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sheson

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Everything posted by sheson

  1. The visual differences between medium and high will be minimal, depends on city, too. You can always remove more items from the ignore list for a specific city to get more stuff into the parent world, but most of the things will be low on the ground and only visible when airborne/high ground. In case of using a flying/glider mod using open/exterior cities seems to make more sense for the full experience.
  2. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which normal DynDOLOD log to also upload. Also upload F:\Mods\Skyrim\DynDOLOD\Logs\DynDOLOD_SSE_ChildworldCopies_Tamriel.txt See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make screenshots that contain information about the objects. As explained, if the references are added by a DynDOLOD plugin, also look up the form ID in xEdit to get the Editor ID of the reference(s) in case it is not shown in the screenshot.
  3. @Ran DynDOLOD DLL NG and Scripts 3 Alpha-9 should now work with Skyrim VR also.
  4. To properly troubleshoot and solve a problem with mipmaps, refrain from constantly changing the load order. If anything, you want to remove everything that does not contribute to the problem, so that only the thing(s) remain that contribute. In addition, it seems the screenshots, assets and logs do not match each other and it becomes impossible to methodically verify things. In this alpha test, we want to find and fix the actual causes of problems. The goal is not to find a combination of mods that simply avoids problems from happening. With notepad, set ObjectLODAlphaDiffuseFormat=226 in C:\Modding\Modlist Wabba\Tools\DynDOLOD 3 Alpha 128\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so textures with alpha are on a separate atlas texture to see if it helps. The actual compression format does not matter as long as it support an alpha channel and is different from ObjectLODDiffuseFormat. If there is no change, upload new logs, debug logs and also C:\Modding\Modlist Wabba\Tools\DynDOLOD 3 Alpha 128\Logs\DynDOLOD_SSE_Object_Report.txt. Also upload the new DynDOLOD_Tamriel.dds and DynDOLOD_Tamriel_Alpha.dds.
  5. Follow the actual DynDOLOD installation instructions. Do not unpack newer DynDOLOD versions into existing DynDOLOD folders. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. The debug log you uploaded contains this line: [DeletedReferencesChecks] <Debug: Deleted reference Dawnguard.esm [REFR:000CE60D] (in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]))> https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds For the Large reference bugs workarounds check box and options to become available on the advanced mode window, the DynDOLOD DLL NG and Scripts must be installed and every plugin containing deleted references needs to be cleaned. https://dyndolod.info/Generation-Instructions#Prerequisites Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean The word "every" means all of them.
  6. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text which explains not to make screenshots of text, but post the text instead, the logs. Read https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds, which explains: In case a deleted reference is found and the log and error message report Deleted references: yes, the debug log will contain a line like this: [DeletedReferencesChecks] <Debug: Deleted reference Update.esm [REFR:000C8701] (places TreeDeadShrub [TREE:000A731C] in GRUP Cell Temporary Children of FrostflowLighthouseExterior01 [CELL:00008F29] (in Tamriel "Skyrim" [WRLD:0000003C] at 15,21))>
  7. The mod you linked does not contain any billboards, no reachtree01.nif and no textures. All I asked was to make sure there are no 3rd party billboards and to upload a list of specific files and the name of the mod that might be replacing reachtree01.nif.
  8. Use PapyrusUtil VR or DynDOLOD DLL VR for now.
  9. In the MO2 right window Data tab, at the bottom is a filter field, enter reachtree01_000b8a73, the tree view should automatically list reachtree01_000b8a73.dds, reachtree01_000b8a73.txt etc. and as the source the TexGen output you generated last. Zip and upload all those files to a file service. Also upload ..\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds from the DynDOLOD output. In MO2 right window Data tab, at the bottom is a filter field, enter reachtree01.nif, the tree view should tell you which mod the model is from. Let me know the mod, best with link to Nexus
  10. Upload a screenshot of the full model of an affected tree, with console open, clicking the tree to show its form id etc. with More informative console installed as explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
  11. Disable TexGen output. In MO2 right window, Data tab, unfold [+] Textures, [+] Terrain, [+] LODGen etc. if there are any files listed at all, they should be removed/hidden in their respective mod folders. Then generate\enable TexGen, generate LOD. If problem happens with no ..\Textures\Terrain\LODGen\ folder listed with TexGen ouput disabled, let me know.
  12. The https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements explain which DynDOLOD DLL NG and Scripts 3 Alpha version is required by which DynDOLOD 3 Alpha version. DynDOLOD DLL NG and Scripts 3 Alpha-5 will not work properly with DynDOLOD 3 Alpha versions 123 and newer. Only Alpha-6 and higher.
