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Everything posted by sheson
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. The explanations at https://dyndolod.info/Messages/Unresolved-Form-ID that opens when using the "Click on this link for additional explanations and help for this message" are pretty detailed. However, they require modding skills, like how to use xEdit. They explain exactly what the problem is: Unresolved form ID errors signify records that try to use non-existing records in the same or master plugins. The next sentence explains a possible reason: This can happen due to outdated plugins or if records being used by other records are removed without taking care of such dependencies. If you followed the generation instructions to error check the load order with xEdit you would have already found this error and probably others. If you look at the record xx131C43 in TY01VultureRest.esp, you can see that BonehawkUndeathPatch.esp overwrites it and sets the XNDP - Navigation Mesh to an non existing form id. To fix the error in BonehawkUndeathPatch.esp, drag and drop the existing entry from TY01VultureRest.esp to BonehawkUndeathPatch.esp. Patch plugins can only be created by a patcher program with error free plugins. Incidentally checking and fixing errors helps to avoid having to troubleshoot hard to decipher CTDs or issue later in the game. As the https://dyndolod.info/Generation-Instructions#Prerequisites explains, sort and resolve conflicts. Clean and error check the load order with xEdit before generating the LOD patch. Ideally mod authors should check their plugins are error free when before they upload them.
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See the explanations in the INI above those settings.
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Check the verbose LODGen log for out of range messages. Upload the 3D tree LOD model and the used textures.
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I haven't had time to test anything with the community shader yet. Need to do that first before I can write anything about it The grass LOD shapes in the BTOs will always have a name starting with "grass". If the name can not be used we could probably use unique shader settings/ flags that are not used by object LOD. Object LOD does support soft lighting and backlighting though. So just using a billboard NIF that sets those in this case might be all that is needed. Give me some time to look into it.
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https://dyndolod.info/Mods/Community-Shaders
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If the UV is inside 0.0 and 1.0, then the shapes for the leaves in the object LOD BTO should be using the object LOD atlas generated by DynDOLOD which should have properly made mipmaps. Have you verified what texture the leaves in the BTO are using? If they are still using the full texture with bad mipmaps, then it is typically because of the UV being outside 0.0 and 1.0. The UV data is either in the NiTriShapeData block or the BSTrIshape and can be checked with NifSkope.
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What problem persists exactly? If you are just referring to how things look in the game, then do actual troubleshooting by checking the UV coordinates and used textures of a BTO object LOD mesh. If they use the full texture, then check the actual UV coordinates values in the LOD model NIF with NifSkope to make sure they are all really inside 0.0 and 1.0. Set Verbose=1 ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, then check the LODGen_Tamriel_log.txt in the log folder for out of range messages. As I wrote, the CLAMP_S and CLAMP_T is set in the shader settings Texture Clamp Mode. Very easy to edit with NifSkope when looking at the BSLightingShaderProperty.
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Moved to the DynDOLOD 3 Alpha thread. See the first post which log and debug log to upload when making posts. Also upload ..\skse\plugins\DynDOLOD_Data\DynDOLOD_Tamriel.txt, DynDOLOD_Tamriel_Objects.txt and DynDOLOD_Worlds.txt from the DynDLOD output.
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You can drag and move the UV coordinates that are outside the 0.0 to 1.0 range inside. Inside 0.0 and 1.0 is typically the center of the UV edit window. You can also just set the Texture Clamp Mode to CLAMP_S and CLAMP_T in the shader settings.
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https://dyndolod.info/Help/3D-Tree-LOD-Model Note that by default mipmaps of textures that are added to the tree LOD or object LOD texture atlas are ignored and instead are generated from the largest resolution with an alpha-to-coverage algorithm so that small details do not fade into full transparency the further away they are. To use the mipmaps of the original texture defined by the LOD model, add the term UseMipMaps to the BSTriShape/NiTriShape name. This should preferably done for all LOD models using this texture. Use an unique filenames for such textures, so there are no problems with other mods modifying the same vanilla filenames.
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It will release when it is ready. Test the test version from the tree LOD shaders thread.
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Do not post screenshots of text. Post the text instead. Those lines are not added under [DynDOLOD] but under [Skyrim arnimaDUPLICTE003] and thus have no effect.
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Unfortunately the debug log shows that both [DynDOLOD] GLDebug and GLListDebug are not set to 1 in the..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and this the additional OpenGL debug checks are not activated.
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Unless a user does something very tricky and custom, it is pretty safe to assume that if the default texture atlas filename is complex, that all seasonal atlas textures are too.
