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Everything posted by sheson
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The settings affect all (alpha) textures on the object LOD or tree LOD atlas. 1. is explained by reading the explanations above the setting. AlphaCoverage is used if texconv is used to generate mipmaps. AlphaFactor is used for the internal mipmap generation 2. AlphaCoverage = texconv command line argument -keepcoverage, AlphaFactor = factor used for internal or internal alpha-to-coverage scaled algorithm. Instead of changing these values here, I suggest to change the alpha threshold of the 3D tree LOD model. It will have direct impact on the texture and mipmap when the full texture added to the atlas. Think of it as the initial setting for the first mipmap with the highest resolution from which all other mipmaps with lower resolution are derived. https://dyndolod.info/Help/3D-Tree-LOD-Model Note that LOD only has binary alpha with a fixed threshold of 128. DynDOLOD reads the alpha threshold from the NiAlphaProperty from the models used for LOD and adjusts the textures before it is added to the atlas texture. The final result in game may be to thick or thin like certain objects seem to be missing or transparency looks off. Try adjusting the NiAlphaProperty in the 3D LOD model. Again, note that the UV texture coordinates need to be >= 0.0 and <= 1.0 for LOD being able to use the atlas texture. If the UV is outside those limits, LOD will use the texture directly.
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Next time try to start start the task manager and check memory usage. Do not kill DynDOLOD or reset the PC just let it runs and do its thing. Add realtimelog=1 under [DynDOLOD] in..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini in case you decide to prematurely kill the main process or reset the PC, which prevents saving the log file otherwise. Upload all files from the log folder. No information what the processes were currently doing at the time you decided to restart your PC. No information about the load order was provided. Since it works when not setting 3D tree LOD models for LOD level 4, you probably set fall back to full model trees or installed a tree mod that uses no optimized (full) 3D tree LOD models. Read all answers for High memory usage / Out of memory at https://dyndolod.info/FAQ
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Add a new text file like MyPatches_Tamriel.patch to the (virtual) ..\Data\DynDOLOD\ folder. *_Tamriel.patch files are processed when LOD for the worldspce Tamriel is generated. The child worldspace RfitenWorld is part of Tamriel. Add a line like below to the file to create an overwrite for the worldspace record in the DynDOLOD.esp and to set the No Grass flag. overwrite2esp=skyrim.esm;00016BB4,DATA\No Grass=1 Next time LOD is generated for Tamriel, DynDOLOD.esp should contain the desired change. Read the first post which log and debug log to upload when making posts. As explained before, the DynDOLOD plugins are crated by copying the winning records from the plugins in the load order before the DynDOLOD plugins. If you check the worldspace record, you will notice than none of the vanilla plugins set the LOD water record - which probably means the child worldspace uses the record defined on the parent worldspace Tamriel. Not setting the record and setting it to NULL are probably two different things. Check which plugin set the record to NULL and fix it in there. As explained at https://dyndolod.info/Generation-Instructions#Prerequisites, the load order should be checked for errors before running TexGen and DynDOLOD. The error and plugin should have shown up and fixed before.
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Read the first post which log and debug logs to upload when making posts. If a texture with alpha channel thins out the further away it is, then it is typically because the mipmaps were created without alpha-to-coverage. This typically means the full texture is used directly and not from the object LOD atlas. Which typically happens because UV coordinates are outside 0.0 and 1.0.
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What error messages? You could provide information where everything (MO2, the game, the tools) is installed, upload a screenshot of the executable settings, copy and paste the relevant content of the fully enabled debug log of MO2, upload the log and debug log of TexGen and/or DynDOLOD x64 version when started directly.
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Let me point out that you are only posting a story without any actual information. It seems you have a problem with MO2 and not TexGen or DynDOLOD. I suggest to seek help for MO2 in its comments/discord.
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If the programs can be started directly, but MO2 does not start them, then there is something going with MO2 or the setup or it is prevented by the OS, antivir etc.. Its log may contain clues.
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Starting the programs directly works? In that case, if MO2 does not start a program, then you need to check the entries for it in the settings for the executable dropdown are correct, check the MO2 logs for hints and use the MO2 comments/discord for help. Make sure absolutely nothing is installed in special Windows folders, that UAC, antivir etc. are not preventing access, etc. The MO2 discord has newer dev versions, for example MO2 2.4.5 Alpha 3 or MO2 2.5.0 Alpha 3 (only works on Windows 10 and up).
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I will add these changes to the next version: Always assign lod_3.nif to Level3 instead of leaving Level3 empty. _lod_3.nif continues to fill lower levels if there are no _lod_[0|1|2].nif and no _lod.nif In case a lod_4.nif exists, it will always be assigned to Level3 (replacing any _lod_3.nif) but without filling any lower levels. Once the next version is out, double check those changes by checking DynDOLOD_SSE_Object_Report.txt
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Since the game only uses 3 LOD Levels by default, the automatic LOD assignment only assigns to Level 0, 1 and 2. Only vanilla uses _3 and it is typically assigned like _2 if no _2 exists. This probably could be different when LODLevel32 is set to true and/or the last / mesh mask rule sets LOD Level 32 not none. The questions would be if there needs to an identifier that makes sure the LOD model is only ever used for LOD Level 32, so it does not end up in the LOD used in the normal world, because there is no _2 and Level2 gets auto filled with _3 because of those vanilla LOD models.
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Use the Adrenalin 22.5.1 Recommended (WHQL) and not any of the optional newer drivers that still seem to contain OpenGL bugs as discussed several times in this thread recently Read the first post which explains which log and debug log upload when making posts. Delete the log from x86 version and start the x64 version again to write new log. "Not working" is not a useful problem report. Report the actual version instead of "latest".
