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Everything posted by sheson
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Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum Refer to the manual of the mod manager you are using how to activate plugins in the load order. https://dyndolod.info/Updating
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What I wrote is that the non existing data path is where the plugins listed in plugins.txt can not be found in. The log you uploaded still shows the truncated data path and the standard paths for the INI and plugins.txt: Using Skyrim Special Edition Data Path: \C:\GOG\Skyrim\ Using ini: C:\Users\Michael\Documents\My Games\Skyrim Special Edition\Skyrim.ini Using plugin list: C:\Users\Michael\AppData\Local\Skyrim Special Edition\Plugins.txt Note that the log also shows the data path to start with \c:\... and not c:\... hence the The path format is not supported This extra \ in front can not happen if the actual -d command is -d:"C:\GOG\Skyrim Anniversary Edition\Data\" if the first -d command line is already mangled, the subsequent -p and -m command lines are then not discovered properly. Either the command line arguments are not set correctly or not passed correctly to the tools. DynDOLOD is a modified xEdit. Did you not have similar problems when setting up xEdit? 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\.
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Check the papyrus logs, if they show similar errors to the one you uploaded yesterday (worshipper scrips). It is most likely related to that. I am still looking into that, as well in addition to the glow not unloading. If there are no errors in the papyrus log, check the DynDOLOD SkyUI MCM - You Are Here if this happens while change cells, then also check the Information page if the Current/Active Activator both switch when changing cells.
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You did not provide any generation logs or information about the video. Make sure to use the latest DynDOLOD DLL and scripts available (2.x or NG)
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1) As explained in the INI those values are multipliers. A multiplier of 0.5 halfs the vertex color values, a multiplier of 2 doubles the vertex color values. Vertex colors are clamped from 0.0 to 1.0. 2) This is how decals work in the engine, they are always painted in front of things so they do not z-fight because of floating point precision. In LE with default settings it most likely would faded away in time. In SE Bethesda made a lot of decals not fade with the flag in the NIF causing this issue everywhere, especially with large references loading these full models further away making it so much worse.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log and debug log to upload when making posts. Read this https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG carefully. Always enclose entire paths with double quotes. This is required when they contain spaces. You can see from the log the data path is truncated Using Skyrim Special Edition Data Path: C:\GOG\Skyrim\ That is the path the plugins listed in plugins.txt can not be found in. The -p command line argument is a path to a file and not to a folder. Include the plugins.txt filename. Also use the -m command line argument to point to the INI folder. DOS/Windows file systems are not case sensitive.
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Creating 3D Hybrid LODs for trees, there seems to be 2 trunks per tree.
sheson replied to 3ncanis's question in DynDOLOD & xLODGen Support
If you have problems following 3rd party guides like the one you linked, then you need to ask its authors on its forum section. This is the xLODGen/DynDOLOD support forum for problems with the and/or their documentation. No actual information or files were provided that could help indentintify the problem, only a question was asked. https://dyndolod.info/Official-DynDOLOD-Support-Forum Read https://dyndolod.info/Help/3D-Tree-LOD-Model how to generate hybrid 3D tree LOD models. A 3D tree LOD model is an optimized and/or low poly version of a full model tree, similar to any other object LOD model. A hybrid tree LOD model specifically means a mixture of 2D billboard trunks and 3D leafs/crowns from the full model trees. If following the instructions and if everything is working how it should be, the 2D trunk planes should intersect in their middle, just like with the billboard tree LOD or the hybrid tree LOD models included in DynDOLOD Resources. If you do not want 2D trunks, then do not create a hybrid 3D tree LOD model with a 2D trunk. Use typical decimation/optimization methods on the shapes and make sure the UV of the of the (stitched) object LOD texture can be atlassed. -
Does the problem also happen with the Tamriel test generation and PapyrusUtil?
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See https://dyndolod.info/FAQ "Out of place or floating objects" Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If the problem goes away, the updating of an existing save game with old DynDOLOD plugins went wrong. Follow the clean save instructions when updating DynDOLOD . If problem happens with a new game, upload..\skse\plugins\DynDOLOD_Data\DynDOLOD_Worlds.txt, DynDOLOD_Tamriel.txt and DynDOLOD_Tamriel_Objects.txt from the DynDLLOD output belonging to those log files and screenshots. Generate a simple test LOD patch just for Tamriel, no Occlusion needed, without the large reference bugs / DynDOLOD DLL NG and Scripts just with PapyrusUtil or DynDOLOD DLL 2.x instead. Upload that log debug log and the same data files from ..\skse\plugins\DynDOLOD_Data\ Do you have all 3 options enabled in the Skyrim.INI for [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation = 1
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Any grass cache files for childworlds using a parent world for LOD are irrelevant for grass LOD generation since grass LOD is generated with the data from the grass cache files for the parent world. Grass cache files are also irrelevant how object LOD / large references works in the game. Depending on the NGIO ini settings it will automatically generate missing grass cache files on demand when normally playing the game.
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As I mentioned, I will have to look into applying that particular fix after reloading. Large references work exactly the same in childworlds like they do in the parent world. The area is affected by a large reference bug in the child world just the same. I need to double check that the scripted large reference bugs workarounds are also applied in the child worlds. Full grass is not a reference. The WhiterunExterioroGrass patch simply enables full grass in the child worldspace so full grass shows the in active cells the childworld replaces. NGIO should then still extend full grass into the LOD area with when using mode 2 and past that the grass LOD shows - unless large reference bugs make grass LOD show closer just the same cause and problem as in the parent world.
