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Everything posted by sheson
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See if the trees are correctly switching after generating with Alpha-147
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Also upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt and LODGen_SSE_Export_Tamriel_WIN.txt
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Unfortunately the debug log of DynDOLOD has been overwritten by starting the tool and closing it again. Make a useful screenshot of a full model tree that has wrong LOD with more informative console as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots so we have at least one base record form id to check. Also upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt and LODGen_SSE_Export_Tamriel_WIN.txt
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Check if it works with this test version https://mega.nz/file/0AISlJiT#6HeRPRBywsWS1o54e3Yau6cVbiUEs-wDZzQurX9YCVU
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https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds In case a deleted large reference is found and the log and error message report Deleted references: yes, the debug log will contain a line like this .. There will be an error message about the requirements for large reference bugs workarounds not being met.
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That's great!
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https://dyndolod.info/Generation-Instructions#https://dyndolod.info/Generation-Instructions Clean every plugin that LOOT suggests to clean .. The Batch Plugin Cleaner for Mod Organizer or the xEdit Cleaning Extension for Vortex help to automate some of that. Following the instructions and proper modding practices there typically shouldn't be (m)any plugins with deleted references in the load order. Cleaning plugins is not a waste of time. It only needs to be done to a plugin once. DynDOLOD prints a line to the log for every deleted reference since years. https://dyndolod.info/Messages/Deleted-Reference If you happen to use the experimental large reference workarounds and maybe have a plugin with deleted references that is not reported by LOOT, then check the debug log as explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
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Run this test version https://mega.nz/file/8MIXnQgS#yykWl7NTkQKhW0qvTJWrbINvTNMNjRMmhIX2OS2IurE It should hopefully fix it. If not upload new logs.
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The documentation explains the things that need and/or can be done. The documentation does not explain the million things that do not need to be done or can not be done. There is no instruction to disable it, which means it does not need to be disabled. The feature is irrelevant to how parent to child world copies work.
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I can not find the form IDs from the error check in the debug log you uploaded. Can you error check the esp for errors for which you uploaded the debug and give a few form ids that have that error?
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Read the https://dyndolod.info/Changelog to learn what changed in recent version. There were no changes how object LOD / grass LOD is being generated. It should still be the same. https://dyndolod.info/FAQ#Performance, https://dyndolod.info/Help/Grass-LOD#Performance, https://dyndolod.info/Help/Performance
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In the original post you wrote DynDOLOD.INI. https://dyndolod.info/Mod-Authors#How-to-add-a-rule-file-for-a-plugin Rules shipping with DynDOLOD are in ..\DynDOLOD\Edit Scripts\DynDOLOD\rules\. In addition DynDOLOD first searches for matching rule files in the game data folder ..\DynDOLOD\. This way a mod author can package rule files directly with a mod. Rules found in the game data folder ..\DynDOLOD\ supersede rule files found in ..\DynDOLOD\Edit Scripts\DynDOLOD\rules\ with the same filename. https://dyndolod.info/Mod-Authors#How-to-add-LOD-textures-creation-rules-to-TexGen TexGen uses simple text files to build LOD textures from existing full resolution single textures. Text files shipping with DynDOLOD are in ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_[GAME MODE]_TexGen_*.txt. In addition TexGen first searches for matching text files in the game data folder ..\DynDOLOD\. This way a mod author can package text files directly with a mod. Files found in the game data folder ..\DynDOLOD\ supersede rules found in ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\ with the same filename. For the [DynDOLOD|TexGen]_[GAME MODE].INI this works different. First the settings from the INI in the ..\DynDOLOD\Edit Scripts\DynDOLOD\ folder are read and then replaced by whatever settings are found in an INI with the same filename name in the game ..\Data\DynDOLOD\ folder. So that INI should only contain the setting you changed, for example just [DynDOLOD] Level32=1
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Let me know what if this test version runs trough https://mega.nz/file/8RQkDBLI#5fY4I_wykMopNsfknhVXj8izMQ9nKEPi8cLTWyox4sk
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Run this test version https://mega.nz/file/1RwHwaZB#nN7w79Es8cgkPc3K4kF8VHLhm0tapbHe1nLHzNx25gE It should still fail. Upload new log, debug log and bugreport.txt
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Thanks for letting us know.
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Try with this test version https://mega.nz/file/JcAzVTJR#YUMsVyqkhnVG-rm9WAgbjIPJVjoScvkqMjtE670aIjI In case it still has an error upload new log, debug log and bugreport.txt
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Grass LOD density is defined by the placement data in the grass cache and the Density setting. AFAIK grass sampler fix does not affect placements, In fact it should not affect grass billboard or grass LOD generation at all.
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That is implemented in the latest alpha, too.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs and debug logs to upload when making posts. https://dyndolod.info/Generation-Instructions Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. Also see https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#LOD-Billboard-s-Not-Found It is pointless installing pre-made tree LOD. Billboards are generated from the full model and full textures by TexGen. TexGen output should be overwriting all other mods/textures, which would include third party billboards that have been left accidentally in the load order. However, make sure that TexGen generates all desired billboards. xLODGen/DynDOLOD also does not use pre-generated tree LOD either and should just overwrite it. Use the TexGen option to achieve the desired lighting for all billboards. All billboard diffuse textures should be generated with the same options/setting and not require manual editing afterwards. xLODGen/DynDOLOD should apply the same brightness setting to all billboard textures when they are added to the tree LOD atlas. Tree LOD/the game makes no distinction what the diffuse texture depicts, they always are generated the same way.
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The archive seems to be missing the bugreport.txt. Was there none? From the debug log this looks similar the error reported here https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-143/?do=findComment&comment=274212, so this should be fixed in the next Alpha version. In case the problem still happens, upload new DynDOLOD log, debug log and bugereport.txt if it exists.
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The dropbox archive contains the TexGen log and debug log instead of the DynDOLOD log and debug log. Based on the bugreport.txt this seems to be a similar error as https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-143/?do=findComment&comment=274212 If the problem persists in the next Alpha upload new DynDOLOD log, debug log and bugreport.txt.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug to also upload when making posts. Use the "Copy message to clipboard" link and post the text of the message instead of the the screenshot as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text This looks like the same error like https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-143/?do=findComment&comment=274212, so this will be fixed in the next Alpha ASAP. If the problem still happens in the next Alpha, upload new log, debug log and bugreport.txt.
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Thanks for uploading log, debug and bugreport. This will be fixed in the next Alpha ASAP.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt to upload when making posts.

