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sheson

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Everything posted by sheson

  1. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and DynDOLOD debug log to upload when making posts. From the the LODGen log you upload: meshes\cotn\landscape\bridges\lod\cotn_wood_small_01_noroof_end_lod.nif unexpected root node. Ignoring file. Isn't there a related message like https://dyndolod.info/Messages/Root-Block in the DynDOLOD log that I asked for ? Is it it not listed in the https://dyndolod.info/Help/Summary-Of-Messages that open at then end? Fix that LOD model with NifSkope or maybe with Cathedral Assets Optimizer in any case. You posted screenshots of the map. No close ups from the full models. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots: In that case, also walk close to an object, so its reference with the full model is loaded in order to get its form ID and provide that screenshot of the full model in addition to the screenshot of the LOD. Are you saying there are no full models you can walk close to in order to make a screenshot of them? You are not able to check / screenshot how LOD level 4 looks to see if it looks OK to see if the LOD level used for the map might just need updated mesh mask rules? You are also not able to provide the cell coordinates as alternative as explained?
  2. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots If making general screenshots of areas or worldspaces, provide information like the worldspace name and the cell coordinates. The DynDOLOD SkyUI MCM - You Are Here page provides the current cell coordinates of the player. Make sure terrain LOD meshes were generated with restored data xLODGen Resource - SSE Terrain Tamriel and that the geenrated LOD is active when generating occlusion. If that was the case, see https://dyndolod.info/Help/Occlusion-Data#Optional-Configuration For the settings below, edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini: OcclusionHeight - the algorithm uses the highest point of the heightmap or object LOD between two samples points. Since the player itself could be standing on the highest point, this can add a bit of additional height if required. There is no need to change the height unless holes can still be seen in the distance from a vantage point. Maybe try with 50 or 100. It could also help to recalculate the MHDT data of the cell with CK. The game uses that data to know when to not disable LOD in the distance.
  3. Lets assume the xLODGen log would have shown there are no errors/skipping etc. (which the user would not have noticed either) I can use documented paths to give specific instructions which data folder to check for full landscape textures that were used to create the output. The thing is, I have no time to waste to speculate/write all possible reasons without logs. Even a successful log already eliminates lots of possible reasons for problems.
  4. Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt (if it exists) to upload when making posts. Or enable the realtime log if no logs are created and upload that as explained. By randomly removing records or deleting files the actual issues is ignored and certain LOD textures were not generated. Guessing that "something is wrong with that texture or something" is not really going to help to determine the actual cause of a problem. If you want to troubleshooting the actual issue, then do not ignore requests.
  5. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum how to properly report a problem. Most of the generic common sense explanations apply to xLODGen as well. Different log paths obviously. Report the actual problem, with screenshots, log, load order maybe etc. Read Seasons-Readme.txt included in the xLODGen download archive. This feature requires 3rd party mods like Seasons of Skyrim SKSE https://www.nexusmods.com/skyrimspecialedition/mods/62861 that takes care of the record swaps and switching between the different LOD files in the game itself. The feature requires season swap files in Data\Seasons\*[SPR|SUM|AUT|WIN].ini.\ Also see https://dyndolod.info/Help/xLODGen#Seasons and https://dyndolod.info/Help/Seasons Whiterun is a child world that uses Tamriel for LOD. By default there is no such thing as Whiterun terrain LOD that could be generated by xLODGen. xLODGen uses the winning full landscape textures found in data folder to generate terrain LOD textures.
  6. I suggest to restore default INIs and then test which setting(s) specifically cause your issues with LOD water not unloading and whatever happens to the terrain textures in the active cells in your screenshot. Neither should happen with default INIs and save on fast travel disabled.
  7. Just could use the plugin that removes all data then. The screenshot seems to show a problem with terrain textures in the active cell grid. The terrain LOD textures on the disk will be unaffected. I suggest to restore default INIs and then test which setting(s) specifically cause your issues.
  8. This bug can happen anywhere where cell water is. It probably has to do with the distance traveled.
  9. As the message prompt says, Billboards need to be generated with TexGen first. If you click on Click on this link for additional explanations and help for this message of the message prompt, it opens https://dyndolod.info/Help/Tree-Grass-LOD-Billboards. Scroll down to LOD Billboard(s) Not Found for a list of things to check. The TexGen log you uploaded seems to indicate the billboards were generated without problems. https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything. Consider moving the zip archive to the mod managers download folder for later re-use. Do not forget to activate the TexGen output mod in MO2 left window.
  10. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots. In particular: Note that tree LOD or object LOD does not have a form ID. To determine if something is LOD, toggle LOD on/off with tll in console. In that case, also walk close to an object, so its reference with the full model is loaded in order to get its form ID and provide that screenshot of the full model in addition to the screenshot of the LOD. https://dyndolod.info/FAQ#Something-does-not-have-LOD
  11. Moved to the DynDOLOD 3 Alpha thread. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. https://dyndolod.info/Help/Grass-LOD#Settings With No Grass In Objects full grass can render past the active cells, so Grass LOD can either start right beyond the active exterior cells (uGridsToLoad) which equals to Mode/DynDOLODGrassMode=1 (better for performance) or beyond the large reference distance (uLargeRefLODGridSize) which equals to Mode/DynDOLODGrassMode=2. If No Grass In Objects is not used, set Mode to 1, obviously. Set the desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode in ..\NetScriptFramework\Plugins\GrassControl.config.txt. While the DynDOLODGrassMode can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes.
