I'm keeping the comment and bugs tabs enabled for now, because I'm not fully confident this has zero bugs when hundreds of models were edited. I will only address actual bugs found with my mod.
I will not troubleshoot user-specific issues with animations not working, because the animations verifiably do work. The reasons for those with issues could be meshes overwritten by outputs like parallaxgen, plugin level conflicts, skyrimperfs.ini (bRenderSkinnedTrees, uiMaxSkinnedTreesToRender) or skyrim.ini (fUpdateBudget, bEnableTreeAnimations) settings.
I also won't help with solving possible compatibility issues. One known incompatibility is Simplicity of Snow, because it uses multi-pass snow shader, which crashes when applied to animated tree models. A patch was recently added to Simplicity of Snow page for this.
hi, I have been using PBR's NOTWL recently, and the PBR version requires PG to generate meshes. I found that the grid generated by PG completely covers your animation meshes. Will this cause any problems? Or should I enable your grid before using PG? I am also using your plugin.
I get this weird behaviour that when being far away from the trees, they bounce pretty wildly from side to side. Then when getting near to them, they completely stop moving -> see video here.
What could be the reason for this behaviour?
Further down in this thread, this is mentioned: The reasons for those with issues could be meshes overwritten by outputs like parallaxgen, plugin level conflicts, skyrimperfs.ini (bRenderSkinnedTrees, uiMaxSkinnedTreesToRender) or skyrim.ini (fUpdateBudget, bEnableTreeAnimations) settings.
It uses the same plugin (overwrites the main mod that it requires) Just the vanilla replacer just touches the vanilla trees which it doesnt need a billion patches 😂
Hello, I got a couple of crashes during grass caching, It was a bunch of repeated crashes related to "trunk" and "pine_dead_cluster01_ash_winter.nif.Dm", disable both the plugin and the meshes makes grass cache smooth again. I'm not using Simplicity of Snow but DS3, if possible, would you please take a look?
Hello, thank you for the swift response, here are the links for the logs: Log 1 Log 2 Log 3 All 3 were generated couple minutes after each other, which means the grass cache was crashing at the around the same place.
I'm pretty sure this is caused by incompatibility with Better Dynamic Ash as that mod uses multi-pass shader for the ash effect, which similarly to Simplicity of Snow causes crash when applied to animated mesh. I can see that this tree that causes you crash only appears when using seasons, which explains why nobody else has encountered this before. You can just delete "pine_dead_cluster01_ash_winter.nif" for now as band-aid fix.
The reasons for those with issues could be meshes overwritten by outputs like parallaxgen, plugin level conflicts, skyrimperfs.ini (bRenderSkinnedTrees, uiMaxSkinnedTreesToRender) or skyrim.ini (fUpdateBudget, bEnableTreeAnimations) settings.
The meshes are not overwritten, all the variables are enabled, and yet none of the trees sway at all.
I won't provide further troubleshooting for those who have trouble getting the animations to work, but feel free to discuss this with other users if someone else chimes in.
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I will not troubleshoot user-specific issues with animations not working, because the animations verifiably do work.
The reasons for those with issues could be meshes overwritten by outputs like parallaxgen, plugin level conflicts, skyrimperfs.ini (bRenderSkinnedTrees, uiMaxSkinnedTreesToRender) or skyrim.ini (fUpdateBudget, bEnableTreeAnimations) settings.
I also won't help with solving possible compatibility issues. One known incompatibility is Simplicity of Snow, because it uses multi-pass snow shader, which crashes when applied to animated tree models. A patch was recently added to Simplicity of Snow page for this.
Which version is this mod based on? Could you include the changes from the recent version 3.12 ?
What could be the reason for this behaviour?
Further down in this thread, this is mentioned:
The reasons for those with issues could be meshes overwritten by outputs like parallaxgen, plugin level conflicts, skyrimperfs.ini
(bRenderSkinnedTrees, uiMaxSkinnedTreesToRender) or skyrim.ini (fUpdateBudget, bEnableTreeAnimations) settings.
What are the recommended ini parameter settings?
it only replaces the vanilla trees
Just the vanilla replacer just touches the vanilla trees which it doesnt need a billion patches 😂
But no problem, thank you
Log 1
Log 2
Log 3
All 3 were generated couple minutes after each other, which means the grass cache was crashing at the around the same place.
The meshes are not overwritten, all the variables are enabled, and yet none of the trees sway at all.