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sheson

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Everything posted by sheson

  1. From the first post: Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Do not generate into any game or any mod manager folders. LODgen overwrites the From Terrain-LOD-Readme.txt: Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Use this if a mod manager with a virtual file system (like MO) is used. Do not generate into any game or any mod manager folders that are part (direct or indirect) of the virtual file system. If terrain LOD textures already exist in the output folder, their generation will be skipped. This can be used to continue generating terrain LOD textures for large worldspaces in case there was a problem like not enough space left on a drive. Simply restart with the same options. Otherwise move or selectively delete old terrain LOD textures before generating new ones. Take note of the skipping messages. If the diffuse or normal texture for a higher LOD level already exists, then all lower LOD levels that are covered by the higher LOD level are skipped as well. So in order to re-generate a LOD level 4 texture, it is not enough to just delete the LOD level 4 files for the diffuse and normal texture, the higher LOD level diffuse and normal textures files need to be deleted as well. Generating Meshes always overwrites old files. From the log: <Notice: Skipping chunk 32 [-64,-64] because file already exists: c:\steamlibrary\steamapps\common\skyrim special edition\data\textures\terrain\tamriel\tamriel.32.-64.-64.dds>
  2. I can really only address the issue about Occlusion, since only that is what is shown in the log. From Skyrim-Occlusion-Readme.txt: Mode - helps to limit the amount of CELL records that need to be processed. This either applies for all available CELL records for a worldspace (LODGen mode) or just for the CELL records that already exist in the highlighted plugin(s) (Edit mode) - regardless if the records are added or overwritten. CELL records without terrain height data are always skipped. -Flat means to skip cells with terrain height data that is perfectly flat - it typically means the cell is way outside the playable area. +Border means to only process cells if they are linked to a region that has the Border Region flag set - since the player is normally restricted to cells inside the border region. Do not use +Border for plugins which require to disable borders in the Skyrim.INI. Do not use if no suitable cells are found in case the worldspace has no border region defined. +TVDT will update cells that already have TVDT data and -TVDT will update cells that do not already have TVDT data. +Border is ignored for child worldspaces that use the selected worldspace for LOD. Since the vanilla Tamriel already contains TVDT data for every cell, that settings means they are no CELLs that need to be updated. Use DynDOLOD 3 Alpha to generate Occlusion.esp. It will automatically use the appropriate mode for Tamriel.
  3. In case there are still problems, upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Blackreach.txt. If it went through without issue, enjoy.
  4. mrkbuildingslod01 is a rendered LOD texture that is automatically updated. Is it just that those full model stairs use a different full textures compared to the Markarth stairs? The L/H difference is in the vertex color alpha values. It controls how light or heavy the cover of the HD LOD snow shader is. See last paragraph of https://dyndolod.info/Help/Snow-Ash-LOD-Shader
  5. Great. I believe link was already fixed by of the forum admins.
  6. Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_legacyofthedragonbornv5esm_tamriel.patch in notepad and remove the 4 last lines: (The purpose of those rules is to add the rocks as large references). copy2esm=legacyoftheDragonborn.esm;0013DD6E,Record Header\Record Flags=0,Cell=skyrim.esm;000092BA delete=legacyoftheDragonborn.esm;0013DD6E copy2esm=legacyoftheDragonborn.esm;0013DD6F,Record Header\Record Flags=0,Cell=skyrim.esm;000092BA delete=legacyoftheDragonborn.esm;0013DD6F Same file, find and remove: (judging by screenshot 6, maybe remove the next two lines as well for 000aedef and 000aedfe. copy=skyrim.esm;000aedee,Cell=skyrim.esm;00037eec,Record Header\Record Flags=0,EDID=NOLOD Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_mod_world_ignore.txt in notepad and add a line: LOTD Museum Dress-up.esp=SolitudeWorld Let me know how it goes. I made these suggestion just by the information provided without reproducing the setup.
  7. Where exactly is the outdated link? URL? I moved the post to the DynDOLOD 23 alpha thread. Upload the debug log to a paste or file service as well. See first post. Look up every reference that is defined in a DynDOLOD in xEdit to check their EditorID which is ofthe form pluginname_formod_* to lean for which original reference it was added. typically these objects are a copies for child world references. Once we know the plugin and reference form ID we can decide to ignore all references added to the Solitude child worldspace by a plugin or if it only needs to be specific references. The dock may be from a patch file, let me know its EditorID in case it is not pointing to a plugin/forum id.
  8. See the first post which log and debug from DynDOLOD to upload. You are probably using a beta version of Windows 11 with a .Net Framework version known to cause problems. See https://dyndolod.info/Help/LODGen "Error processing If this happens with the NET Framework 4.8 version - especially when testing beta versions of Windows, install NET Runtime 6 in order to use LODGenWin.exe/LODGenx64Win.exe instead."
