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  1. Today
  2. yes, and yes. but for some reason after reinstalling FOLIP which was the one thing I had yet to think of trying it worked now. so thanks for getting back to me with the questions you asked that made me reinstall it. although I'm also having an issue with texgen. it keeps giving me this error, Textures\DLC03\lod\Landscape\Trees\RedPineHalf01_s.dds. and I'm not quite sure why. my landscape mod's BA2s LODs are extracted into a separate mod in MO2 so that they're loose files and will be read properly, but this seems to be an issue from something else. I have all the LOD fixes that I need such as weston water LOD fix for example. and like my last post said I have already verified my game files, so I don't think it's that either. do you or anyone else have an idea?
  3. Discussion topic: Sky Reflection Fix by doodlez Wiki Link
  4. Do you have FOLIP installed? Is Synthesis being run through Mod Organizer?
  5. I understand also updating WACCF did fix the issue so it was my bad I should know better. Thanks for your time. I apologize for my mistake.
  6. There's something else happening here then. Possibly, your Occlusion.esm is not sorted properly at the end of the LO (or Weapons Armor Clothing & Clutter Fixes.esp is loading after it). If you want to find out what the issue really is, you can post in the DynDOLOD Alpha support forum with your logs and a description of the problem. I just don't want people to stumble upon this topic and question WACCF as causing problems. It definitely does not, because we've been running that mod with DynDOLOD for years without the issue in the OP.
  7. I don't get this to work. I did as you said (and carefully read the information on the page you linked), yet TexGen is not generating any of the new textures. Is there some extra step needed?
  8. Yesterday
  9. Well I generated occlusion without that mod and the problem was gone but enabling it caused my save to not recognize my occlusion plugin so I don't know what was the problem but your right it shouldn't be a mod like that.
  10. It almost certainly wasn't that mod causing your issue.
  11. Thank you for the response Sheson. I was supposed to be using the SSE prefix. I found a post on the TED5LODGen Mod page on Nexus that pointed me in the right direction. LODGen is working now, except for I am over the Plugin limit of 254. I'm currently researching how to get under this limit.
  12. The problem that your Skyrim LE launcher can not update the registry of your Windows installation has nothing to de with xEdit or its tool mode xLODGen. You sure you do not have Skyrim Special Edition and want to start the tool in SSE mode? I suggest to read the first post and/or the Readme.txt included in the download archive.
  13. Edit: I was able to get it to work by renaming the file SSELODGen64 instead of TES5LODGen64. Unfortunately, I have 273 plugins so it won't work unless I get under 254 plugins. Bummer. How do I get xLOD to find Skyrim? It is finding Fallout 4 just find, but when I change it to TES5LODGenx64, it keeps saying that the registry is wrong. Fatal: Could not open registry key: \SOFTWARE\Bethesda Softworks\Skyrim\ Then in the Generation file: Using Skyrim Data Path: Using Scripts Path: C:\Games\Modding\Skyrim\xLODGen\xLODGen.109\xLODGen\Edit Scripts\ Using ini: Fatal: Could not find ini Game is working. All ini files are in the correct places. I didn't install LODGen in any of the folders that it wasn't supposed to go in. I've ran skyrim from the launcher twice, but still not working. Grrrrr.....
  14. Fixed it the problem was ....Weapons Armor Clothing and Clutter Fixes for some reason.
  15. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log, debug log and bugreport.txt if it exists to upload when making posts. If there are no logs because TexGen doesn't shutdown after clicking X once and waiting for a bit, enable the real time log as explained in the webpage. Check in task manager if TexGen uses any CPU in that case. Check in task manager if there Texconv processes TexGen might be waiting for.
  16. so I am having an issue when I try to run the FOLIP patcher through synthesis. it says it can't find a part of the path, root:\steamlibrary\steamapps\common\fallout 4\data\meshes\lod. I know that the lod folder isn't there. however I don't know why it isn't there as I've tried to verify my game files, and launch the game from steam afterwards. neither of those gave me a fix. not sure what's going on there. if someone could lend some knowledge I'd appreciate it.
