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sheson

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Everything posted by sheson

  1. Generate from scratch with this test version https://mega.nz/file/MNJknJYY#NeMcJ5g44VAYZ6T8eKe43jueuan7mDbWL1dQy0zsghE Edit: Use this test version instead https://mega.nz/file/tMhhHADD#r9YGd0vUelj-LcreO-jWBNZchXjSI8r6O-5BF5UtN8M That should fix DynDOLOD.esp being added to DynDOLOD.esm as a master hopefully. If not, upload new log and debug log please. If you actually skipped an installation instruction/requirement it would either not be possible to run TexGen/DynDOLOD til the end or there will be errors about SKSE/PapyrusUtil/DynDOLOD DLL in the game.
  2. You use the the next alpha version that will fix the issue.
  3. Yes, that DynDOLOD.esm is what I meant. Thanks. Why would a log file that contains lots of information bad? The log files do not contain IP addresses. If you wonder what they contain, then open and check their content in notepad.
  4. The larger a file the more data it contains. Also upload the DynDOLOD.esm, please.
  5. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug to upload when making posts.
  6. 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. The two screenshots show a full model placed by Ryn's White River Watch.esp. What is the supposed discrepancy between the mod and DynDOLOD? Is there a problem with the LOD?
  7. Use the latest DynDOLOD 3 Alpha version. It should fix that error.
  8. 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. Zip large files and upload them to a file service as explained. Always use the latest version as explained on the first post, https://dyndolod.info#DynDOLOD-3-Alpha and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions. That will most likely already fix the error.
  9. https://dyndolod.info/Mod-Authors The automatic matching assigns the different distant LOD meshes levels based on _[0|1|2|3] part of the filename . An object LOD model with the filename house_lod.nif will have distant LOD meshes in level 0, 1 and 2. To assign models to specific distant LOD meshes levels, use house_lod_0.nif for level 0, house_lod_1.nif for level 1, and house_lod_2.nif for level 2 and house_lod_3.nif for level 3. As explained, there is just a single *_lod.nif it is used for all 3 levels and setting Level01/2/3 has the same result. https://dyndolod.info/How-LOD-Works Beyond these attached cells is the distant LOD area. In this distant LOD area the game shows terrain LOD (includes LOD for cell sized water), object LOD and tree LOD. These LOD types are basically discrete combined super meshes that each cover a large number of cells that are loaded at fixed positions. https://dyndolod.info/Help/Object-LOD Object LOD is the combined meshes and textures for objects that do not change and are not animated, like buildings or landscape features like mountains and rocks. Object LOD is typically build from optimized object LOD models and textures (LOD assets). However, with xLODGen/DynDOLOD using full models is supported, too. Certain game engine limitations apply. For example, no animations, limited shader support and a fixed alpha threshold of 128. For each new or updated full model that should have a matching LOD representation a new or updated optimized object LOD model is required. They need to be created with tools like Blender, 3DS Max etc. just the same as the full models. As explained, object LOD is made by combining the models into larger meshes that cover several cells and the LOD models need to be created with 3rd party tools. That means that there is no pruning of geometry based on the level. The documentation for a tool typically only explains the things it actually does do and not the million of things it doesn't do. This is a free tool and website that I make in my "spare" time and that I share for the explicit reason that people provide feedback, report problems and ask questions. Disclaimer at the bottom of every page: If anything unclear, requires further explanations, does not work as described or expected or in case of any problems make a post on the official DynDOLOD support forum for further qualified discussions, troubleshooting, help and advice or bug reports.
  10. xEdit uses a Windows OS function to query for the path. It might get confused if access is denied.
  11. Yes, the latest versions of DynDOLOD NG DLL and Scripts does not use papyrus scripts for dynamic LOD anymore, only for some initial checks and settings, so it should be using less resources. But keep in mind they are very new, experimental, so weird things can happen. Make a back up of the save.
  12. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log, papyrus log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console. Why do you believe that "this around campfires" has anything to do with DynDOLOD? What rudimentary troubleshooting have you done? Is "this around campfires" added by DynDOLOD? Does "this around campfires" go away if you disable the DynDOLOD output or plugins?
  13. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug log and bugreport.txt (if it exists) to also upload when making posts.
  14. For terrain LOD, land / water triangle count. For object LOD, triangle counts before and after optimizations.
  15. See https://dyndolod.info/Help/Command-Line-Argument how to use the -d, -m etc. command line switch correctly. The path needs to be enclosed in straight double quotes " and follow directly after the colon : Setting the data path should not affect the INI or plugin paths, though. If a programs works differently, it means something changed.
  16. https://dyndolod.info#DynDOLOD-3-Alpha This website and DynDOLOD 3 are currently an ALPHA version to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Pay attention to all instructions and information on this website and to all log messages and prompts from the tools. Always use the latest version. Using the latest version and providing feedback or reporting problems is a requirement to participate in the alpha test. Do not waste time using older versions or reporting problems with older versions. Participating in the alpha test requires to report any problems to the official DynDOLOD support forum. All requirements are listed at https://dyndolod.info/Downloads. By default DynDOLOD requires PapyrusUtil or DynDOLOD DLL SE They work the same and are interchangeable depending on user preference or availability. See https://dyndolod.info/Help/DynDOLOD-DLL. As explained in the generation instructions, pay attention to log message and the summary, https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages. If the summary has a listing for https://dyndolod.info/Messages/Large-Reference-Bugs, then read about the large references system and how engine bugs can affect visuals at https://dyndolod.info/Help/Large-References. Those explanations suggests to have a look at the https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds: DynDOLOD includes experimental workarounds to counter texture flicker caused by large reference bugs directly in the game that so far could not be addressed while generating the LOD patch. As explained, the experimental large reference bugs workarounds require the use of DynDOLOD DLL NG and Scripts, which entirely replaces PapyrusUtil/DynDOLOD DLL SE.
