-
Posts
13,181 -
Joined
-
Last visited
-
Days Won
431
Everything posted by sheson
-
Obviously setting DynDOLOD to generate object LOD Level 32 files and setting the game to use them for map requires both settings. Read https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map If you want to see trees in the distance generate tree or ultra tree LOD. Read https://dyndolod.info/How-LOD-Works, https://dyndolod.info/Help/Tree-LOD and https://dyndolod.info/Help/Ultra-Tree-LOD
-
Neither the screenshot or post do not say which tree record / model the problem in particular happens with. Determine which 3D tree LOD models are used, which textures they use and which mod(s) they come from. Lookup one of the the tree base records in Logs\DynDOLOD_SSE_Tree_Report.txt, that tells you the 3D LOD model and used textures. Check the MO2 data tab where the models/textures comes from - or use xEdit Assets Browser (CTRL+F3) if they are from BSAs. Also, textures that are only used far away do not need high resolutions that will never be used because of mipmapping. https://dyndolod.info/Help/Texture-Resolution
-
We do not really know what was done or not. If the the instructions are followed, there never should not be any LOD files in the MO2 Overwrite folder. 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. Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything.
-
https://dyndolod.info/Help/Load-Overwrite-Orders#After-Generation In case new LOD generation is not needed or wanted, it is also possible to use xEdit to manually patch the new conflicting records in the DynDOLOD plugins (or whatever plugin is the last to overwrite a record that requires the forwarding) or sort the plugin to load after the DynDOLOD plugins.
-
Moved the post to the DynDOLOD 3 Alpha thread. Read the first post. Upload the log and debug log when making posts as explained on the first post. Read https://dyndolod.info/Help/Ultra-Tree-LOD what is required for 3D tree LOD and how to generate it and what logfile to check to see which assets where found and used. DynDOLOD will use the 3D tree LOD models installed in the load order. As explained lots of times already, DynDOLOD does not change how the engine works. There is always a difference between active cells and the LOD, because they are distinctly different things and because LOD does not support all shaders and options like full models. There will always be loading of full models and unloading of object LOD models afterwards with a brief overlap. Read https://dyndolod.info/How-LOD-Works. Read https://dyndolod.info/Help/3D-Tree-LOD-Model how to create 3D tree LOD models. DynDOLOD does not create LOD models. Standard tree LOD is automatically when generating ultra tree LOD, so changing fTreeLoadDistance has not affect. "Billboard generator" is a FMOD installer that installs pre-generated billboard textures. As explained in the documentation, do not install any 3rd party billboards. Use TexGen to generate billboards. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards If you have a problem with the quality of assets shipping with a mod, consider creating your own as explained or talk to the author of the mod. If you have a problem with third party instructions, best to read and follow the always updated and current DynDOLOD documentation instead, otherwise ask the author of the third party instructions. If the goal is to have things look like in the second video, then you will need to use Skyrim Special Edition and follow the instructions of the video.
-
Read the first post which debug log and bugreport.txt to also upload when making posts. Maybe just running it a second time was all that was needed. Verify the theory by changing the mode back to what it was to see if the problem happens again. Read the first post which log and debug log to upload when making posts. For each tree that you want LOD for, a tree LOD billboard and an optional 3D tree LOD model is required. Use TexGen to generate all required/desired tree LOD billboards. That in itself is not a problem, in fact that is what is supposed to happen. The problem is that something happens along the way or seems incompatible across the versions. Provide the required information so I can replicate the setup to see what the actual issue is and address it.
-
Moved the post to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. I am not quite sure what the point of posting a screenshot of text from the DynDOLOD documentations is. Read the explanations in order to understand what the log messages means and what/if anything needs to be done about it.
-
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. Search the forum for posts that contain the error message as text to find similar questions and answers https://stepmodifications.org/forum/search/?&q="dyndolod resources se version information not found" to find answers for similar posts. 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 suggestion what to check. The problem is that the DynDOLOD Resources SE version information file can not be found in the load order. -
Neither TexGen/DynDOLOD 2.x or 3.x do not generate any leaf textures for 3D tree LOD models. They simply use the installed textures that are defined by the 3D tree LOD model NIF. Depending on the UV of the 3D tree LOD model the texture may be used directly or form the object LOD texture atlas. That may be different. Make sure the screenshot actually shows tree LOD by disabling all LOD with tll in console. Neither the screenshot or post do not say which tree record / model the problem in particular happens with. Determine which 3D tree LOD models are used, which textures they use and which mod(s) they come from.