  13. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and which TexGen/DynDOLOD debug log to also upload. As explained, always use the latest version. https://dyndolod.info/Generation-Instructions#Prerequisites Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards
  14. Download DynDOLOD 3 Alpha-132 Generating with it should let LODGen then be able to generate object LOD without problem. 3D tree LOD assets included in the mod have a couple problems that should be fixed: <Warning: File not found textures\landscape\trees\leaves_n2k.dds. Used by meshes\dyndolod\lod\trees\wrtempletreesapling01_e75a46ffpassthru_lod.nif Gildergreen Is Really Thicc HD.esp TreeWRTempleSapling01 [TREE:000461D7]> <Warning: File not found textures\landscape\trees\branches_n2k.dds. Used by meshes\dyndolod\lod\trees\wrtempletree02_f3e8c380passthru_lod.nif Gildergreen Is Really Thicc HD.esp TreeWRTemple02 [TREE:000461C9]> This should probably be textures\landscape\trees\leaves_n.dds and textures\landscape\trees\branches_n.dds instead. https://dyndolod.info/Messages/File-Not-Found-Textures Also WRTempleTreeSapling01_E75A46FFpassthru_lod.nif seems define a glow map texture erroneously. <Warning: Root block is NiNode in meshes\dyndolod\lod\trees\wrtempletreesapling01_e75a46ffpassthru_lod.nif Gildergreen Is Really Thicc HD.esp TreeWRTempleSapling01 [TREE:000461D7]> <Warning: Root block is NiNode in meshes\dyndolod\lod\trees\wrtempletree02_f3e8c380passthru_lod.nif Gildergreen Is Really Thicc HD.esp TreeWRTemple02 [TREE:000461C9]> <Warning: Root block is NiNode in meshes\dyndolod\lod\trees\wrtempletree01_9e62d585passthru_lod.nif Gildergreen Is Really Thicc HD.esp TreeWRTemple01 [TREE:00023611]> The root node should be BSFadeNode. This prevents the tree from being showing in Tamriel by dynamic LOD. https://dyndolod.info/Messages/Root-Block <Warning: Textures do not match for "Scene Root:1": textures\landscape\trees\branches.dds in wrtempletree02.nif -> textures\landscape\trees\trunk.dds in wrtempletree02_f3e8c380passthru_lod.nif for Gildergreen Is Really Thicc HD.esp TreeWRTemple02 [TREE:000461C9]> The 3D shape names should match between the full model and the 3D LOD model. Also the LOD models do not need the BSXFlags Havok/Articulated since they do not have those features. If all BSXFlags are unset, the BSXFlags block can be removed.
  15. It seems commonlibsse-ng is not fully including all things from commonlibvr for player character events - or maybe there is a deeper problem. This is going to take a while to sort out. I might provide an update for Alpha-6 (that is a different problem is easily fixed) in the interim and it still can be used with current DynDOLOD Alpha versions.
  16. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The log and debug log are saved when the program shuts down Do not interrupt the shut down process so it can write the log files. If there are no logs or debug logs because the tool is being terminated prematurely, check the Windows Event log for related messages. Add RealTimeLog=1 under [TexGen] or [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI respectively. Then execute the tool again to generate a debug log in the Logs folder in real time and upload that.
  17. Where is the DynDOLOD debug log? This is not how any of this works. I did a quick generation with vanilla + G.I.R.T.H. - Gildergreen Is Really Thicc HD 4k version and there were no errors.
  18. Where is the DynDOLOD debug log? Why do you believe you can or should even attempt to fix problems in the tools?
  19. Where is the DynDOLOD debug log? As explained many times before, disabling mods is a troubleshooting step and not a fix. Preventing a problem from happening by disabling something does not fix the actual cause of the problem. The changes of the mod are now not reflected in the LOD patch. According to your logs, TexGen already completed in about 3 minutes.
  20. Where is the debug log for DynDOLOD? What is the URL of the mod?
  21. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#VWD-Visible-When-Distant explains what the flag controls. The VWD flag determines if the rule is applied or not depending on LOD asset existing or not.
  22. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug logs to also upload. That means the debug log for DynDOLOD. Obviously also upload E:\HaydsModlist\Tools\DynDOLOD 3\Logs\LODGen_SSE_Tamriel_log.txt as explained.
  23. Read what I wrote in this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-131/?do=findComment&comment=273244
  24. TexGen does not get stuck. TexGen completes successfully. According to the log messages it does not create a few billboards because they are missing full textures. https://dyndolod.info/Messages/File-Not-Found-Textures. Stitched and rendered generated without errors or warnings.
  25. "TexGen completed successfully". As already explained, TexGen waits for Texconv to convert textures. If you want it to complete faster, then allow it to use GPU and/or allow Texconv and/or TexGen to do more things in parallel. Though 3 minutes seems acceptable, considering.
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