  12. Generating Occlusion.esp for the load order seems to fix this for me - a bit. Probably depends on what happens before or some cache etc. There is also really nothing else that can be done differently when generating occlusion. If you want a plugin with TVDT removed, just create it and keep using that. Disabling auto save on fast travel used to address that issue IIRC.
  13. The System (= OS) has a problem with invalid IO access (typically reading/writing files). In this case it might related to the command prompt window of the LODGenx64.exe itself. Is this Windows? Which version? Is Z: a remote/external drive? Are symlinks involved? How is MO2 started? What MO2 version? What are the entire xLODGen command line arguments set in MO2 executable dropdown? Could also maybe a problem with .Net Framework 4.8 installation.
  14. https://dyndolod.info/Official-DynDOLOD-Support-Forum https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size https://dyndolod.info/Help/Grass-LOD#LODGen takes a long time or uses a lot of memory
  15. Typically there is no need to change brightness, contrast or gamma. Use the same settings for all LOD levels so there is no obvious discrepancy between them. Setting BC7 Max instead of BC7 Quick typically only means much longer generation times without any visible change in quality. It doesn't really make sense to set optimize unseen to 500 for LOD level 4. There is no point in generating mipmaps for normal map textures in Skyrim as game does not use them. It just prolongs generation time. Only the mipmaps of LOD 4 diffuse textures are used by the game. Rad the first post, read Terrain-LOD-Readme.txt included in the download archive, read https://dyndolod.info/Help/xLODGen
  16. The log you uploaded just shows xLODGen being started, and no LOD generation. Typically new session are appended if the log file already exists, until it reached a certain file size. As already explained, xLODGen uses whatever landscape textures are installed in the games data folder as reported by the log: Using Skyrim Special Edition Data Path: D:\Games\Skyrim - Lalaland 3.2\Game Root\Data\ to create terrain LOD textures from them. Use the MO2 right window data tab to see which landscape textures from which mod are used. ..\textures\landscape\ As explained in Terrain-LOD-Readme.txt, xLODGen skips terrain LOD texture generation files to be generated if they already exists in the output folder. In case that happens, there will be corresponding log message about that.
  17. You uploaded the LODGen log, which is the tool that generates terrain LOD meshes. Upload the SSELODGen_log.txt, which includes all log messages including the LODGen log. As I already wrote, the terrain LOD textures will most likely look like the full textures in the game that were installed at generation time, provided their brightness, contrast, gamma was not changed and there were no error messages in the log. If you believe there is an issue with the generated LOD textures, then open them in an image viewer and have a look. As explained, the noise.dds is applied in the game. It does not affect LOD generation or vice versa.
  18. No log. No written description what the supposed problem is. If there are no error messages in the log, most likely nothing went wrong with xLODGen. It just did its job and generated terrain LOD textures from the full landscape textures installed at generation time. If full terrain and terrain LOD textures do not match well, it is because the full landscape textures are now different; brightness, contrast or gamma settings were used; the game applies effects to full textures only ("improved" snow shader for example) or to terrain LOD only (noise.dds texture for example).
  19. System.IO.IOException: Invalid access From the first post: Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86, Users, Desktop, Documents, Downloads etc. From the Readme.txt: Do not generate into any game or any mod manager folders that are part (direct or indirect) of the virtual file system. Install the output as a mod. Make sure OS, antivr is not preventing access either. Insufficient memory to continue the execution of the program. System.OutOfMemoryException Use the x64 version.
  20. You brought up FO4 settlements, so naturally I listed the two things which already exist to generate object LOD for them. Not sure if anybody does this, though. In any case, object LOD needs to be generated outside the game, so the placement data needs to be exported to a data file. This is probably best done by the mod that does the building/placement of objects, unless a generic mod exists for this already. That data file can then be used to create an actual game plugin like any other mod which LOD generators can load together with the rest of the entire load order to generate LOD for it as usual. I suppose to just show some things outside the active cells, the mod could set the Is Full LOD flag on (large) full models, at the risk of requiring a lot a performance. That might require the help/creation of a SKSE DLL. https://dyndolod.info/How-LOD-Works, https://dyndolod.info/Terminology and generally https://www.creationkit.com, https://tes5edit.github.io/docs/14-Scripting-Resources.html
  21. Just like with FO4 settlements, the placed references would need to be exported to a json file for example (like Transfer Settlements - Shareable Settlement Blueprints) and then converted to a plugin with an xEdit script for example (like Import Transfer Settlements blueprint to esp). Then this plugin is active only when generating LOD. That way static object LOD, dynamic LOD and tree LOD etc. could be generated as usual.
  22. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug and bugreport.txt to upload when making posts.
  23. Upload the entire log. Some specific DynDOLOD Resources Core files are not being found at the expected location in the games data folder starting with H:\SteamLibrary\steamapps\common\SkyrimVR\Data\.. Start the tools from MO2, so any installed mods like DynDOLOD Resources are virtually mapped to the games data folder. Read posts above for possible reasons. See https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting, many of the tips apply to any version.
  24. These are are not "codecs". The redistributable contains libraries for compiled c++ programs (Texconv) and the frameworks are to run managed c# programs (LODGen). None of the tools require a SDK version of these in order to work. https://dyndolod.info/Downloads#Additional-Requirements Newer Framework versions typically include all older Framework versions. Simply download the latest .NET Runtime. I can just install the latest .NET 7 runtime and LODGenx64Win (which requires .NET 6 as minimum) works. Windows update may update the framework runtime/desktop - also to beta versions. There were issues with a beta version in the past. TexGen/DynDOLOD/xLODgen/xEdit are compiled Delphi programs and do not require any additional libraries or frameworks.
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