  17. I've used Dyndolod successfully in the past, but for some reason it doesnt work now. I've deleted any trace of Dyndo to ensure a full redo. But when i go to use TexGen64, it freezes everytime at "Gathering base records for billboards". I also believe there's supposed to be a pop up screen that asks where the output goes,, but that isn't popping up either. I tried running as administrator, as well as turning off compatibility mode, still the same outcome. Any suggestions?
  18. Last week
  19. It's the same with normal camera angle and apparently it's caused by weather mods ?? I disabled all my mods and generated occlusion with xlodgen and it fixed it but updating it with a weather mod and it tells me occlusion esp is missing and the problem returns! https://imgur.com/a/KVFD3wb
  20. Are you using tcl command to get this view? I only ask because even with occlusion generated, things normally out of view without using tcl aren't rendered to save resources (actually the point of proper occlusion, the vanilla implementation is bugged causing the holes initially). May not be the issue at hand but something to think about.
  21. I was already working with Simplygon via Blender, but haven't recognized the UV tiling feature. Will take a look, thank you. btw: Yep, renaming the BSTriShapes solved the issue as you said.
  22. The main performance improvement of LOD is reducing draw calls by combining lots of different object into supershapes sharing textures on the atlas. This only works if the UV is not titled for the actual LOD texture that is being used in the end. In case of this LOD model and the 3 textures it uses, it is always between 0.0 to 1.0. LODGen will try to REUV/optimize on the fly but not sure how well it works in this case. Reducing vertices/triangle count comes secondary. One non actual LOD model here or there will not be noticeable, but more an more mods use full models or non actual LOD models it these things can add up, also prolonging generation time. If you are actually using Blender or 3DMax to do things, look into Simplygon, it can tile the UV on top of decimating triangles.
  23. Hi, I am a Dyndolod user and today I noticed a problem in the sea of ghosts after searching for hours I learned that using XLODGEN and Dyndolod will fix it but my problem still persists I have generated occlusion using both XLODGEN and Dyndolod 3 yet I couldn't fix the issue I also used the SSE Terrain Tamriel Extended during LOD gen Is there something else I need to do ? Any special setting I need to tweak ? Thanks. https://imgur.com/a/TKzng2G
  24. Oh, ok, it's because of the naming. Now that I know that...this should be something I need to consider for the other 'textures not match' messages :/ I'll see if I can even further decimate the model myself. But wouldn't this one not ok for level 1 and a more optimized version for level 2 - and if I am correct renaming the mesh to *_lod_1.nif and *_lod_2.nif would than apply it correspondingly? I thought the new version only changed the NiTriShapes to BSTriShapes - will use the new version now.
  25. As you can see by the messages and when comparing the full model and the "LOD" model in NifSkope, the shape names do not match, thus causing the textures to not match. The wooden pathway is "Bridge01:3" in the full model and "Bridge01:1" in the "LOD" model. The wooden beams and railing is "Bridge:01:4" in the full model and "Bridge01:2" in the "LOD" model. The shape names in the "LOD" model should match the names in the full models instead. That should address any wrong texture replacements. The "LOD" model is not really an optimized/decimated LOD model. It would benefit already from its UVs being adjusted to be between 0.0 and 1.0. The "LOD" model should be in ..\Data\Meshes\LOD\Bridge\ or ..\Data\Meshes\UniqueWoodenBridges\LOD\ or ..\Data\Meshes\UWB\LOD\ or something similar. There seems to be a newer version of the mod that has the Radius 0.0 fixed which reported in your logs. See https://dyndolod.info/Messages/Radius-00.
  26. The LOOT masterlist has been updated, so LOOT will now accurately flag all 44 dirty plugins. You just need to "update all masterlists" via the LOOT File menu.
  27. I worked with the LOOT team to update the masterlist, so now all 44 of the 1.6.1170 vanilla masters are being flagged properly by LOOT.
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