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  1. Today
  2. No logs have been provided. https://dyndolod.info/Help/Snow-Ash-LOD-Shader The HD shaders make use of the vertex color alpha value. It controls the intensity. A value of 0.0 is low while 1.0 is high. The vanilla game uses ~0.4 for light snow (object LOD meshes ending in *l.NIF) and ~0.5 for heavy snow (object LOD meshes ending in *h.NIF) . The first screenshot shows that the full models vertex color alpha channel does not have the expected values for the HD snow LOD shader. It probably sets 1.0. You would need to make actual LOD models that replace the vanilla LOD models including the ones with the l and h indicators. However, LOD models that have triangles sharing the same 3D space will flicker considerable for a brief second as usual. The second screenshot shows what rule defines: only have a LOD model in Level 32 and use NeverFadeFull in case the reference can not have object LOD. For a test set a rule for mountains with VWD, None to all object Levels, NeverFadeFull and Original. It may still work if setting Level 32 to something, but atm you might have to do a second generation to get the desired LOD Level 32 object LOD meshes for the map. Typically, not setting the VWD flag means a rule is not applied if a LOD model exists. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#VWD-Visible-When-Distant
  3. Just tested A22, loaded with no issues, thanks for the quick fix!
  4. Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt if it exists to upload.
  5. This should hopefully be fixed in DynDOLOD DLL NG and Scripts Alpha 22.
  6. Hey Sheson, sorry to bother you, I've never needed help modding before but I am at a loss. I can't for the life of me figure out what is going wrong, and I've tried every ini fix on here already. I've seen dyndolod freeze up many times, and I've seen it work no hiccups. I'm trying to get lux and seasons to work and just can't. I run a very light load order. It usually crashes 6mins into generation, this time it 30 mins There is like 30 different logs. What should I send? I'm crashing consistently at Generating Markarth world SUMer i think. Thank you, sorry again. Mark
  7. Hey there Sheson, DynDOLOD DLL NG and Scripts 3.00 Alpha 20 and 21 consistently crash my SkyrimVR mod list for Wabbajack, had to revert back to Alpha 19 to fix. For mod list development purposes there is no xLODGen, TexGen or DynDOLOD / Occlusion generated or pre installed on my Mod Organizer, only Dyn3 Resources and DLL NG and Scripts 3.00 are installed as of now. Pastebin link for VR Crashlog. I'll check back soon, thanks.
  8. Yesterday
  9. Hi, I have some headroom, and I'm trying to get Full mountain models as much as possible to prevent mountain/cliff meshes to switch from Level0 to Full right in front of me. I ran dyndolod so many times, but I can't seem to get working Full(in LOD4 level) + LOD in other levels or Full in all levels so that no lod used at all etc. If I select Full in any of the LOD level settings in dyndolod mesh rules, I get full white or almost no mesh mountains. For example, with these settings: mountain - Full, Level1, Level 2, Level 0, WWD, FarLOD, Replace : I get this white mountains. when I get close, they turn normal. I used this back then with no issues, but it's not good now. I feel like this has something to do with the simplicity of snow shaders etc. But I'm not sure because it works great everywhere unless full models are tried to be used at LOD levels. I also tried Full, Full, Full, Level0, WWD, FarFull, Unchanged, this works better with what I want but when I do this, the mountains get white models until they are somewhat close. They are fine after, but it happens each time the game is opened. Also this is more taxing than I want. I tried many combinations with Full in some, FarFull, full in all etc. but I can only get no bug mountains if I use mountain - Level0, Level1, Level2, Level0, WWD, FarLOD, Unchanged which has Full to Level0 switch at LOD4 level I'm trying to avoid. I even tried these settings: mountain - None, None, None, Level 0, WWD, NeverFadeFull, Unchanged: I get this smoothed mesh mountains with no rocks. Do you know of a good mesh rule to use Full model in most of the LOD levels without these mesh problems? I think I can find it if I spend a few more days running combinations, but I thought I should ask first. In the mean time I'll run dyndolod with other Reference settings like "KeepBoth" to see if there is any difference. Edit: I tried KeepBoth with Full, Full, Level0, Level0 etc. and it had the same white mountains issue. I tried mountain - Full, Full, Full, Level0, No flags, NeverFadeFull, Copy and it seems to fix the white mountains bug. Of course all the mountains are now full model (I'll try more to see if I can do the same with distant lod), but I think the issue was the use of VWD flag? I also set similar settings for "cliff", but I still see some mountain cliffs change when I get close. I'm not sure why that happens. Thanks in advance!