  9. Great that it works now. No worries.
  10. I do not recommend making the plugin a master. There can be side effects if not done properly. Use the original unmodified 0Kaidan.esp plugin and generate from scratch. If if ends up as a master in DynDOLOD.esm again, upload that DynDOLOD.esm for me to check. I tested just vanilla + 0Kaidan.esp and it did not end up as a master, so there seems to be some interaction with another mod. What mod is courier.esp from?
  11. That generation is with 0Kaidan.esp having the master flag. What is the "other" plugin that has the cyclic interaction in that case? This is with Kaidan 2.1.1?
  12. I moved the post the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload to a file or paste service when making posts. Do not post screenshots of text. Always use the latest DynDOLOD version. The DynDOLOD.esm is not supposed to contain any non ESM flagged as masters. I need to the log files to see what went wrong / try to reproduce the problem. Also upload the debug log to a paste or file service.
  13. No load order or used settings were provided. The main log and debug log will be saved when the program is closed. Until then the messages log can be copied and pasted to the clipboard or screenshotted if everything else fails to show what the current process is. For the vanilla game with default settings TexGen should take about 2 min, DynDOLOD about 5. https://dyndolod.info/FAQ under "DynDOLOD/TexGen Questions" check the answers for "Long running time or output several GB in file size" and "High memory usage"
  14. See if there is any difference with Alpha-93. Yes it should have. I forgot to add it to the changelog.
  15. It doesn't matter what or who causes an error, it needs to be fixed either way.
  16. That is not repeatable, is it?
  17. I can not reproduce this with Alpha-92 and Skyrim AE. There is no change to xxxxxE60 in ccvsvsse004-beafarmer.esl or any other reference using 0009C6CE. As mentioned earlier, a similar issue with a Hearthfire smelter was reported before and was already addressed in Alpha 89. Make sure you are actually using the latest version. Unpack the DynDOLOD Standalone archive into a new and empty folder.
  18. Going by example of Oak02Autumn we can see this in the debug log: [00:01] [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\trees\vonef\oak02autumn.nif bounds volume 0, height 0 RealisticOaks.esp Oak02Autumn [TREE:B6000D63]> If you load the plugin into xEdit and check the base recrod you will most likely find all the object bounds values are 0. Just load the plugin with CK, mark all its TREE base records and right click, select recalc bounds. Save. If you load the plugin after that in xEdit again, you will see the base records now have object bounds. If they are "large" enough, they will now be picked up by TexGen.
  19. Dynamic LOD switching in the distance is turned off at speedmult > 500, it still works <= 500. Dynamic LOD object will disables when their cells/full models load.
  20. Test it goes away by toggling LOD of in console with tll so we know this is about object LOD and not dynamic LOD. If it is, see answers for Object LOD shows in active exterior cells at https://dyndolod.info/FAQ, especially the second answer about uLockedObjectMapLOD=32.
  21. You did not upload the TexGen debug log as explained on the first post. The TexGen log you uploaded does not show that it generated a billboard for oak02autumn for example. DynDOLOD can only find billboards that do exist in the load order. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards explains how TexGen uses the object bounds to determine for which trees to generate billboards automatically. It has a screeshot from xEdit showing the object bounds. It explains how to use CK to generate valid object bounds. I also explains how to use config files to force creation of billboards either way. The words "objects bounds" link to the page https://dyndolod.info/Help/Object-Bounds. The page again shows a screenshot of xEdit showing objects bounds of a tree base record. It also explains how to use the right click context menu 'Recalc Bounds' in the Creation Kit Object Window (links to CK wiki https://ck.uesp.net/wiki/index.php?title=Object_Window). The reason why TexGen does not generate a billboard can typically be found in its debug log.
  22. Great. Thanks for letting us know.
  23. As explained on the first post, upload/paste log files to a file or text sharing service. Or attach small enough files to a post. As already explained, LOD assets are require for DynDOLOD to generate LOD for things. No idea if that assumption is correct, since you did not upload any of the TexGen logs as explained on the first post. It could also be that the TexGen output is not installed/active. See https://dyndolod.info/Help/TexGen#Tree-Grass-LOD-Billboards and https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards, i particular the part about how objects bounds are used to determine for which trees to generate billboards automatically.
  24. Search the forum as suggested by the message find this post: https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-92/page/257/?tab=comments#comment-257922 Make sure the first graphics cards in the system is the dedicated card that texconvx64.exe can use. If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum
  25. Read the first post which logs and debuglogs to upload. LOD can only be generated by DynDOLOD if LOD assets exist in the load order. Check the DynDOLOD_SSE_Tree_Report.txt that the billboards have been found as explained here https://dyndolod.info/Help/Ultra-Tree-LOD#Generating Make sure tree LOD distance is set to a high enough value so that tree LOD can show. https://dyndolod.info/Help/Mod-Configuration-Menu#Settings ultra tree LOD = trees are done in object LOD. What existing LOD assets (billboards or 3D models) are used for which LOD Level depends on the mesh rules for trees. https://dyndolod.info/Help/Ultra-Tree-LOD#Generating HD billboards will always be preferred over standard billboards.
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