-
The first page says to "truncate large log files to the entire last meaningful generation" since each session is appended the log. Stop/Uninstall other crapware from AMD that gets installed with the driver, like the AMD's Radeon Software. It caused problems before. Add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI to test if it makes a difference. If there is an error with other textures, then update the new log and debug log. Let me know which mod(s) the reported texture(s) come from. Test if it happens with vanilla.
-
Moved the post the DynDOLOD 3 Alpha thread. https://dyndolod.info/Help/Tree-LOD Tree LOD is generated if a tree LOD billboard is found for a tree in the load order. In this context trees are references that use base records of the types 'TREE' and 'STAT' with the 'Has Tree LOD' flag set. 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. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask The mesh mask is any part of the path/to/model.nif of a full model defined on a base record. It does not use wildcards and simply matches any part of the entire path. Entering the term tree into the field means this rule will match any filename that has the term tree in it but also any other NIF that might be in a folder that has the term tree in it as well, regardless of the filename. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#TREE-Apply-rule-to-TREE-and-Has-Tree-LOD-flag-base-records-in-addition-to-mesh-mask This flag makes it possible to use a single 'tree' mesh mask rule to match all trees that didn't match any rules above it regardless of their path or filename. So while not specifically stated in the explanation for the TREE checkbox on the rule, it applies to TREE and STAT with Has Tree LOD flag, too. In addition to the filename matching anything with 'tree' with the path.
-
If this is supposedly a problem with the new graphics drivers and I am not working for AMD I am not quote sure why you are posting here. Best to verify that theory by installing an older driver to see if the problem persists. Lets assume the driver works fine: The message: Error: OpenGL: invalid operation while processing textures\cubemaps\ShinyBright_e.dds The TexGen log seems to be missing lines. Always upload the entire session. Was there no bugreport.txt? We had problems with that texture (or cubemaps) before, which resulted in an TexGen update https://stepmodifications.org/forum/search/?q=ShinyBright_e.dds Let me know which mod is the one to supply that texture. Use xEdit Asset Browser (start with CTRL+F3) to find out the last BSA to contain it in case there is no loose file.
-
Sorry if this is beating a dead horse. Mountainslablod for MM vs TexGen
sheson replied to EazyH's question in DynDOLOD & xLODGen Support
That discussion from May 2021 is older than the first version of "DynDOLOD V 3.0 Lod pack (all versions)" I made for Majestic Mountains in July 2021 for DynDOLOD 3 Alpha 34 and newer. TexGen generates object LOD textures from the currently installed full textures. Hence it always generate the correct textures (if it doesn't it means something is wrong or out of date) https://dyndolod.info/Help/TexGen / https://dyndolod.info/Generation-Instructions "Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything. " -
The log file you uploaded stops right with Background Loader: finished. Which probably means it is from a session where you started xLODGen, its options window showed and then you closed it without generating anything. If xLODGen is forcefully terminated, then it can not append its latest session to the log file. What game version? What mod manager and version? Command line parameters? What LOD generation settings? When in the process is it being terminated? Read and answer the suggestions I already wrote: Set a dedicated output folder that is outside game and mod manager folders. Did doing so not change anything? Check the Windows Event log. What did you find? Have you tried disabling antivir or adding exceptions? Do you use / have you updated MO2 to the latest version?
-
DynDOLOD Resources SE version information not found
sheson replied to jjensson's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Do not post screenshots of messages, instead use the "Copy message to clipboard" link and paste the text as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text. Text like "DynDOLOD Resources SE version information not found" can be searched. Search the forum for posts that contain the error message as text to find similar questions and answers https://stepmodifications.org/forum/search/?&q="dyndolod resources se version information not found" 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. -
The xLODGen thread is the best location for this. Is that really all the information you are willing to surrender? I assume that also means you did not do any troubleshooting or search so far? Since you uploaded the LODGen log (the command line tool that generate the terrain LOD meshes and ran fine without error apparently) and not the xLODGen, I assume that means there is no xLODGen log being saved? Which would mean, xLODGen is not closing voluntarily, but it is forcefully terminated by the OS or antivir. Always set a dedicated output folder outside of game and mod manager folders. Install output as a mod. Check the Windows Event log. Make sure antivir is not interfering. Update MO2. Use the valid Steam version of the game.
