Very interesting. Thanks for the help finding that out. I will revise the patch for next update of DynDOLOD Resources.
Yes, if it can be fixed, that’s great.
Posted 30 May 2019 - 07:53 PM
Very interesting. Thanks for the help finding that out. I will revise the patch for next update of DynDOLOD Resources.
Yes, if it can be fixed, that’s great.
Posted 31 May 2019 - 01:42 AM
Yes, if it can be fixed, that’s great.
It is fixed by simply remove the *.patch file. It will keep the 3D plume either way.
Edited by sheson, 31 May 2019 - 01:43 AM.
Posted 31 May 2019 - 11:28 PM
It is fixed by simply remove the *.patch file. It will keep the 3D plume either way.
Ok, thank you for your answer.
Posted 06 June 2019 - 02:56 PM
Hello!
Posted 06 June 2019 - 03:56 PM
Hello!
Can I delete TexGen Output after making a DynDOLOD Output? It seems like all needed textures exist in the DynDOLOD Output atlases.
P.s. I didn't see anything about it in tutorials and manual. Maybe I missed.
No.
DynDOLOD_TexGen.html:
Typically there is no need to change the default formats. These options are for advanced users / mod authors. Since TexGen.exe generates LOD textures that will be later combined into LOD textures atlasses by DynDOLOD.exe, any desired format changes for the final texture atlasses need to be set in '..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE].ini'. However, there is the chance that single LOD textures are also used by models directly in game, for example dynamic LOD. Hover the mouse pointer above the drop downs for more info.
Typically instructions or manuals explains only the things that need to be done and not all the possible things that should not be done.
Edited by sheson, 06 June 2019 - 03:57 PM.
Posted 06 June 2019 - 05:18 PM
Edited by MaysSson, 06 June 2019 - 05:25 PM.
Posted 07 June 2019 - 12:29 AM
It would be good, if you add a feature to generate tree atlases with correct background, like in TES5LODGen Vanilla Skyrim LOD Billboards (wherefrom I took these colors).
Posted 07 June 2019 - 05:43 AM
Edit DynDOLOD_TES5.ini and set
TreeLODAverageColor=1
TreeLODDiffuseFormat=202
Posted 13 June 2019 - 04:26 AM
Heya, I must be doing something wrong or something, but I've been following the STEP guide and got to the page for using DynDOLOD. I got to the point where it's saying to run DynDOLOD.exe through MO, I click Run, and it comes back with "The file "DynDOLOD.exe" seems to be corrupt!" I tried seeing if there was anything in the log, but it seems as if it doesn't even run, as there isn't a log. I looked around and couldn't find a solution somewhere (I might just be overthinking/underthinking it), and I don't know what information to supply or anything, and I'm sorry to bother you, but if I could get some assistance, that'd be great.
Edited by frojo, 13 June 2019 - 04:27 AM.
Posted 13 June 2019 - 04:34 AM
Heya, I must be doing something wrong or something, but I've been following the STEP guide and got to the page for using DynDOLOD. I got to the point where it's saying to run DynDOLOD.exe through MO, I click Run, and it comes back with "The file "DynDOLOD.exe" seems to be corrupt!" I tried seeing if there was anything in the log, but it seems as if it doesn't even run, as there isn't a log. I looked around and couldn't find a solution somewhere (I might just be overthinking/underthinking it), and I don't know what information to supply or anything, and I'm sorry to bother you, but if I could get some assistance, that'd be great.
Basic first troubleshooting steps would be to see if it starts when executed directly without MO.
Then download the latest archive again and unpack it with the latest version of 7zip to make sure the file is no corrupt.
Posted 13 June 2019 - 04:52 AM
Tried without MO, still comes up with the same message.
Re-extracted, when I run it in the initial folder I extract it to -without MO- it opens, gets to the point where it says
"Error: Can not find DynDOLOD Resources core folder... (ect)"
Set the executable in MO to the exe in the initial extraction folder and run it, it seems like it's gone through and works.
The issue I'm guessing was that there was some kind of issue with me moving the folder after I had extracted it, or something along those lines.
Thank you for your assistance.
Posted 14 September 2019 - 10:05 AM
Posted 14 September 2019 - 10:42 AM
Posted 14 September 2019 - 11:52 AM
Thanks, I was able to get it figured out
Posted 04 November 2019 - 07:52 PM
Hey sheson, first thank you for your continued work on DynDOLOD and xLODGen!
Maybe you can help me with a minor problem I've ran into. I created new tree billboards for the Soul Cairn and Forgotten Vale, which don't have any billboards at all by default. The billboards work and show up fine, but some trees in the Forgotten Vale are for whatever reason statics, not tree records. An example would be DLC1TreeWinterAspenSnow01 [STAT:0200CE13]. I also created billboards for those statics plus the appropriate text files, but they won't be recognized by DynDOLOD. If I give those statics the flag "Has Tree LOD" DynDOLOD picks up on them and adds them to the texture atlas (with alpha) but the billboards still don't show up. Is there a way to give those statics billboards without replacing them with actual trees?
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