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Everything posted by sheson
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Since it didn't change anything it doesn't matter.
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Test what happens if you add UseMipmaps=0 to the DynDOLOD_SSE.ini
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Need Help Setting GenericBannerRed03.nif to be Always Visible
sheson replied to gmahadhika91's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Mesh mask: genericbannerred03.nif Flags: none checked LOD Levels: all none/empty Grid: NeverFade LOD - Better to use FarLOD, having the banners active across the entire map seems unneeded. Reference: Unchanged The reference rule skyrim.esm;000eb82e for the banner on the Western Watchtower will take precedence for that particular banner. So either remove the rule or change its Grid setting accordingly. -
Read the first post which log and debug log to upload when making posts. Make and post a screenshot of the waterwheel selected while console is open with the mod more informative console installed. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Make that screenshot when the waterwheel is visible, so you can click it with console open. As explained on the first post, always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions.
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Sounds like an issue with LODGenx64.exe. I will need the LAWasteland.LOD file and a plugin with the CELL/LAND data so I can replicate. Send download information as a PM if needed.
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If a full model used for object LOD is being rotated it is because the root node has transformation data, which are ignored by the game but not by LOD generation. The spots marked with x in the screenshots do not have LOD. Some of them a large references. How far they show depends on the uLargeRefLODGridSize setting. For an object to have object LOD generated, a LOD model is required. https://dyndolod.info/Mod-Authors explains the LOD model file naming convention so they are used automatically. If a LOD model does not exist, the full model can be used for LOD. To achieve that it is best to use mesh mask / reference rules. https://dyndolod.info/Mod-Authors explains how to include such rules with a mod, while https://dyndolod.info/Help/Mesh-Mask-Reference-Rules explains how these rules work. As explained at https://dyndolod.info/Help/Dynamic-LOD, if object LOD is not possible for a reference, the LOD or full model is used for dynamic LOD (neverfades that are disabled at the near/far distance). This is either done automatically (for existing LOD models and rules) or by adding custom rules. IsFullLOD references are converted to object LOD or near/far grid dynamic LOD automatically. See https://dyndolod.info/Help/Dynamic-LOD. The next version of DynDOLOD Resource 3 Alpha will contain a properly rotated wrcastlebridge01_lod_2.nif and updated/new LOD models and DynDOLOD 3 Alpha will contain rules, so both together will cover the spots marked with X and the flooring.
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This is an ALPHA version to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Provide feedback, ask questions (also about 3rd party mods) and report any problems or issues in this thread only. Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots For an object to have object LOD generated, a LOD model is required to be installed in the load order or a mesh mask / reference rule needs to be added to instruct to use the full model for object and/or dynamic LOD. See https://dyndolod.info/Mod-Authors and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules. IsFullLOD references are converted to object LOD or near/far grid dynamic LOD automatically. See https://dyndolod.info/Help/Dynamic-LOD. Next version of DynDOLOD Resources 3 Alpha will contain new/updated LOD models. Next version of DynDOLOD 3 Alpha will contain complimentary rules.
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if it happens again, add TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini under [DynDOLOD] and see if it helps.
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Moved to the DynDOLOD 3 Alpha thread. Read the first post which debug log to also upload. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt As explained in the first post, always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. Make sure that nothing is overwriting the LOD models included in DynDOLOD Resources. https://dyndolod.info/Help/Load-Overwrite-Orders
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Seems unlikely that a plugin causes this, but make a test profile with no mods to see if it is MO2 or a plugin or whatever else is added by MO2 to the virtual data folder. Enable MO2 debug log so it logs all file accesses and then search it for Occlusion.esp.
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Read the first post which log and debug log to upload when making posts. https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees" If the billboard tree LOD seems overly dark or bright, use the billboard brightness setting of the advanced mode to account for lighting changes made by ENBs or weather mods. https://dyndolod.info/Help/Advanced-Mode#Tree-LOD Negative Billboard Brightness values will make the billboard tree LOD darker, while positive values will make it brighter. https://dyndolod.info/Help/Ultra-Tree-LOD#Billboard-Brightness and https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness
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Read the first post which DynDOLOD log and debug log to also upload when making posts. https://dyndolod.info/Help/LODGen E0434352 Install/Update/Repair .Net Framework 4.8 or newer. Install/Update/Repair .NET Runtime 6 or newer. See https://www.admin-enclave.com/en/articles/windows/306. Check command prompt window of LODGen.exe for crash report in case the log file does not reveal anything. Check the Windows Event log. Test starting LODGenx64.exe and LODGenx64Win.exe directly from a command prompt if they get at least to "Nothing to do" and "Log ended."
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Use MO2 right window Data tab to drill down to Meshes\landscape\trees\ and check which mod the treepineforest01.nif comes from. Then doubleclick it to open it in NifSkope and it should be the same file xEdit/TexGen sees via the virtual data folder path.
