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sheson

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Everything posted by sheson

  1. I tested this already a bit in the past years. One issue is that the full grass shader reacts to light differently than the terrain. The grass layer is off in brightness and color similar to the grass LOD with billboards. Another issue is that terrain and its LOD is basically looked down at from straight above, which complicates generating useful textures from grass models. Also, there are 24 x 24 cells per cell, which means 96 x 96 terrain textures per LOD level 4 quad. Which means if the resolution of the terrain LOD texture is 512, a full landscape texture is shrunk to 5.333 pixels (internally it would be 8x8 and once a cell quad is done it is shrunk to the final resolution). A grass model is typically smaller. Shrinking textures that small adds an additional challenge in terms of color and brightness. What I saying is, it is not that trivial as it seems at first. It means hundreds of hours of work. It is on the list of the many ideas and things I want to add eventually.
  2. 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. Also post the log from the xEdit error check.
  3. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. The pastebin link does not show anything due to "Error, this is a private paste or is pending moderation. If this paste belongs to you, please login to Pastebin to view it." See https://dyndolod.info/Help/Grass-LOD and go through the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List in particular.
  4. See https://stepmodifications.org/forum/topic/21092-crash/page/4/#findComment-287152, use that test version as explained. 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.
  5. Is there no bugreport.txt? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The latest driver is 580.88. Is just released today, so install that. If issue persists, set GLDebug=1 under [TexGen] in E:\Skyrim\tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini as explained in https://dyndolod.info/Messages/Exceptions#OpenGL and upload new logs. Then add RenderSingle=1 under [TexGen] and try again. If issue persists also add StitchThreads=1 under [TexGen] If still fails with those 2 settings, also upload those logs.
  6. Thanks for letting us know the test version works.
  7. Read the first or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. Test if just replacing the DynDOLOD.DLL NG with this test version https://stepmodifications.org/forum/topic/21126-crash-with-mists-in-nat-enbesp/#findComment-287270 makes a difference.
  8. No worries, that is exactly why it is suggested to report any problem, so they can be properly troubleshooted and solved.
  9. If the log folder is empty after running and closing DynDOLOD - especially when generating a LOD patch from scratch - then there is a problem as quite a few log files are being saved into the folder while the LOD patch is being generated and once the tools are closed normally. The xEdit screenshots do not show the cell records in the right part of the window. When making screenshot in xEdit, make sure to bring up the record so it shows every element/row and do not filter anything. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots The issue is caused by the plugin Environs - Tundra Farmhouse.esp. It has two reference which are children of the wrong cell. This can be fixed with xEdit. Load the plugin in xEdit. Unfold the plugin. Right click onto [+] Worldspace, select Apply Script ... Select the script "Put worldspace references in the right cells" and click OK to execute it. The messages log should show two references being moved from -2,-3 to -2,-2 Close xEdit and save the plugin. Generate a new LOD patch from scratch so the new DynDOLOD.esp does not end up with a duplicate cell without an editor ID.
  10. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions Always use the latest DynDOLOD Standalone and DynDOLOD Resources version. Bugs and other problems may already be fixed or addressed. https://dyndolod.info/Changelog Version 3.00 Alpha 194 DynDOLOD.exe - fixed interpreting Base Object Swapper scaleA value incorrectly https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Test builds are removed once a new alpha version with the update/fix is released.
  11. As explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs the DynDOLOD_SSE_log.txt and the DynDOLOD_SSE_Debug_log.txt are saved to the ..\DynDOLOD\Logs\ folder when the program is closed. If there are no logs in the log folder (unclear what "boths places" are), then there might be a problem with the setup, OS, anti-vir etc. or the program is not closed normally. In that case enable the realtime log as explained and upload that. The screenshot from xEdit shows a plugin named "DynDOLOD fix maybe.esp" that also has a DynDOLOD.esp as master. It seems to have no new records on its own, which might mean it is overwriting existing records in the listed master plugins. The DynDOLOD plugin are not supposed to be patched. It should probably be deleted. It is not clear what or why you looked at the "environ tundra homestead file" - when referring to plugins, best to copy/paste their exact name.
  12. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log and debug log to upload when making posts. As explained, the logs are saved top the log folder when the program is closed. If you are updating existing output, also keep the session in the normal log from the earlier run. if would be great if the debug log from an initial still exists. You do not need to rerun or update existing DynDOLOD output when testing different grass brightness settings. See https://dyndolod.info/Help/Grass-LOD#Updating: To test different GrassBrightness* or ComplexGrassBrightness* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation. To speed things up, limit generation to LOD Level 4 by using the Specific Chunk dropdowns. Use the West/South coordinates to generate and test with a specific BTO file until the desired results are found. Use the DynDOLOD SkyUI MCM - You Are Here page to find the coordinates and filenames for the specific BTO file. Delete the plugin that is shown in the xEdit screenshot. Whatever its purpose, it is the wrong approach trying to patch automatically generated patch plugins. Instead the cause needs to be troubleshooted and fixed. Post xEdit screenshots of 0x19092d61 and 0x41035c88. Without logs/screenshots it is unclear which plugins 0x19 and 0x41 are. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
  13. Thanks for letting us know!
  14. Thanks for letting us know.
  15. If no objects show on the maps with just Vigilant installed in a vanilla game, then you do not have default INI settings or something else installed that interferes with the mod. That is outside the scope of DynDOLOD or the third party mod ACMOS. By default DynDOLOD ignores the Vigilant worldspaces. Do not change that. Do not generate LOD for the Vigilant worldspaces. Let the mod use its own LOD files. There should be no conflicts between the mod's LOD files and DynDOLOD output. If you use ACMOS with the LOD level 32 option that sets uLockedObjectMapLOD=32 via the A Clear Map of Skyrim.ini, then download the archive from this post https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/page/2/#findComment-286954 and install it as any other mod in order to have object LOD level 32 BTOs for the maps. https://dyndolod.info/How-LOD-Works For the tools to generate LOD and the game to load the LOD files a ..\Data\LODSettings\*.LOD file needs to exist for the worldspace Editor ID. The file contains the West/South origin cell (where LOD starts) and the min and max LOD levels for a worldspace. For new worldspaces the file can be create with xLODGen. See LODSettings-File-Readme.txt in the xLODGen Terrain LOD Beta download archive.
