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sheson

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Everything posted by sheson

  1. I have no idea what the problem is supposed to be in those screenshots. Use the base record form id to look up the tree in the Tree_Report.txt. https://dyndolod.info/Help/Ultra-Tree-LOD While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each which types of assets were found and used for the different LOD levels: Since you set Level0 on the tree mesh mask rule, look up what the report says which NIF is used for Level:0. Check which textures it uses, Then check which mods the NIF and the used textures comes from by looking it up in MO2 right Window data tab.
  2. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum, especially the part about screenshots. However, you are using ultra tree LOD, which typically means the nearest LOD for trees are 3rd party 3D tree LOD models. If you have issues with 3rd party LOD assets you need to check with the mod author on their comments section/forum.
  3. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum Read the answers for "Out of place or floating objects" at https://dyndolod.info/FAQ See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing
  4. No information. Read this https://dyndolod.info/Official-DynDOLOD-Support-Forum What is the "first version of DynDOLOD" you are referring to? What water activators? What streams? What world? What waterfalls? Adjust what exactly for which LOD meshes? For starters, see https://dyndolod.info, https://dyndolod.info/Mod-Authors
  5. No logs, no information, no screenshots https://dyndolod.info/Official-DynDOLOD-Support-Forum 0006e0dd is a base record and not a reference. What plugin sets the IsFullLOD flag and why? isn't it removed by DynDOLOD? Was there a log message like base record has 0 object bounds? See https://dyndolod.info/FAQ "Billboard tree LOD shows in active exterior cells"
  6. The DynDOLOD log for the grass LOD generation shows a few messages like Billboard for model Meshes\...\grass\*.nif has different CRC32 for textures\...\*.dds Generate TexGen with grass LOD billboards checked for the current load order before generating grass LOD to make sure grass LOD uses the correct billboards. This should not really affect the problem. Regardless of that, for the output with grass LOD, disable/hide/move all 3 plugins to make sure the issue with the object LOD meshes/textures only. If the ILS happens without the plugins, disable the DynDOLOD DLL NG mod just to make sure. If the ILS the plugins and DLL, hide/move object LOD level 8 and 16 from the output as grass LOD is only in LOD level 4. Assuming the problem happen with Tamriel that would be all files with starting with ..\Meshes\Terrain\Tamriel\Objects\Tamriel.8.*.*.bto and Tamriel.16.*.*.bto. Just keep the files Tamriel.4.*.*.bto If the ILS happens with only the Tamriel.4.*.*.bto let me kn ow for the next steps. How large are all the Tamriel.4.*.*.bto file with the grass LOD compared to the non grass LOD?
  7. The debug log gets replaced with every tool start. The debug logs you uploaded do not contain information of the generation session anymore. You would need to run the tools again and save/upload the debug logs right away before starting the tools again. Also see the first post which logs to upload in addition to the debug logs. Also upload log and debug of the LOD generation that works without problems in the game. You posted a list of game plugins instead of the actual lists of all mods. The list of plugins does not contain any DynDOLOD plugins. Does that mean you already tested output without plugins and just the meshes/textures folder?
  8. Read the first post which explains to use a file service to upload large logs. This is an issue with terrain though, which is done by xLOGen. See https://dyndolod.info/Help/xLODGen#Requirements Do not install any of the plugins in case a plugin from a mod already contains the restored data, for example like Worldspace Transition Tweaks.
  9. Check the DaisyIsles worldspace record xx5A164A for errors, including any plugin overwriting it. How come that there are "No references for dynamic LOD found" for DaisyIsles? Need to know the mods/plugins that do that in addition to the main mod.
  10. https://dyndolod.info/Help/3D-Tree-LOD-Model explains how to create 3D tree LOD models from the full model NIF alone. Object bounds are not mentioned. Object bounds are irrelevant for 3D tree LOD models. Object bounds are only used to quickly determine if a tree/grass LOD billboard should be rendered as explained at https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards The problem is LODGen that is used to combine the trunk and crown NIF adjusting the planes the opposite direction than they should. Replace with this test version https://mega.nz/file/AMJ12BAT#RYNZgrk4IURbImGD7w1Te3VmqdCCFaCvPxCbABambGI Run hybrid.bat and the created 3D LOD models should hopefully have properly centered trunk billboard front and side.
  11. The "correct" value is probably 0.5, though as I keep suggesting in these cases, if you want to find out what looks best for your setup/use case, do screenshots and compare yourself.
