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sheson

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Everything posted by sheson

  1. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt. Also post a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. 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 tree and which types of assets were found and used for the different LOD levels
  2. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and which entire LODGen logs to upload when making posts. Wasn't the original error and DynDOLOD log message like this: https://stepmodifications.org/forum/topic/19089-lodgenx64exe-failed-to-generate-object-lod-for-tamriel-lodgenx64exe-returned-25b https://dyndolod.info/Help/LODGen 25B - Error accessing There is a problem reading the mentioned *.NIF. ... If the mentioned file is a *.BTR terrain LOD mesh, generate a valid one with xLODGen and follow its instructions to always set a dedicated output folder outside of any game and mod manager folders. If you followed the instructions of xLODGen to generate the files, it is possible something happened to them or something us interfering with reading them.
  3. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Installation-Instructions Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Pay attention to all log messages (especially "file not found textures"). https://dyndolod.info/Messages/File-Not-Found-Textures#TexGen In case a texture is not found while running TexGen, it will be substituted with the default diffuse (full red color) for *.DDS or the default normal map (flat surface) for *_n.DDS
  4. Grass cache files are loaded by the game on demand and their data is unloaded together with the other inactive cell data if the cell buffer is full and new cells attach and need to be loaded. Grass LOD generation requires grass cache files at the time of the object LOD generation only. https://dyndolod.info/Help/Grass-LOD Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD. https://dyndolod.info/Help/Object-LOD Object LOD is the combined meshes and textures for objects that do not change and are not animated, like buildings or landscape features like mountains and rocks. https://dyndolod.info/How-LOD-Works
  5. No logs were provided. See https://dyndolod.info/Messages/Textures-Do-Not-Match and https://stepmodifications.org/forum/topic/20475-textures-do-not-match/ See 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. If you are following a modding guide like STEP, it has specific values for its load order that you need to follow. Make sure to also read https://dyndolod.info/Help/Grass-LOD#Updating to spend less time testing different values.
  6. Great! I will have look but it may take a bit.
  7. The first screenshot might be showing tree LOD in active cells, so see answers for https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells It looks like LOD Level 32 were created and stuck object LOD after fast travel should not happen with dynamic LOD. It might also be already show the LOD area and full grass rendered outside of it (mode 2 in NGIO config) while grass LOD was generated with mode 2. Unfortunately the there is no further context for the first screenshot. like a further away 2nd screenshot, or with LOD toggled LOD of. The console information about the terrain underside is irrelevant, obviously. Full textures missing is already explained by the linked https://dyndolod.info/Messages/File-Not-Found-Textures. The linked page list several scenarios why that might happen and gives hints for troubleshooting.
  8. You seem to have a problem with understanding some message from a mod manager. However, neither the actual message from the mod manager or information about the load order was provided. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum There may be a conflict of files, e.g. a mod contains one or more of the same file paths and file names as DynDOLOD Resources. A proper mod manager should detail which files conflict in its message or somehow provide that information, so we know what it actually reporting. Such conflicts and what should win is a normal occurrence when installing mods. Read and follow the https://dyndolod.info/Installation-Instructions: Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations. See https://dyndolod.info/Help/Load-Overwrite-Orders#Before-Generation, this might apply: DynDOLOD Resources also contains a few updated full models and textures to fix various minor issues. They should overwrite unofficial patches and Skyrim particle patch for ENB - their changes are carried forward or improved. Typically they should be overwritten by other mods - sometimes at the expense of LOD maybe not matching as well anymore. This depends on user preference.
  9. No DynDOLOD debug log or DynDOLOD_SEE_Tree_Report.txt was provided. As already explained, for 3D tree LOD 3D tree LOD models need to exist and be installed for the tree mods(s) in the load order. 3D tree LOD models are not created automatically. As already explained, TexGen generates the (HD) tree LOD billboards for the higher LOD levels and as fallback in case 3D LOD models do not exist. The game only has a limited cell buffer for already loaded cells. That is why the grass cache exists, so the game does not have to create the full grass every time. Make sure to set the appropriate DynDOLOD-Grass-Mode in the NGIO config as explained in the https://dyndolod.info/Help/Grass-LOD#Settings. You might also want to set Make sure to set [Grass] bEnableGrassFade=0 in Skyrim.ini or SkyeimCustom.ini.
  10. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Help/Ultra-Tree-LOD#Requirements Ultra tree LOD requires tree LOD billboards generated by TexGen. In case 3D tree LOD is desired, 3D tree LOD models need to be installed in the load order. If a 3D LOD model is not available for a tree, the tree LOD billboard will be used automatically in its place. It is unclear if or which tree mod(s) are being used and if 3D tree LOD model exist and/or are installed for them. See https://dyndolod.info/Help/Ultra-Tree-LOD#Generating, in particular this and what follows: 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. https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures. Doing a quick check the mod does not contain those updated LOD textures.
  11. Do objects appear if you get closer? I do not recall and can not currently check if WTT adds any there, too.
  12. No logs were provided. In that case see 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. When using complex grass and the side facing away from the light direction is too dark it can be brightened with the backlightmask. In the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini set ComplexGrassBillboard=5 and set ComplexGrassBacklightMask to a value like 25, which means 25% of the light is applied to the side facing away from the light source. If the result is too dark, raise the value. If the result is too bright, lower the value. This also depends on the used grass mods. You might be able to find past posts here or on the mods pages or even modding guides suggesting values for the brightness settings to try. Make sure to also read https://dyndolod.info/Help/Grass-LOD#Updating to spend less time testing different values. Use tll in console to toggle LOD off and on. Then the border to where full grass should be rendered by the game/NGIO and where grass LOD starts should be obvious.