  10. Makes complete sense, when put in that light. Thanks for the reply and future consideration.
  11. Let me ask this instead... I thought Zooming In & Out is a Vanilla feature of the game when sprinting on the horse?
  12. Does this happen for you in vanilla in a new game with all mods disabled (except SKSE, SSE Engine Fixes, SSE Display tweaks, and the Unofficial Patches)?
  13. Ok on moving the post... So, when sprinting and stop sprinting on the horse, the camera zooms in and out. But I've noticed, when jumping the horse, around the moment beginning or stopping a sprint, the zoom effect is even stronger. It's really bothersome this zooming in and out, and I wanted to know if there's a way to disable it when riding the horse? THANKS
  14. Well yes, body mods come with compatibility concerns of their own, but I don't think any of the mods in the guide will amplify it.
  15. In skyrim, body replacers come with all sorts of compatibility headaches though ... some of them caused by plugin records. Not sure how it works in FO though.
  16. I cannot very well speak to mods I haven't tested as to their compatibility with the guide. The guide itself, however, is very compatible as a base, so you likely will not suffer much difficulty adding mods or replacing mods so long as they are not flagged as being a part of the Step Patches. Textures especially are typically compatible, and substituting alternative bodies should work just fine. Nevertheless, I haven't tested any of them, and I'm speaking in general terms.
  17. Last week
  18. Diligently following FO4 STEP Guide, but can I omit certain textures without effecting patch, etc? Can I omit or substitute TEXTURES? (Don't want suggested PA Overhaul mod - maybe not canon, but I like to think even in a dystopian world if I wanted painted armor I would keep it nice...) Can I omit or substitute body enhancers? (Use CBBE instead of suggested Vanilla, etc.) Please clarify on replacements or omissions that do not involve game mechanics or dependencies. Thanks again!!
  19. you don't need fnis if you are using pandora for creature animations, i tested a lot of packs of animation, all worked, its zaz and probably a handful of mods that don't work with pandora
  20. Confirmed to be working, thanks for the quick fix!
  21. After digging further then Page 1 Google i was only able to find two "reputable" downloads. Those however had different sizes so i scanned them with WinMerge and created a new File that has everything from both. My scanned and combined file: https://drive.google.com/file/d/1xmJcr8iYIyAB1aChZzQZpXuXZm4fpfew/view?usp=sharing In case you want to check yourself these are the two that i found. Original file #1 from Skyrim Beautification Project: http://www.skyrim-beautification-project.com/falloutnv/mods/files/Wasteland_Clothing_HD.zip Original file #2 from Lovers Lab (Visit at own risk, very NSFW Site. Link only goes to Google Drive): https://drive.google.com/file/d/1QZcn4riyX6Nf5nSwI0tcWePOYkh8Pom4/view?usp=sharing
  22. I removed clear map of skyrim and moved dyndolod to c/dyndolod, ran it again and everything looks great now. there wasn't actually any missing LOD, just stuck lod everywhere was a bit confusing to me. thank you for getting back to me so quickly!
  23. @phpones @objir Test DynDOLOD DLL NG and Scripts Alpha-20. The game should not crash at startup anymore. Let me know in case there are still issues or other side unforeseen effects.
  24. No it does not apply to object or tree LOD. They use mipmaps for all texture types. Mipmaps are generated by default. Object LOD also does not use separate textures for different LOD levels, Tree LOD only has LOD level 4.
  25. The size of the LOD output is not a useful method to determine successful generating. As explained in the manual, the "completed successfully" log messages are, which both can be seen at the end of the TexGen and DynDOLOD logs. The screenshots seem to show stuck LOD. The LOD that is shown in the screenshots also uses vanilla LOD models and textures. https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations. Also see Maps And Map Mods and Seasons if relevant. You did not generate LOD level 32 obj3ect, while having a clear map overhaul in the load order, which is mot likely the mod that sets uLockedObjectMapLOD=32 in its INI. None of the screenshots seem to show missing LOD. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots if you have a full model without LOD. Also see https://dyndolod.info/FAQ#Something-does-not-have-LOD https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. See Updating how to update existing installation and save games. DynDOLOD has been installed into the MO2 folder which is D:\Aurora\. DynDOLOD is not part of MO2 and should not be installed into any of its folders.
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