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Everything posted by sheson
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Help/Seasons#Grass-and-Grass-LOD Seasonal grass cache support requires Grass Cache Helper NG. Follow its instructions to generate grass cache files *.[SPR|SUM|AUT|WIN].CGID for all desired seasons. See the liked page https://www.nexusmods.com/skyrimspecialedition/mods/101095 and find: Here's a guide for Generating Grass precache for seasons: How to Generate Grass Cache (with Seasons) In the linked guide https://www.nexusmods.com/skyrimspecialedition/articles/6920 scroll to 3.4.3 Default season (optional) The default grass cache for the default season is generated without a season being activated by Seasons of Skyrim.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Help/Seasons#Settings Select the desired and available seasons in the drop down menu. A season in the drop down menu only becomes available if swap data for the season has been loaded successfully. The Default season should always be generated. It can only be deselected in expert mode. Only generating the default season is equivalent as not checking the Seasons checkbox. If there is no swap file/data for a season, then Seasons of Skyrim is not swapping anything, so the default LOD should still match. It should also mean the grass cache for default, spring and summer should be "identical" - however, grass generation has randomness to it, so the actual grass cache files will be different.
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TexGen/DynDOLOD out of graphics memory Linux
sheson replied to Vraylle's question in DynDOLOD & xLODGen Support
Restore the default TexGen_SSE.ini from the download archive, add the MaxRenderResolution=4096 INI setting under [TexGen] as explained in this post https://stepmodifications.org/forum/topic/21027-texgendyndolod-out-of-graphics-memory-linux/#findComment-285656 -
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and https://dyndolod.info/FAQ#ILS-or-CTD For in-depth troubleshooting use the process of elimination. If an issue is reproducible, the process can be speed up by using the binary search approach. Disable or remove half of the mods to see if it makes a difference. If it didn't, restore the first half and disable or remove the other half. Repeat until only the required mods/plugins for the issue to happen remain. No problems with Skyrim Together Reborn were ever reported. DynDOLOD does not directly affect NPC or character generation. DynDOLOD does not require Engine Fixes, however the base game does require certain fixes it provides. The game freezing can be a sign of resources being exhausted, so removing any random mod can have an effect.
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The question is too vague. https://dyndolod.info/FAQ#Not-seeing-all-worldspaces-in-the-selection-box Only worldspaces that have an existing lodsettings file in ..\Data\LODSettings\[WORLDSPACE].lod are shown. Use xLODGen to create it for new custom worldspaces. Refer to the LODSettings-File-Readme.txt in its download archive. Only worldspaces that have a persistent cell are shown. The persistent cell must be added by the same plugin that add he worldspace. Also see https://dyndolod.info/Mod-Authors and https://dyndolod.info/Help/3D-Tree-LOD-Model.
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TexGen/DynDOLOD out of graphics memory Linux
sheson replied to Vraylle's question in DynDOLOD & xLODGen Support
Read all of this section https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and then upload the log(s) it explains to upload, e.g. the realtime log if everything else fails. -
TexGen/DynDOLOD out of graphics memory Linux
sheson replied to Vraylle's question in DynDOLOD & xLODGen Support
Moved the post to the appropriate thread. Whatever changes were added to the test version several months ago are included in the alpha versions that were released since then. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions https://dyndolod.info/Official-DynDOLOD-Support-Forum -
The DynDOLOD logs just show the tool being started and closed. If you need help troubleshooting or want to report a problem, then provide the log and debug log from the actual LOD generation session.
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Upload the LODGen_SSE_log.txt that shows loading of plugins and BSA. Read the text at the bottom of the xLODGen option window: Only worldspaces that have existing lodsettings file "LODSettings\<Worldspace>.lod" (.dlodsettings for Fallout3 and New Vegas) are shown either in the Data folder, or in BSA/BA2 archives. Archives are loaded similar to the game itself - the ones specified in the game ini file and those that match loaded plugins names. When mentioning mods, provide their names and links. RiftenWorld, SolitudeWorld, WhiterunWorld are child worldspaces that use their parent worldspace Tamriel for LOD. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies SancreTorWorld, WindPassWorld and aaCKGhostMesaWorld are small worldspaces (small world flag is set) from LOTD or Chanterelle that do not really require or use LOD, which is probably why the mod authors did not make/include any LOD files.
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In treepineforest02.nif and treepineforest05.nif all shapes seem to be skinned. Typically the second switch node is not skinned. TexGen only uses non skinned shapes.
