Hi, first of all, thank you so much for DynDOLOD.
I've spent the last few days trying to generate grass LOD and I think something is just not working. I can see a clear cutoff line for grass in these screenshots. Here is my GrassControl.config, fwiw. I'm trying to make this work with DynDOLODGrassMode = 2, so I have GrassLargeReference=1 in my \Edit Scripts\DynDOLOD\DynDOLOD_SSE.
Thank you for the checklist, btw.
Check in the mod manager that there are ..\Data\Grass\[Worldspace]*.cgid grass cache files for the worldspace in the load order. Yes, the grass precaching finished successfully; I have about 7500 .cgid files at around 1.15 GB
Make sure TexGen is generating grass LOD billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt. Pay attention to error messages and fix them. No errors that I can see; a ton of messages like Creating billboard C:\Modding\DynDOLOD\TexGen_Output\textures\terrain\lodgen\folkvangr - grass and landscape overhaul.esp\grass_mxgrassdry_marsh_large_0000087a with Meshes\landscape\grass\grass_mxgrassdry_marsh_large.nif Folkvangr - Grass and Landscape Overhaul.esp Grass_MXGrassDry_Marsh_Large [GRAS:FE01F87A] Full log here
Check the grass LOD billboards textures in the TexGen output with an image viewer show grass and are not fully transparent. Yes, I see a bunch of these, they're tiny and very pixelated grasses
Check the DynDOLOD debug log ..\DynDOLOD\Logs\DynDOLOD_SSE_Debug_log.txt contains <Notice: [Worldspace] Gathering grass data for object LOD> Yes, output is too large for Paste.ee but I see the "Gathering grass data" message for each worldspace
Check the DynDOLOD log ..\DynDOLOD\Logs\DynDOLOD_SSE_log.txt that there were no errors in the LODGen log and check the LODGen log ..\DynDOLOD\Logs\LODGen_SSE_[Worldspace]_log.txt directly that its last line is Code: 0. Yes, no errors in the DynDOLOD_SSE_log and my LODGen_SSE_Tamriel_log is also too big for Paste.ee but it does end with Code: 0
Check the object LOD atlas ..\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_[Worldspace].dds contains some of the grass LOD billboards generated by TexGen. Yes, I have two atlas files for Tamriel, but I think I see the grass sprites in DynDOLOD_Tamriel00.
Check the export file ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[Worldspace].txt contains a line like GrassMap=..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_[Worldspace].txt. Check that GrassDensity is not 0. If it is very low, grass LOD may be very thin to non-existent. Yes, the file is too large for me to upload fully, but here's partial output for LODGen_SSE_Export_Tamriel Grass density is 100 and GrassMap=C:\Modding\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt
Check that ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_[Worldspace].txt contains lines with grass LOD billboard texture names and paths in it. full file here I find this one a bit suspicious -- is that really all the grass billboards I have?
Open ..\DynDOLOD_Output\Meshes\Terrain\[Worldspace]\Objects\[Worldspace].4.x.y.bto and check visually if there is grass LOD in there. The many tiny X planes will be obvious.
To find a BTO that contains grass LOD, set expert=1 and verbose=1 in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to start DynDOLOD in expert mode. Select the worldspace and click Execute LODGen. Once its done, check the LODGen log ..\DynDOLOD\Logs\LODGen_SSE_[Worldspace]_log.txt for lines like "Found z grass placements for LOD level 4 coord [x, y]". Check the BTO for the mentioned coordinates. This looks right to my untrained eye. Here's a screenshot of one of my btos in nifskope. I think the little x's are the grass LODs, right?
Please let me know if there's any more information I can provide -- I'm missing something dumb, right?