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Read the first post which debug logs to also upload when making posts. Read answers for "Billboard tree LOD does not match close-up full model trees" at https://dyndolod.info/FAQ The TexGen preview (and the TexGen LOD texture generation) loads the shown full model.nif path from the current data folder (D:\Games\TESV\Skyrim Anniversary Edition\Data\ per the log). If the preview shows the "wrong" tree, it means the winning NIF file returned via the OS / MO2 file read function is "wrong". Same applies to the full textures the NIF requires. Open the load order in xEdit, start the Asset Browser with CTRL+F3 and enter TreePineForest01.nif into the filter field to see all containers. The first one "wins". Data means loose file. Double click the file to open it in NifSkope and compare it to the TexGen preview. If the load order does not change between loading TexGen and the game, yet it seems to load different assets for the same file paths, then either a different data path is set for TexGen (via the -d command line argument for example), TexGen (check its log) doesn't load the same BSAs the game does (and the assets files are not loose) or something very wrong is happening with MO2. It's (debug mode) log might help in that case. The 3D tree LOD resources are irrelevant for TexGen and standard tree LOD generation with DynDOLOD.
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Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
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Read the first post which log and debug log to upload when making posts. Make a screenshot of the waterwheel selected while console is open with the mod more informative console installed. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Obviously make that screenshot when the waterwheel is visible, so you can click it with console open. What are the mods that change the waterwheels? See https://dyndolod.info/Messages/File-Not-Found-Textures. The file not found messages you posted are about missing textures, which are required by the mentioned mesh, which is installed as part of a third party mod. That mod might be missing the trunk meshes treepineforestbroken06_09E933E6_trunk.nif for TexGen to generate those billboard textures. Or you did not generate up-to-date TexGen output with the Rendered checkbox checked.
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Read the first post which log and debug log to up,load when making posts. You are saying, the waterwheel shows when testing a game (like doing coc riverwood from main menu as a text) on a load order just before generating DynDOLOD. Then once DynDOLOD output has been generated with the large reference workarounds checked for that load order and installed, the waterwheel disappears when DynDOLOD initializes after doing the same test? Make a screenshot of the waterwheel selected while console is open with the mod more informative console installed. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
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Use DynDOLOD 3 Alpha https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-111/ If the problem persists make a post to the DynDOLOD 3 Alpha thread, preferably with logs. The logs are saved when the program is/can be closed via 'X' top right.
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Questions about DynDOLOD 3 large reference warnings
sheson replied to Phoenix's question in DynDOLOD & xLODGen Support
Yes. The workarounds are still in a testing phase right now to make sure there are no ill side effects. If all goes well they will be the default. -
Questions about DynDOLOD 3 large reference warnings
sheson replied to Phoenix's question in DynDOLOD & xLODGen Support
Every warning about a large reference means the object LOD for all large references for that cell is not disabled inside the uLargeRefLODGridSize. Otherwise I would be interested about warnings where you find that this is actually not the case. -
Questions about DynDOLOD 3 large reference warnings
sheson replied to Phoenix's question in DynDOLOD & xLODGen Support
The official xEdit ignores RNAM data for Skyrim.esm to avoid interface slowdowns. You need to use xLODGen trerrain LOD beta in edit mode to see the RNAM data for Skyrim.esm. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards A tree is every base record of the types 'TREE' and 'STAT' with the 'Has Tree LOD' flag set. Grass is every base record of the type 'GRAS'. If a plugin contains new TREE base records and they match the other requirements (object bounds etc.) tree LOD billboards are usually generated automatically for them by TexGen. The TexGen log and ..\textures\terrain\lodgen\TexGen_[GAME MODE]_[Tree|Grass]_Billboards.txt will tell you for which trees LOD billboards have been created. The log typically will tell you, if something causes large reference bugs. If a large reference uses a base record that is not of the type STAT or MSTT, it will cause large reference bugs unless the experimental https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds are used. With the workarounds large references can use TREE and ACTI base records as well without triggering the bugs. -
Download the latest xLODGen beta 97 from first post. Unpack it into a new and empty folder. Click the X top right after the log said "LOD generation complete" to close the program. Occlusion.esp should be saved to the data folder (MO2 Overwrite if no occlusion.esp existed before) If this does not change anything, remove c:\Users\[username]\AppData\Local\Skyrim Special Edition\Plugins.sseviewsettings to a backup location and try again. If this still does not work, start xLODGen without MO2 and see if it can save the Occlsuion.esp to real data folder.
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Read the first post which log and debug log to upload when making posts. Why do you believe this issue (e.g. parallax / single pass snow shader combination causing grey texture) has anything to do with DynDOLOD? What rudimentary troubleshooting have you done? Finalize the load order and make sure it has no such issues, then generate DynDOLOD for the current load order. The game screenshot shows that the reference/base record are not modified by DynDOLOD plugins. The folder screenshot does not show any assets from DynDOLOD.
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DynDOLOD requires PapyrusUtil
sheson replied to Wolfstorm321's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements DynDOLOD DLL NG and Scripts 3.00 Alpha-2 (Mega) overwrite DynDOLOD Resources SE, do not install older versions of DynDOLOD DLL or the papyrus scripts If LOD was generated with the large reference bugs workarounds checked in the advanced options, then you need to install and use DynDOLOD DLL NG and scripts 3.x If you have not checked the large reference bugs workarounds, then either use PapyrusUtil or the DynDOLOD DLL 2.x with its scripts as explained https://dyndolod.info/Help/DynDOLOD-DLL. Also https://dyndolod.info/Downloads, https://dyndolod.info/Installation-Instructions. -
Questions about DynDOLOD 3 large reference warnings
sheson replied to Phoenix's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Messages/Base-Record-Type-Not-STAT-or-MSTT-For-Large-Reference The most likely cause is a plugin changing the reference to use a different base record. This can also be caused by base record swapping, maybe also for seasons.