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It is probably a bug in the test version. Generate billboards with the Alpha-194 release version to double check if it generates the two (and all others) billboards as usual.
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Moved to the appropriate thread for the error message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. Searching finds these posts: https://stepmodifications.org/forum/topic/15567-unresolved-formid/#findComment-285064 https://stepmodifications.org/forum/topic/15567-unresolved-formid/#findComment-282239data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw== Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The message you posted has a link Click on this link for additional explanations and help for this message as explained in that opens https://dyndolod.info/Messages/Unresolved-Form-ID, which explains: In case the message mentions that a plugin might be the wrong version, double check it is the correct version for the game version and for any other plugins using it as a master and vice versa. ... For example, patch plugins might need updating in case any of the plugins they are patching changed. You seem to be using a serval years old patch plugin. Use the patch for Immersive Fort Dawnguard that is included in the Legacy of the Dragonborn Patches (Official).
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Sounds like things are matching OK now. Enjoy.
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Is this repeatable? If so, try this test version https://mega.nz/file/tMJXUIga#M1ql_yZbkNghUNAkub2y80lXuDWM-XIMB8Eti3N-yk4
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The logs would tell us right away that you are using PBR textures. See https://dyndolod.info/Mods/Community-Shaders#PBR TexGen and DynDOLOD will both automatically create linear texture versions of the LOD textures for object and tree LOD in case the full model uses PBR textures. The gamma for the conversion can be adjusted by changing sRGBGamma=2.2 in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI. Use lower values to darken the LOD textures derived form the PBR textures. See https://stepmodifications.org/forum/topic/21065-full-resolution-textures-in-lods/#findComment-286759 Try with 1.4 maybe.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log to also upload when making posts. Make a useful screenshot of the full models in question with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots which shows you the full model filename (part of it) to use as the mesh mask. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules The shown mesh mask targets all base records which have "glacier" in the path/filename. Setting Level0 for LOD level 4 and 8 means the same LOD model will be used and there is no visible change. You seem to be editing an existing rule INI file. See https://dyndolod.info/Mod-Authors#How-to-add-a-rule-file-for-a-plugin Increasing the LOD distances can be used to push the switch between LOD levels further away. See https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log to also upload when making posts. Make a useful screenshot of a full model in with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots TexGen generates the LOD textures from the full textures so they should match. Consequently there is no setting to change brightness because it should not be needed if things work as expected.
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What makes you believe this player character crash had something to do with the DynDOLOD output? Do they not happen with no DynDOLOD output? The system may be running out of memory. TrueDirectionalMovement.dll is mentioned in the stack. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and test without DynDOLOD output. https://dyndolod.info/FAQ#ILS-or-CTD The DynDOLOD and Occlusion plugins might show up in crash logs a lot, since they are typically the plugins last to overwrite worldspace and cell records, so careful reading and interpretation of the stacks and registers etc. might be required to identify the actual cause of the problem. It is very unlikely for Occlusion.esp to cause crashes by itself. It is created by copying worldspace and cell records from the winning plugins before it, then update the TVDT Occlusion data which itself can not really cause crashes.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log to also upload when making posts. Make a useful screenshot of the full models in question with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots which shows you the full model filename (part of it) to use as the mesh mask. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Of course a similar rule can be added for any other mesh mask to use the same LOD model for both LOD level 4 and 8. See https://dyndolod.info/Mods/Useful-3rd-Party-Mods which lists https://www.nexusmods.com/skyrim/mods/110367 or https://www.nexusmods.com/skyrimspecialedition/mods/41432
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https://dyndolod.info/Help/DynDOLOD-DLL#Updating Note the minimum supported version of the DynDOLOD Standalone mentioned on the Nexus download page or the Large Reference Bugs Workarounds for DynDOLOD DLL NG. Existing output generated with a supported version can be used as is. If the change log mentions updates or changes to the papyrus scripts, make a clean save in an interior before apply the update. No change to scripts. Also, "Continue playing with this test version" means it is a drop-in replacement.
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Moved to the appropriate thread. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search The DynDOLOD.DLL is a couple versions behind. Use the latest release version or the test version https://stepmodifications.org/forum/topic/21092-crash/page/4/#findComment-287152 If the problem persists, read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.