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Large references bugs workarounds will only be applied when areas load while walking around or after fast travel. If the bugs for an already fixed area reappear after loading a save, the large reference bugs workarounds are not applied again, since the area was already loaded/fixed before the save. You would need to leave and come back. That's something I will have to look into. Childworlds replace parent cells with the child version cell while (typically) using the LOD from the parent world the same way for stuff outside the active cells just like things work in the parent world. For the tree and fans, test with a new save. Everything works same same regardless if the FarGrid is 21 or 31. However, 21 means 441 cells while 31 means 961 cells - more than double the work to enable/disable dynamic LOD references.
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From the debug log: [00:09] [BuildBaseRecords] <Debug: Textures do not match for "MineScaffoldTop0Sided01:13": textures\smim\dungeons\mines\smim_wood_mine_planks.dds in minescaffoldtop0sided01.nif -> textures\dungeons\mines\minewood01.dds in minescaffoldtop0sided01_lod_0.nif for Skyrim.esm MineScaffoldTop0Sided01iceLt [STAT:000DBFF5]> You should be good because in either case you can see Creating D:\DynDOLOD\DynDOLOD_Output\textures\lod\smim_wood_mine_plankslod.dds in the log. I will have to readjust to which log the message is printed to.
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As explained, this is about the models, not records. Is the LOD model from DynDOLOD Resources? Is the full model from SMIM? The full model defines textures\smim\dungeons\mines\smim_wood_mine_planks.dds The LOD model defines textures\dungeons\mines\minewood01.dds
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Read https://dyndolod.info/Messages/Textures-Do-Not-Match Have you doublechecked which mod supplies the LOD model? It is likely a 3rd party LOD model and not from DynDOLOD Resources.
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Looked more into it. DynDOLOD 3 Alpha 120 should hopefully fix all remaining cells not unloading the object LOD for the large references when using the large reference bugs workarounds.
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DynDOLOD Resources SE version information not found
sheson replied to jjensson's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Really read the entuire message prompt. It tells you what the problem is and gives a suggestion what to check and a link to further help. DynDOLOD Resources SE version information not found. Verify correct installation. Th message is really just a file not found error. Use the "Click on this link for additional explanations and help for this message" as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Help/DynDOLOD-Resources. The page has a "Troubleshooting" chapter with lots of suggestions what to check. As explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search, Use search to find similar questions and answers. https://stepmodifications.org/forum/search/?&q="DynDOLOD Resources SE version information not found"&type=forums_topic&quick=1&item=17510 Follow the installation instructions at https://dyndolod.info/Installation-Instructions and the generation instructions at https://dyndolod.info/Generation-Instructions. -
Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs If there are suspected problems related to dynamic LOD or the the DynDOLOD SkyUI MCM in the game, enable and upload the c:\Users\[USERNAME]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\Logs\Script\Papyrus.0.log. The only thing that can unset the Active status in the DynDOLOD SkyUI MCM is the user or PapyrusUtil failing to read its status or some severe problem with the patch plugins or scripts.
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The NifSkope screenshot looks correct. https://dyndolod.info/Help/Dynamic-LOD Dynamic LOD - while optional was the primary reason for the creation and name of DynDOLOD - is a new type of LOD for objects that change their visual state based on distance to the player and their quests status like military tents or ships. In addition it supports animated objects like waterfalls or fires or glow LOD windows that react to weather/sunlight. References that have enable parents and/or are initially disabled for example will have dynamic LOD so it can be enable/disabled accordingly to the enable state of the full model reference it represents.
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CK/LODGen adhere to root node transformations while the game does not. If a LOD model with root node transformation ends up at a different position, rotation or scale than the full model depends on a case by case basis. There may be LOD models where this is intentional or the transformation data is required so it matches the full model. You need to Block -> Insert a new BSFadeNode and then add the BSTriShape as a child to it. Reorder blocks afterwards so the BSFadeNode has index 0. The temple tree references have dynamic LOD since they change their enable state based on quest status. So the object LOD levels settings do not apply to them. If you want to show them further than the FarGrid, change Grid to Neverfade LOD for example.
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Thanks, better than nothing! Just in case you come this across again at a later time, zip log, debug log and bugreport.txt before running the tools again and upload to a file service.
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Upload bugreport.txt if it exists.
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Are you using the latest Alpha 119?
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Indeed, no problems in papyrus log. I will have to look further into it. A screenshot with more informative console, tells us the reference form id, the base record form id and the used full model. The base record form id can be used to lookup found/used the LOD models in DynDOLOD_SSE_Object_Report.txt, the actual base records in xEdit. With the full model filename we can deduct a possible LOD model filename. As already suspected, the LOD model has a Y translation on the root BSFadeNode (so does the full model but that gets ignored by the game). Use Nifskope to set it to 0. Then Execute LODGen in expert mode. Use Specfifc Chunk if you know which specific BTOs need updating.
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For the large reference issue, can you check the papyrus log if there are any problems reported by the DYNDOLOD scripts? For the question about northern roads, a screenshot with more informative console would be helpful https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. IIRC the mod includes the LOD model for the bridge itself. If its position is off, it could be because its root node has a translation. If there are no translations, then the vertices themselves are off. The game ignores root node translation, while the CK/LODGen LOD generation does not.