  16. Repeat test with this version https://mega.nz/file/BZQXFYLK#oyX8MiYTyiKoHyz0f_8Q68CqjCWRTR3a0XCfnrSCMlY Report results. Upload new crash log if issue persists.
  17. Open any of LOD level 32 BTO already made by DoubleYou in https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/page/2/#findComment-286954 to see how the were done and compare to the LOD level 16 files from the Vigilant mod. Copy all BSMultiBoundNode from the LOD 16 files to the LOD 32 root NiNode file with CTRL+C and CTRL+V. Open the source LOD level 16 and the destination in LOD level 32 file in NifSkope. Switch both to show the Block List window in tree view. Unfold the root [0] NiNiode in both. In the source BTO, click a BSMultiBoundNode and then CTRL+C to copy it - or right click, Block, Copy. In the destination BTO, click [0] NiNode and then CTRL+V to paste it - or right click, Block, Paste. This seems more related to ACMOS and Vigilant...
  18. Replace DynDOLOD.DLL and PDB with the test version from this post https://stepmodifications.org/forum/topic/21092-crash/page/4/#findComment-287152 and just continue playing. Upload new crash log (and the DynDOLOD log and debug z929669 already mentioned) if issue persists or report success if issue seems fine - no more similar crashes after several hours of playing after a couple of days.
  19. Doublecheck your ComplexGrassBrightnes INI settings. Blue being half the value of red and green tints all complex grasses green. https://dyndolod.info/Help/Grass-LOD#Updating To test different GrassBrightness* or ComplexGrassBrightness* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation. https://dyndolod.info/Help/Expert-Mode
  20. Then the bto is not active at the correct path ..\meshes\terrain\zCHMolagWorld\Objects\zCHMolagWorld.32.0.0.bto or the game does not load it because uLockedObjectMapLOD is not set to 32. It can be created by copying the *.16.0.0.bto to *.32.0.0.bto with a file manager (Windows Explorer) and using NifSkope to copy each BSMultiBoundNode from the all other *.16.*.*.bto files to the [0] NiNode of the *.32.0.0.bto. See this post https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/page/2/#findComment-286954 for LOD level 32 files for the other worldspaces.
  21. Please upload these textures from TexGen output - verify source with MO2 right window Data tab: textures\terrain\lodgen\seasonal landscapes.esp\field_snow_00000854_1.dds, field_snow_00000854_1_n.dds, field_snow_00000854_2.dds, field_snow_00000854_2_n.dds textures\terrain\lodgen\seasonal landscapes.esp\field_snow_000008eb_1.dds, field_snow_000008eb_1_n.dds, field_snow_000008eb_2.dds, field_snow_000008eb_2_n.dds textures\terrain\lodgen\seasonal landscapes.esp\grass_snow_00000965_1.dds, grass_snow_00000965_1_n.dds, grass_snow_00000965_2.dds, grass_snow_00000965_2_n.dds textures\terrain\lodgen\seasonal landscapes.esp\shrub_berry_snow_0000099b_1.dds, shrub_berry_snow_0000099b_1_n.dds, shrub_berry_snow_0000099b_2.dds, shrub_berry_snow_0000099b_2_n.dds textures\terrain\lodgen\seasonal landscapes.esp\weed_snow_0000099c_1.dds, weed_snow_0000099c_1_n.dds, weed_snow_0000099c_2.dds, weed_snow_0000099c_2_n.dds Also upload: F:\MOFilesSE\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt, LODGen_SSE_FlatTextures.txt, LODGen_SSE_ObjectAtlasMap_Tamriel.txt, LODGen_SSE_ObjectAtlasMap_Tamriel.lst
  22. Setting LoadGLCompressed back to 1 if things work should improve that.
  23. https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/#findComment-285060 The vigilant worldspaces were added to the worldspace ignore list for a reason. For now I would just delete the generated LOD level 4, 8, and 16 object LOD files so it uses the ones shipping with the mod. That will only leave the map empty. Once you go there in the story, change the uLockedObjectMapLOD INI setting back to 16 for the time being. Or one can make a LOD level 32 BTO from the 4 object LOD level 16 files shipping with the mod in NifSkope with just copy/pasting the BSMultiBoundNode blocks. See the BTO I attached. It should work as is. Your DynDOLOD log shows you generated LOD for the zCHMolagWorld worldspace. Check in MO2 right window data tab, that the custom BTO example I made is not being overwritten by any other mod.
  24. Please also upload ..\textures\dyndolod\lod\dyndolod_tamriel.dds and Tamriel.4.-4.-4.SUM.bto and Tamrielx-004y-002.SUM.cgid Again, the ones that MO2 right window data tab lists.
  25. Neverfades only show on the map if the corresponding flag on their base record is set. If such a reference is disabled, the game will crash if the map is opened. So the workaround might be to generate static object LOD for it on the map only, but that will show at all times, regardless. See discussion at https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32
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