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Moved to the DynDOLOD DLL thread. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which explains which DynDOLOD log and debug log, DynDOLOD DLL log and papyrus log to upload. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots in the game and not pictures of your monitor. The first message means there is probably an issue with the SKSE or the DynDOLOD DLL installation. If they are the correct version for the game runtime version and each other, then there might be a problem with their papyrus scripts. The logs would help to find the actual cause. The second message is due to the first. See https://dyndolod.info/Downloads and https://dyndolod.info/Installation-Instructions
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Upload the json that is used by PGPatcher to patch the full model. The crown/branch textures are already replaced to their new version of the patched full model. Which is the cause of the tint, sine the patch removes the third texture, which is used by the Soft_Lighting flag of the vanilla full model and its accompanying 3D LOD model. The patched version sets Rim_Lighting instead, which typically also uses the third texture at least in vanilla shaders - no idea if CS PBR shaders would make use of it. Since the patch does more than the usual full texture replacement dedicated 3D tree LOD assets targeting the patched full model should be made for now: Currently the CRC32 of the patched full model with the renamed textures is 6EDD0704. ..\Data\DynDOLOD\Render\Billboards\DynDOLOD\LOD\Trees\[mod identifier]\treepineforestsnow05_6EDD0704_trunk.nif ..\Data\Meshes\DynDOLOD\LOD\Trees\[mod identifier]\treepineforestsnow05_6EDD0704passthru_lod.nif In case the patched full model CRC32 changes, you will need to update the CRC32 in the filenames accordingly. Replace [mod identifier] with whatever you like that, the initials of the mod for example. Edit the second 3D LOD model NIF in NifSkope and make sure to update the paths to the trunk textures that TexGen generates from the trunk NIF accordingly. Use the already provided test version of TexGen to generate the trunk textures and then this test version of DynDOLOD https://mega.nz/file/ddg12IZS#YVylaDyEVJq5j6a4UXdZuYKv7cyz1BMyADibeHhR_jM to generate the LOD patch.
- 165 replies
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The parallaxed/PBR full model changes certain texture filenames compared to the the vanilla full model. TreePineForestBarkCompSnow.dds -> treepineforestbarkcomp.dds TreePineForestBarkCompSnow_N.dds -> treepineforestbarkcomp_n.dds TreePineForestBarkCompSnow_N.dds -> treepineforestbranchcomp_n.dds The 3D LOD assets for the vanilla tree model use the original filenames and their corresponding PBR textures converted to linear versions. There might also be a bug that the bark/trunk billboard will be generated with the normal textures and not the PBR version, even if the bark texture filenames match. Use this test version instead https://mega.nz/file/tMJXUIga#M1ql_yZbkNghUNAkub2y80lXuDWM-XIMB8Eti3N-yk4 If you want to uses different full texture filenames, then you should create new full model with the new non PBR texture paths and also create new matching 3D tree LOD assets for them accordingly. These 3D LOD assets should have the CRC32 of the full model in their filenames. ParallaxGen will then create the new PBR version as usual. I suppose as quick test to see if that would solve the issue, copy your PBR textures version to the old filenames and generate TexGen (with the test version) + DynDOLOD. Let me know if that works or if you need more details/explanations.
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Moved the post to the appropriate thread for the message, again. Continue replying here. The TexGen logs seems to show that the required billboards have been created. DynDOLOD looks for them in the reported data folder E:\Games\steamapps\common\Skyrim Special Edition\Data\. The OS tells DynDOLOD that the files can not be found. Use a file manager like Windows Explorer to check if the billboard files exist. For example, check for these couple files: E:\Games\steamapps\common\Skyrim Special Edition\Data\textures\terrain\lodgen\skyrim.esm\reachtree01_000b8a73.txt E:\Games\steamapps\common\Skyrim Special Edition\Data\textures\terrain\lodgen\skyrim.esm\reachtree01_000b8a73.dds E:\Games\steamapps\common\Skyrim Special Edition\Data\textures\terrain\lodgen\skyrim.esm\treepineforestsnow01_0005c072.txt E:\Games\steamapps\common\Skyrim Special Edition\Data\textures\terrain\lodgen\skyrim.esm\treepineforestsnow01_0005c072.dds If they do not exist then double check the E:\DynDOLOD3\TexGen_Output\TexGen_Output.zip archive contains these files - starting relative from the Textures folder. if the archive contains these files, install and deploy this E:\DynDOLOD3\TexGen_Output\TexGen_Output.zip as any other mod. Refer to the documentation of Vortex or its help forum. If the files exist in the data folder, make sure that DynDOLOD is not prevented access by the OS, UAC, antivir etc. Try reboot to clear up temporary file access issues.