  17. 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. Standard tree LOD with billboards has limitations https://dyndolod.info/Help/Tree-LOD#Limitations Doing billboard tree LOD in object LOD does not have these limitations. Without these limitations better billboards, HD billboards can be used. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards The LOD billboards are typically used for a simple 2 plane model crossing like an X if viewed from top. HD LOD billboards are diffuse and normal map *.DDS textures that show the rendered 3D model from a front and a side view. They can only be used with ultra tree LOD and DynDOLOD 3. https://dyndolod.info/Help/Ultra-Tree-LOD Ultra tree LOD or LOD trees in object LOD are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system. The LOD for the trees can be 3D tree LOD models, tree LOD billboards or a mixture of both - hybrid tree LOD models. https://dyndolod.info/Help/Ultra-Tree-LOD#Generating While Billboard1 is suitable for standard tree LOD billboards and HD tree LOD billboards, consider using Billboard4 with HD tree LOD billboards for even better visuals. Billboard1 has 4 triangles per tree, while billboard 4 has 8 triangles per tree. The additional triangles allows for better reactions to light sources from all directions together with the HD tree LOD billboards. It is a good alternative to 3D tree LOD models in case performance or resource usage is of concern or as fallback for individual trees in case 3D tree LOD models are not available. https://dyndolod.info/How-LOD-Works LOD does not cast or receive shadows. This can be mitigated by the ENB distant shadow effect or Screen-Space Shadows. DynDOLOD has nothing to do with 3rd party mods adding shadows to LOD or how the shadows look. 2 planes intersecting at 90 degrees for billboards cast a different shadow than an actual 3D models. It does not matter if it is standard tree LOD or ultra tree LOD, standard billboard or HD billboard. You would have to ask the developers of the 3rd party mod that is used for distant shadows if they somehow can make better shadows for the 2 plane billboards. Otherwise you would need to acquire or create 3D tree LOD models. https://dyndolod.info/Help/3D-Tree-LOD-Model Once you have 3D tree LOD models and the resource requirements, performance and LOD generation time are not an issue you can certainly try using them in all LOD Levels.
  18. Do not post screenshots of messages, use the "Copy this message to clipboard" link and past the text instead as explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. As explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, click on the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/INI-Files for further help and explanations about the message. What are the command line arguments that DynDOLOD is started with? Typically xEdit/xLODGen/TexGen/DynDOLOD do not look for game INI files in their own folders.
  19. Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log, papyrus log to upload. You probably installed a newer DynDOLOD DLL NG and Scripts over an older DynDOLOD DLL or DynDOLOD DLL NG and Scripts instead of replacing it. You also can not use output generated for DynDOLOD DLL NG and Scripts Alpha-6 with DynDOLOD DLL NG and Scripts Alpha-12.
  20. Skyrim = Skyrim LE/SE/AE/VR If it says mipmaps are only used by terrain LOD Level 4 diffuse in the active cell fade, then it means they are not used anywhere else. If you have feedback or question for third party guide, you should make a post on its forum, discord etc.
  21. Great. Thanks for letting us know. If it works nothing needs to be done anymore. Enjoy.
  22. If you have the same problem, the same replies, requests and solutions apply. Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log, papyrus log to upload. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screnshots.
  23. There might be a bit of a conundrum then, since grass LOD kind of requires "perfect" terrain LOD otherwise it may just float/disappear because of coarse terrain LOD, so my gut instinct would try to avoid showing it with LOD Level 8 terrain. It will probably still be good enough, also because of under water triangles being combined and so the everything above water can use more triangles.
  24. See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and papyrus log to also upload and how to zip and upload large log files to a file service. Also upload c:\Users\[USERNAME]\Documents\My Games\[Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log as explained in https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing If there are several versions of the papyrus log and the DynDOLOD.log, upload all of them. Did this happen while being in the active game session? Like all was fine before you traveled away and things were missing after coming back? Or did this happen after saving and loading that save? Did maybe something happen to the SKSE co-save? Make sure to use the latest version of DynDOLOD when generating LOD but also update to the latest version of the DynDOLOD DLL NG and Scripts. You can most likely just "prid" their form IDs in console and "enable" them. prid 0005CA6B enable prid 0001B5CD enable prid 0005CA6C enable
  25. Hmm, nothing really sticks out. Are you adding/activating any mods after LOD generation? Get this test version https://mega.nz/file/4EZAmJSY#bfnnwoabdhBqRz6QB2vUDIQyeJ6rYtC3ooWpHg5-_dI Clean the log folder and generate again to see if this changes anything. If not, upload new log and debug, or just entire log folder. If not make a new screenshot of the "wrong" LOD castle entrance again. If not open load order in xEdit and put opencitiesskyrimesp_004CF8_Tamriel_DynDOLOD_GLOW (which should the one reported by the console/screenshot) into the Editor ID field on top and hit Enter, Wait a few seconds for the record to show up in the right window. CTRL + left mouse click on entry for the NAME - Base row, WRCastleEntrance01_DynDOLOD_GLOW [STAT:xxxxxxx] to double check it defines lod\whiterun\wrcastleentrance01glow_lod_2.nif and not lod\whiterun\wrcastleentrance01_lod_2.nif as in the screenshot. If that is the case there is a season or base object swap happening. In that case upload all season INIs from the folder ..\Data\Seasons\ shown in MO2 right window data tab. Also upload all *_SWAP.ini in the ..\Data\ folder shown in MO2 right window data tab.
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