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z929669

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Everything posted by z929669

  1. It's a game limitation. The only way to resolve is to remove all 'grass' models/textures in the form of rocks and pebbles ... which is another issue.
  2. Tagged for testing
  3. Tagged for testing
  4. Discussion topic: ERM - Enhanced Rocks and Mountains - DynDOLOD Add-On by SparrowPrince, CaptainCockerel, & z929669 Wiki Link Companion DynDOLOD add-on for ERM
  5. I assume you aren't following the 2.2.0 SSE guide and are just using the LODGen instructions. Confirm that your xLODGen settings match those shown in the guide for everything besides gamma (gamma should be 1.00 unless you are using Cathedral Landscapes [1.25]) at each LOD level (LOD4, LOD8, LOD16, LOD32). Also be sure you are using SSE-Terrain-Tamriel.esm as explained in the xLODGen OP. This plugin is only activated while generating terrain LOD. Disable it before running TexGen/DynDOLOD and leave it disabled until needed again for terrain LODGen. I suspect you are using the wrong texture format in xLODGen settings or that your video drivers are not correctly converting to BC7-Quick format (update video drivers to current). Disable DynDOLOD output plugins and test with just terrain LOD output mod to confirm they look wrong. If so, then post in the xLODGen topic for assistance after confirming video drivers and texture format is correct. Do not mention following our guide, as it's not anything related to that, and sheson will just tell you not to take third-party guide advice. Once terrain LOD is corrected, you will need to regen TexGen/DynDOLOD.
  6. Tagged for testing. This is a contender with MM and is highly vanilla compatible. It also has LODs now. I prepared straight vanilla compares on the ERM LOD mod page.
  7. Sounds like a LOD issue. Are you running DynDOLOD? What version of the Alpha if DynDOLOD 3? Are you using the LR Bugs Workaround via DynDOLOD DLL NG? For DynDOLOD troubleshooting, post in the DynDOLOD Support forum in accordance with requirements specified in the OP.
  8. You said you followed the guide to the letter, but I suspect you missed some things: When updating DynDOLOD 3 Alpha, REMOVE all content in the folder of the previous version before moving in the updated files. Always install the latest version of DynDOLOD 3 Alpha. You should be using 122 now. Do not install DynDOLOD app as a mod. Install DynDOLOD Resources SE Alpha-34 and DynDOLOD DLL NG Alpha-5 as mods and in that prioritization order. Disable DynDOLOD DLL if you have it. Set Expert=1 in DynDOLOD_SSE.ini to gain 'expert' mode. Also modify the ini for all other settings indicated by the guide To meet the requirements for LR Bugs Workaround, you must follow the guide, which explicitly instructs to clean all vanilla plugins that apply. This is a requirement for using DynDOLOD DLL NG. If ITMs or USRs are detected, the LR Bugs Workaround will not be available. There are at least 40 vanilla plugins that need to be cleaned as specified in the guide. All of the above is indicated in the guide, so you have missed something. If you experience further issues, then post on the DynDOLOD Alpha forum with logs as specified in the OP. Sheson doesn't support our guides, only DynDOLOD, so mentioning guide instructions will get you nowhere. He has nothing to do with our guide recommendations. He only will point you to the official DynDOLOD doc.
  9. This looks like a general error cause by Windows Security or antivirus. It can also result if you have your modding assets located in UAC-controlled paths like %USERPROFILE% and %APPDATA%. See this post for a method to resolve. Also see the OP for exactly what logs to provide and upload those as well.
  10. I 100% agree. Thanks for posting these compares. It demonstrates the fallacy of assuming that higher-res textures are better. Books should be 512, IMO. But if people want to run 4k, then they should consider using something custom built from scratch. There's a limit to upscaling, and this certainly shows it.