  13. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. What disparity do you mean exactly? https://dyndolod.info/Help/Grass-LOD Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards The LOD billboards are typically used for a simple 2 plane model crossing like an X if viewed from top. Each grass full model that can have many triangles/planes is represented by this 2 plane X billboard instead, so that disparity is expected. You need to make sure the game renders the full grass to the edge of where grass LOD starts. Typically that is achieved by setting the same Mode for DynDOLOD and DynDOLOD-Grass-Mode setting in the NGIO config file. See https://dyndolod.info/Help/Grass-LOD#Gap-between-full-grass-and-grass-LOD.
  14. It seems Worldspace Transition Tweaks - Skyrim To Solstheim.bsa is missing from the load order. Install it and make sure the game loads it. Once it does the, the data in Occlusion.esp will work as intended by the WWT mod as is. Unlike every other type of asset, in the game loose *.lod files lose to the ones in BSA, however LOD and Occlussion is generated based on the "winning" loose file paradigm.
  15. You seem to have generated a new LOD patch for a new load order and posted a new screenshot about the issue but did not upload the new corresponding DynDOLOD log and debug log. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs. As suggested by https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting do these two troubleshooting steps: Uncheck DynDOLOD is active in the DynDOLOD SkyUI MCM - Main page to disable dynamic LOD. Report what happens, any changes or not etc. In case of issues in the game, test if the problem persists without any DynDOLOD output. Report what happens, any changes or not etc. If that changes anything, test what happens if you only disable Occlusion.esp. Report what happens, any changes or not etc. If that did not change anything, test what happens if you also disable DynDOLOD.esp. Report what happens, any changes or not etc. If that did not change anything, test what happens if you also disable DynDOLOD.esm. Report what happens, any changes or not etc.
  16. Moved to the appropriate thread for the message. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search https://stepmodifications.org/forum/topic/15693-found-stitched-object-lod-textures-from-earlier-texgen-generation-installed-in-game-folder/#findComment-247289 https://dyndolod.info/Mods/Enderal Enderal SE includes object LOD textures generated with TexGen without the CreateMod=1 setting set in the TexGen INI. That means that TexGen will inform about TexGen output already existing and suggests to remove it. At the moment, the only option is to click Ignore to continue as it is impossible to remove the individual object LOD textures only.
  17. The screenshot https://postimg.cc/vcQrPPS5 seems to show black terrain at the edges of the active cells caused by missing terrain LOD. Occlusion planes and boxes also hide LOD. What sentence in the FAQ do you believe says otherwise? It is too bad we still haven't heard if disabling the DynDOLOD output makes a difference or not.
  18. Occlusion planes typically do not cause black terrain at the edges of the active cells. That is usually a sign of terrain LOD textures not loading or missing. According to the provided information there are no Realistic Water Two plugins in the load order.
  19. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and report results. There are mods in the load order than contain seasonal swap files, which enables the option in the interface. If there is no po3_SeasonsOfSkyrim.dll installed, also see the other answers for https://dyndolod.info/FAQ#Entire-LOD-missing.
  20. Moved to the appropriate thread for the problem. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search The screenshot matches what happens when terrain LOD meshes and textures are missing. This is probably related to seasons. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting DynDOLOD output typically does not affect terrain LOD like that. See all answers for https://dyndolod.info/FAQ#Entire-LOD-missing, in particular: If Seasons of Skyrim SKSE is used, make sure to generate LOD - including terrain LOD with xLODGen - for all enabled seasons or disable LOD switching for a season in ..\Seasons of Skyrim\SKSE\Plugins\po3_SeasonsOfSkyrim.ini. See https://dyndolod.info/Help/Seasons and https://dyndolod.info/Help/xLODGen It doesn't seem to missing object LOD level 32 files, since those were generated.
  21. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug log to upload when making posts. TexGen is not generating a cache but "output" containing textures. Do you mean there is an error message that says: Error: File not found textures\effects\fxwatertile06_n.dds. If you search for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search, we can find https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-191/page/355/#findComment-265251. I suppose there is a new install option that does not use/install that texture anymore. So the TexGen configs will need to be updated accordingly. This should be addressed in the next alpha version.
  22. This is unrelated to graphics drivers. So it happened at least twice. Do you remember if it was the same worldspace and record? Delete all old logs. Run this test version https://mega.nz/file/ZBwHjRTS#lO3GYX9wfo0wwQ01CELqfw4GbMIbhbbTglT5Zu--ELg just once. Report if it works.
  23. https://dyndolod.info/FAQ#BSOD-Blue-Screen-Of-Death BSOD, the PC crashing or turning off is a hardware, BIOS setting, OS or driver problem. Is the integer overflow repeatable, did you try more than once? Delete all old logs. Run this test version https://mega.nz/file/ZBwHjRTS#lO3GYX9wfo0wwQ01CELqfw4GbMIbhbbTglT5Zu--ELg. Report result.
  24. What do you mean again? The file can still downloaded from the post above. https://stepmodifications.org/forum/topic/20613-vigilant-and-acmos-object-lod-level-32/#findComment-285060
  25. Since no such instructions exist, the answer to the question is no. For Skyrim SE/AE 1.5.x/1.6.x and Skyrim VR 1.4.15. DynDOLOD 3 Alpha-129+ Really read this Large Reference Bugs Workarounds https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements DynDOLOD plugins need to be generated with DynDOLOD 3 Alpha-129 or newer. If you have existing output generated by DynDOLOD 3 Alpha-129 or newer it can still be used.
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