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https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything. Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp. Also see https://dyndolod.info/Help/Load-Overwrite-Orders#After-Generation
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The log reports: <Error: Unspecified error while processing Archive> from the 7zip DLL, so that is not really helpfull. If not other error message from the DLL pops up, then I have no idea, other than maybe OS, antivir or drive problems. Instead use only "Save & Exit" without the zipping and install the output as a mod directly (e.g. move files into a new mod folder in MO2), or use the https://www.7-zip.org directly to see if it works or also has a problem.
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Moved to the DynDOLOD 3 Alpha thread. Make sure to read the first post. Read the first post which log and debug log to upload when making posts. No. I mean nothing but the usual Windows OS shadow copy/previous versions or 3rd party undelete tools. https://dyndolod.info/Generation-Instructions Select an output path. The output path should be outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders. Click Exit TexGen or click Zip & Exit to create a *.zip archive of the output for easier mod installation. Creating an archive will clean the output folder while all relevant files are packed into the zip file. I keep adding idiot proof checks trying to protect users from themselves, but as the saying goes, they keeping building a better idiots.
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Read the first post which log, debug log and bugreport.txt to upload when making posts. Maybe even check the log messages yourself, I wouldn't be surprised if there is some kind of hint what might be going on.
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Read the first post which entire log of the meaningful session (a session starts with a "starting session" message) and debug log to also upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots. Read https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen how to run TexGen before running DynDOLOD Read https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD, in particular: Pay attention to all log messages. In case a summary of messages was created and opened in the default browser check all its entries to learn about problems and if they need to be addressed. The log contains lots of lines like this: [01:13] <Warning: File not found textures\dyndolod\lod\trees\srg_oak6_2d2268b0_trunk_1.dds. Used by meshes\dyndolod\lod\trees\srg_oak6_2d2268b0passthru_lod.nif Plants_Merge.esp TreeAspen06 [TREE:0007614A]> The relevant help is https://dyndolod.info/Messages/File-Not-Found-Textures If running TexGen does not generate those missing textures, then you are missing required resources for whatever tree mod contains the meshes that use them. If you merge mods, make sure their BSA files are also merged or still loaded or their assets are loaded one way or the other.
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See https://dyndolod.info/Mod-Authors 3D tree LOD models are just object LOD models of the form *_lod*.nif. So defining the LOD levels with _0|1|2|3 works the same.
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Read the answers for Object LOD shows in active exterior cells https://dyndolod.info/FAQ Sounds like map LOD is locked to object LOD level 32 without those files being in the load order.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Just keep using the "Copy message to clipboard" link instead of making screenshots of the messages as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Do not post screenshots of text/websites. Post the URL instead. There is no need to post screenshots of the DynDOLOD Documentation, unless you want to show layout/style issues. Really read the error message and the linked explanations. (LOD) Assets are *not* relevant to plugin errors: "MajesticMountains.esp might be the wrong version." "Error in MajesticBrumaMountains.esp ..." It seems that MajesticBrumaMountains.esp was made for a different version of MajesticMountains.esp. Do not use "Majestic Bruma Mountains - MM 2.8x Beyond Skyrim Bruma Compatability Patch" with Majestic Mountains 3.2. Check its bug report and posts. Use Majestic Bruma Mountains - BS-Bruma x Majestic Mountains Patch instead.
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Location-Specific DynDOLOD Settings
sheson replied to tooandrew's question in DynDOLOD & xLODGen Support
No, not possible and it doesn't make sense. ENB modifiers or weathers affect the entire screen / LOD areas equally. If a billboard is wrong, update the billboard. https://dyndolod.info/How-LOD-Works Terrain LOD is separated into 4 LOD levels while object LOD is separated 3 LOD levels respectively. The LOD levels are named 4, 8, 16, 32 based on the number of cells for the edge length. For example LOD Level 4 covers 4x4 cells, LOD Level 8 covers 8x8 cells etc. Typically object LOD does not have a LOD level 32 - it can only be shown on the map. Different settings for a chunk mean 4x4 cells of whatever grass LOD it contains is different to the grass LOD of the 4x4 cells next to it. -
Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. The default is MinTreeModelHeight=512 < z times TreeModelHeightMultiplier=1.7 and/or max scale of references using the tree. If you do not want TexGen to generate billboards it creates automatically, change the True to False the in config file as explained at https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Tree-Grass-LOD-Billboards Add a mesh mask rule setting all LOD Levels to None, just like the default rules at the top of the list but typically with VWD checked. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules
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Read the first post which log and debug log to upload when making posts. All these 7 vanilla references are overwritten by AlternatePerspective.esp [CRC32:1A18560E] from the Alternate Perspective 3.0 download archive.
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Texconv uses directx to convert textures. Maybe there is a problem or it can read/write textures files. DynDOLOD will wait for Texconv to complete. If you kill Texconv via task manager, DynDOLOD should continue with an related error.
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The drivers are all that are required. You can uninstall crapware, test if there are any changes in behavior and then install it again if so desired. Or use a restore point if that seems more convenient. Maybe it has an option to disable any "optimizations" it promises to do.
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LODGenWin.exe was never used or accessed in this generation process of the logs you uploaded. You started the x64 version of the tools. If anything it uses LODGenx64Win.exe and testing it at the start of DynDOLOD passed without problem. External: C:\DynDOLOD\Edit Scripts\LODGenx64Win.exe, Version: 3.0.9.0, Date: 2022-05-18 08:00:00 As explained install the Adrenalin 22.5.1 Recommended (WHQL) and not one of the versions that are not recommended. https://www.google.com/search?q=install+AMD+drivers+without+radeon+software There might be an option to disable whatever "optimization" it is trying to do that caused the reported problems.