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This test version creates a INI for each tree LOD texture. https://mega.nz/file/EVQT3ShQ#7c9gdFXTZyZN6VM0WyAG7CPLyoxP88KNtKx_LRU1BBw So, same filename as the texture .INI instead of .DDS [Information] ComplexAtlasTexture=1 INI missing or containing ComplexAtlasTexture=0 for diffuse only texture Note that there can be seasonal textures if Seasons Of Skyrim is used. For example, the folder Textures\Terrain\Tamriel\Trees\ can contain these files: TamrielTreeLOD.dds TamrielTreeLOD.ini TamrielTreeLOD.SPR.dds TamrielTreeLOD.SPR.ini TamrielTreeLOD.SUM.dds TamrielTreeLOD.SUM.ini TamrielTreeLOD.AUT.dds TamrielTreeLOD.AUT.ini TamrielTreeLOD.WIN.dds TamrielTreeLOD.WIN.ini
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The settings to control grass LOD brightness and the limitations of ENB not applying effects to LOD are already explained at https://dyndolod.info/Help/Grass-LOD. Vanilla complex grass with ENB can match just as well:
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You are welcome. Enjoy.
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It was really easy to add this features without much trouble. it will be part the next alpha 119. Let me know If you do release a mod for this. In that case I will add a page to dyndolod.info about the INI settings etc.
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Set fTreeLoadDistance to the same as fBlockMaximumDistance. You can do that in the DynDOLOD SkyUI MCM Settings live in the game. TBH I never tested this in particular, so maybe eyeballing it works too. Make tree LOD go about as far as the rocky mountain object LODs. It will most likely not line up perfectly but for an estimate it should be OK.
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https://dyndolod.info/FAQ "DynDOLOD could/can not read/find * DynDOLOD* does not belong to these DynDOLOD plugins" Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL or PapyrusUtil above. Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers. Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[USERNAME]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors.
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To compare also make sure to set the standard tree LOD distance as far as object LOD level 16 shows, assuming you generated with Billboard1 or Billboard2 in all 3 object LOD levels. Download this test version of DynDOLOD https://mega.nz/file/tM5QVTTB#FmapuABtFMlws_fj8Gq1B6cZYlOIid7pJhcmzG53Bn8 and unpack as usual. Set TreeNormalMaps=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and run TexGen with [x] Tree checked to generate standard tree LOD billboard diffuse and normal map textures. Install TexGen output as usual. Set TreeLODComplexAtlas=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and run DynDOLOD as usual with [x] Tree LOD checked. It should generate standard tree LOD but with a complex tree LOD atlas texture where the lower half has the normal maps as discussed. Let me know if it works and if anything else is needed for any other things you might want to do with standard tree LOD in the future.
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x, y rotation determine if a tree grows at an angle or lies on the ground etc. so it should match the full trees orientation to be useful Overdraws aside, trimmed textures have less width, so there could be potentially be more texture on atlas. Not worth loosing much sleep over. People hit the 256 limit with large worldspaces (Tamriel, Skyblivion etc.), many tree mods with lots of varying trees or making tree LOD billboards for shrubs and bushes as well. More users hit space problem on single atlas texture first though. DynDOLOD writes an extra *.txt file next to the *.lst file with pluginname;formid for each tree reference for a potential DLL to fix unloading. Can have more extra data if needed of course. The BTTs have 2 unknowns a 4 bytes for each tree that DynDOLOD currently writes the CRC32 of the plugin that adds the tree reference to. It seems like a lot of work to do these things beyond the complex atlas texture, since all of those limitations are already addressed with using object LOD. If somebody is that desperate for the draw calls they should probably have full models, lower INI settings for full models, lower object LOD distances, generate less detailed LOD etc.
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Have a look at https://dyndolod.info/Help/Tree-LOD#Limitations to see a list of things that doing billboard tree LOD in object LOD solves - since a lot of years ... Creating normal map textures for standard tree LOD billboard and creating an complex tree LOD atlas texture should be easy enough to implement though. I might have a test version to test things soon. https://dyndolod.info/Help/Grass-LOD Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD. Grass LOD does not suffer from any of the standard tree LOD problems. It would/should be up to ENB to apply effects made to full grass also to the distinct grass LOD shapes in the object LOD meshes.
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In a beta users test things and report any problems if something does not work as expected. Nobody ever reported any related problems.
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Read the first post which debug log to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum As explained in the first post and documentation, always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. As explained in the first post, use search to find similar questions and answers.