-
The crowns of 3D tree LOD models typically do not use any textures generated by TexGen. The only texture they might use is the Rendered Billboard option for the trunk. Changing brightness of Grass/Tree/HD Tree Billboards does not affect 3D tree LOD models. Since you set the mesh rules to use 3D tree LOD models for all LOD levels, you will will only see billboards being used for trees that do not have a 3D tree LOD model. See https://dyndolod.info/Help/Ultra-Tree-LOD
-
Does it happen with DynDOLOD DLL and its Scripts installed, while doing everything else the same?
-
https://dyndolod.info/Help/TexGen (opens when click the Help button), scrolling down to https://dyndolod.info/Help/TexGen#Direct-Ambient-Smoothness These settings change the direct (default from top) and ambient lighting strength for the created diffuse texture and the smoothness of the created normal map textures. Use the Preview button to see changes to these settings in real time. Click the Use button in the preview window to use the new settings. Lower numbers mean less light strength = darker, which can easily be seen when using the preview as suggested. 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* and GrassBrightnessBottom* 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.
-
Setting all LOD levels to use 3D tree LOD models means that typically that billboards (HD or not) are only used if no 3D LOD model exists.
-
You can not use the latest Unofficial Skyrim Special Edition Patch which is for the game files of Skyrim Special Edition 1.6.x The Skyrim VR - USSEP 4.2.2 and SSE 1.5.97 Compatibility Patch patches the Skyrim VR game files to Skyrim Special Edition 1.5.97. Read https://dyndolod.info/Messages/Unresolved-Form-ID and what I wrote earlier. You need to use Unofficial Skyrim Special Edition Patch 4.2.5b for the game files of Skyrim Special Edition 1.5.97 The error message/logs tells us that record 01003055 does not exist in Update.esm, which means Update.esm is not the patched version. Follow a modding guide that explains how to properly setup Skyrim VR.
-
This error means, that the Skyrim VR - USSEP 4.2.2 and SSE 1.5.97 Compatibility Patch has not been created or the patched files it generates are not loaded. Without the patch, do not use plugins/mods that were made for Skyrim SE 1.5.x game files. Only use plugins/mods that were specifically made for the Skyrim VR game files. I suggest to read the instructions of the patcher and its messages carefully. If you need to help creating the patch, you need to ask its author(s) or follow a modding guide that includes it. Read the first post which log and debug log to upload when making posts. DynDOLOD is a modified xEdit. The unresolved error message is from xEdit code. Meaning, if DynDOLOD reports it, so should the xEdit error check. You could also check record 000B2035 directly in xEdit yourself. It should have an overwrite in Update.esm after it was patched. Make sure the patched plugins - including Update.esm - is installed and loaded by DynDOLOD.
-
For generating 3D tree LOD with xLODGen you need to create 3D tree LOD assets with the full model name and *_lod_[0|1|2].nif appended to it and they need to be at the same path as their full models. e.g. TreeAspen01.nif -> TreeAspen01_LOD_0.nif. Trying to manually do (most of) the things that DynDOLOD does automatically for entire load orders and object and tree LOD generation will probably take months. IMHO a load order on PC without SKSE, SSE Engine fixes, etc. is a waste of time. It would be more like an exercise to see how long it takes to finally be fed up with all the engine bugs and problems.
-
SKYRIMSE Weird blue square(s) on certain trees
sheson replied to user1983901's question in DynDOLOD & xLODGen Support
You installed a tree mod that does not seem to include all required billboard files. Use TexGen from DynDOLOD 3 Alpha to generate all required/desired billboards. If more help is required, provide a minimum of information. -
I moved your post to the DynDOLOD 3 Alpha thread. Read the first post which debug log to also upload when making posts. Pay attention to the log message https://dyndolod.info/Messages and the summary https://dyndolod.info/Help/Summary-Of-Messages. The HITMEs could be relevant. Read https://dyndolod.info/Help/Ultra-Tree-LOD As explained, for every tree you want 3D tree LOD, a matching 3D tree LOD model needs to be installed. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt file for the tree base records in question to see what LOD assets were found and used for them. Make sure the DynDOLOD output is not overwritten by anything.

