOD again, obviously.

No Grass In Objects should be set to either render the full grass to the end of uGridsToLoad with DynDOLODGrassMode=1 or the end of uLargeRefLODGridSize with DynDOLODGrassMode=2 accordingly.

Posted (edited)

Hey there,

I want to try the new Grass LOD setting for my Modlist with Tamrielic Grass. Some of the object bounds don't seem to be applied correctly so I want to force load all grass for LOD generation.

I  created a file called "DynDOLOD_SSE_TexGen_Billboards_tamrielicgrassesp.txt" in the Edit Scripts folder and additionally in my Data/Dyndolod Folder in MO2. It contains all the grass from the .txt file created by running TexGen without the ",False". I also tried setting some to ",True" as you can see in the attached file. Unfortunately this file isn't recognized and the grass not generated. I also attached the latest log file. The .esp name is "TamrielicGrass.esp" and it's flagged as esl. 

I would appreciate any hints or help with the matter :)

Cheers,

gigan

 

DynDOLOD_SSE_TexGen_Billboards_tamrielicgrassesp.txt TexGen_SSE_log.txt

Edited by gigan2
Posted
19 hours ago, gigan2 said:

Hey there,

I want to try the new Grass LOD setting for my Modlist with Tamrielic Grass. Some of the object bounds don't seem to be applied correctly so I want to force load all grass for LOD generation.

I  created a file called "DynDOLOD_SSE_TexGen_Billboards_tamrielicgrassesp.txt" in the Edit Scripts folder and additionally in my Data/Dyndolod Folder in MO2. It contains all the grass from the .txt file created by running TexGen without the ",False". I also tried setting some to ",True" as you can see in the attached file. Unfortunately this file isn't recognized and the grass not generated. I also attached the latest log file. The .esp name is "TamrielicGrass.esp" and it's flagged as esl. 

I would appreciate any hints or help with the matter :)

Cheers,

gigan

 

DynDOLOD_SSE_TexGen_Billboards_tamrielicgrassesp.txt 7.77 kB · 7 downloads TexGen_SSE_log.txt 117.24 kB · 5 downloads

That file won't be listed in the log messages.

You can check the debug log ..\DynDOLOD\Logs\TexGen_SSE_Debug_log.txt for it. Should look like this:

[00:08] <Debug: Loading DynDOLOD\DynDOLOD_SSE_TexGen_Billboards_tamrielicgrassesp.txt>
[00:08] <Debug: Processing tg_pineforest_mixedplants,True TamrielicGrass.esp tg_pineforest_mixedplants [GRAS:06000800]>
[00:08] <Debug: Processing tg_field_eriophorum01,True TamrielicGrass.esp tg_field_eriophorum01 [GRAS:06000801]>
[00:08] <Debug: Processing tg_pineforest_bentgrass,True TamrielicGrass.esp tg_pineforest_bentgrass [GRAS:06000802]>
[00:08] <Debug: Processing tg_pineforest_heather,True TamrielicGrass.esp tg_pineforest_heather [GRAS:06000803]>
[00:08] <Debug: Processing tg_field_lupinus01,True TamrielicGrass.esp tg_field_lupinus01 [GRAS:06000804]>
[00:08] <Debug: Processing tg_pineforest_drygrass,True TamrielicGrass.esp tg_pineforest_drygrass [GRAS:06000805]>

You can also just verify if the Preview window lists the base record you specifically forced to true.

Overall it is preferable for the plugin to have correct bounds.

Posted (edited)

Thanks for the quick answer! It wasn't actually read properly. I switched to the non-eslyfied version of the mod and now all grass is taken into account, even without the added ",True". Should one add esl instead of esp in the end of the file name even if it's just an esp flagged as esl or shouldn't that be the problem?

I also tried to regenerate the bounds in the CK, but some of them just stay zero. Maybe I should try some other grass mods as well.

Edited by gigan2
Posted
17 hours ago, gigan2 said:

Thanks for the quick answer! It wasn't actually read properly. I switched to the non-eslyfied version of the mod and now all grass is taken into account, even without the added ",True". Should one add esl instead of esp in the end of the file name even if it's just an esp flagged as esl or shouldn't that be the problem?

I also tried to regenerate the bounds in the CK, but some of them just stay zero. Maybe I should try some other grass mods as well.

 

I will have too look into why that happens and fix that for the next version. The filename of the file is correct if only the ESL flag is added and nothing else changed.

Posted

Hey sheson, I noticed that if I use window glow LOD, sometimes when I got closer to a say farmhouse, the light will flicker and when I'm very close the window is not glowing anymore. How do I fix this?

Posted
9 hours ago, gmahadhika91 said:

Hey sheson, I noticed that if I use window glow LOD, sometimes when I got closer to a say farmhouse, the light will flicker and when I'm very close the window is not glowing anymore. How do I fix this?

Is this behavior different between DynDOLDO 2.x and the DynDOLOD 3 alpha?
Instead of saying "sometimes" say when or which model it happens.

The usual FAQ answer about flickering apply.  Large reference bugs etc.

Generate LOD with the Glow Windows High check box checked. If there still is an on/off difference then you have a mod that makes changes to the full model windows. DynDOLOD Resources updates a few Riften houses for that reason.

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