  11. Testing some new LODs and correcting errors, but one error makes no sense. This seems like a DynDOLOD reporting mistake, but I may not be aware of something not so obvious. The LOD model has the correct-named strings of the full model, and texture paths match. For some reason, DynDOLOD is calling out the string name of the full model, "RockPileL03Wet:8" but it's not even represented in the LOD model: Error: Warning: Textures do not match for "RockPileL03Wet:8": textures\landscape\mountains\mountainslab02.dds in rockpilel03wet.nif -> textures\landscape\rocks01.dds in rockpilel03wet_lod_0.nif Logs with the full/LOD meshes EDIT: Cancel that^ ... we've found the problem. The RockPileL03Wet:8 string should be the RockPileL03Wet:19 string. Now I'm wondering how DynDOLOD caught that, since neither of these is used by the LOD model. Does the answer lie in the plugin reference?
  12. Read this article to better understand. Also see this poll topic post and the OP and other posts for more info. If an author updates a Main File without also syncing the file version to the mod-page (global) version, then that file will be flagged as outdated by MO. Any files in other sections are global-version independent and do not consider the mod-page version. In the Armor Mesh Fixes example, the global version is 1.1. The Main File version is 1.0 (flagged for update by MO) The Update File is 1.1 and will not be flagged for update by MO unless a file with that exact name in Update Files changes version to something different. It doesn't even consider the global version or the Main File version. The same is true for all file sections other than Main Files. With Armor Mesh Fixes, merging works for the Main File, because the Update File version applies to the Main File version, which sets it to match the global version. If some other Misc File also was v1.1, merging it with the Main File in this case would also not be flagged for update. More often than not, the other files being merged have versions != to the global version and merging will cause MO to flag the file for update. Separating all downloads into separate mods will always yield the highest-fidelity version tracking with MO. In rare cases like AMF, this isn't true, but it's really coincidence more than anything else. MO's (aand Nexus') version tracking/maintenance needs fixing.
  13. You are likely not using the latest DynDOLOD Alpha 122, or have not installed the latest Resources for that version. Read the DynDOLOD OP for requirements.
  14. An example of this is Veydogolt Trees, and I haven't found any problems affecting the DynDOLOD outcome other than the log warnings; however, I suspect this could preclude such mods benefiting from certain DynDOLOD features now or added in the future (in addition to being bad practice in general). That mod has bark normals named like treepineforestbarkcomp_pine_9N.dds and branch textures named like Spruce05_Normal.dds
  15. Good callout. There was definitely some confusing redundancy there. I've moved around the instructions a bit such that the ENB setup is now located with the ENBSeries mod instructions. I think this makes things clearer in addition to removing the redundancy. You probably didn't see any performance impact with the ENB, because the ENBSeries binaries hadn't been installed yet (ENB requires the binaries to work). Follow along again starting at 21-Post-Processing, and let us know if it's better.
  16. You seem to have issues with your animations mods/config. You may need to gen animation files via Nemesis or whatever, but maybe confirm first by disabling all animations mods and testing on a new game. Don't forget to enable all plugins when disabling/re-enabling mods and sort with LOOT. Always clean dirty plugins, including vanilla. We describe that in our guide.
  17. If you have a LR, set z to -30000, enable parent on the ref, and set to player and "enable opposite of player" flag. That tells DynDOLOD that the refs are suppose to be disabled and it should ignore them. Then in the normal plugin author place new references to replace the vanilla ones. This is the reason RWT has an ESM and ESP. More info on this pinned topic. No idea about the CK question
  18. It's in your save game? Test with a new game to verify. Try a clean save procedure if issues persist.
  19. Binary and Start in both have spaces. This should be OK, and I assume MO handles the spaces properly by passing these strings to the OS in quotes ... otherwise, there would be known issues with lots of people. I actually have a couple of examples of this myself with no issues. Your Arguments are in quotes, so no issue there. I mainly meant to check your entire setup against our setup guide to verify you have a good config on it's surface. Particularly with respect to game/modding paths and MO installation. Most people's issues are related to things our setup guide preclude.
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