  12. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Help/Grass-LOD Using the grass cache made by somebody else for a different load order for grass LOD generation only but not in game, means that grass LOD and full grass are not going to match. https://dyndolod.info/Help/Grass-LOD#Settings In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times. Make sure full grass renders to the edge of the active cells if NGIO is not used. Have a look at Grass Cache Fixes. If full grass texture have bad mipmaps that were made without alpha-to-coverage it becomes more transparent the further away the texture are. To create better mipmaps for a full texture you can use Texconv -keepcoverage number. See https://github.com/Microsoft/DirectXTex/wiki/Texconv
  13. Post logs. https://dyndolod.info/Official-DynDOLOD-Support-Forum See https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue See posts above. The mod includes mesh mask rules for DynDOLOD. You need to change those or remove them or make sure whatever rule you enter is used instead.
  14. Looks like an in-game issue related to switching things that you should ask po3 about. Make sure you have the latest version of po3's tweaks as well. Check the po3_SeasonsOfSkyrim.log log for hints.
  15. No information. https://dyndolod.info/Official-DynDOLOD-Support-Forum Enderal uses object LOD level 32 files for the flat map. By default DynDOLOD does not generate object LOD Level 32 files. https://dyndolod.info/Mods/Maps-And-Map-Mods
  16. This is a hardware, BIOS settings, OS, driver, overclocking, cooling, power supply etc. problem. Check the Windows Event log for hints.
  17. Verify this is object LOD that goes away by typing tll in console. Set uLockedObjectMapLOD=16 in all INIs that set it to 32, including A Clear Map of Skyrim.ini If that does not change anything, test if it also happens without Season Of Skyrims switching LOD files.
  18. MO2, right window, data tab, any files in textures\terrain\lodgen\ other than from TexGen Output should be removed. For any case there are 3rd party billboards for which TexGen does not automatically create billboards. Like shrubs, bushes, objects bounds too small etc.
  19. The crash logs uploaded so far do not give a single hint about any assets or records in any plugin. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs In case of making posts related to the process or for error reports, always upload/paste these files to a file upload service or text sharing service: Whatever LOD shows on the map is also shown in the normal distance views. https://dyndolod.info/Mods/Maps-And-Map-Mods Pay attention to https://dyndolod.info/Messages/Max-Tree-LOD-Billboard-Count-Of-256-On-Atlas-Exceeded Consider using ultra tree LOD.
  20. Looks like 3rd party billboard texture that does not have an alpha channel. Log shows that there are third party billboards installed. TexGen output should overwrite anything else. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game Screenshots ... When making screenshots of things in the game, open console and click the object in question to show its reference form ID. Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object. If making screenshots of the LOD area, also make screenshots of the close-up object as explained above. The base record form ID is part of the billboard filename. Check TexGen log if it generated a billboard for it. Could also be the trunk billboard for a 3D tree LOD model. Then look up the base record form id in DynDOLOD_SSE_Object_Report.txt ro see what 3D tree LOD model was used. Then check if/why TexGen did not generate that trunk billboard texture.
  21. No logs, no debug logs from TexGen/DynDOLOD https://dyndolod.info/Official-DynDOLOD-Support-Forum Why do you believe any of these crash logs have anything to do with DynDOLOD? There is nothing in the stacks/registers about records in the DynDOLOD plugins or issues in the DynDOLOD.DLL. Do they not happen without DynDOLOD in the load order? Temporarily disable BetterThirdPersonSelection.dll Temporarily disable MuJointFix.dll Temporarily disable hdtSMP64.dll and check crash log for new hints each time Check which mod contains winning version of Interface/CursorMenu.swf The range error from the bugreport while scanning scripts is a handled exception, not relevant here.
  22. Post actual information. https://dyndolod.info/Official-DynDOLOD-Support-Forum Turn off/on LOD to see if the in-game screenshot shows LOD. How does the side views/back look in TexGen? How does it look when previewing HD billboards? How does the full model look from front/sides/back in NifSkope? Default tree LOD billboards use the front view of the full model. Is that not how the full model looks in NifSkope / from the front in the game? Why are you not posting logs? Why are you withholding the tree mod name? Have you tried generating HD billboards and generating ultra tree LOD as suggested to see if it looks any better in game?
  23. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum After selecting the terrain underside and executing "disable" in the console everything is fine?
  24. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Read the entire message prompt, including its hints how to solve the file not found error. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages As explained, use the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Help/DynDOLOD-Resources. Check the Troubleshooting section. The file mountaincliffcrevasse_lod_0l.nif is included in the latest DynDOLOD Resources SE 3 Alpha-34. Download and install it.
  25. The error message "file not found" is self explanatory. The file is required for the tools to function. The file is part of the DynDOLOD 3 Alpha download archive. As explained use 7-Zip from https://www.7-zip.org/ to unpack the entire archive keeping the file and folder structure intact. Make sure the archive downloaded completly. https://dyndolod.info/Installation-Instructions Install 7-Zip 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\.
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