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Everything posted by sheson
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xLODGen is a tool mode of xEdit to replace CK LOD generation. CK/xEdit loading/saving/creating files to the data folder is the standard and explained and known for decades. https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-93-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/?do=findComment&comment=245835
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That is the same as xLODGenx64.exe with -sse in the arguments field on MO2 executable. Refer to the documentation of the mod manager you are using https://github.com/ModOrganizer2/modorganizer/wiki/Executables-window Make sure to always set a dedicated output folder by adding -o:"c:\output" to the arguments field for xLODGen. xEdit/xLODGen default to FO4, yes. To set the game mode add -sse or replace x of filename with SSE. Edit/LODGen as part of the filename or -edit/-lodgen as arguments define the tool mode.
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The x86 version has a good chance to run of memory. The logs seem to the obvious first thing to check. Starting without MO2 the second. Take note of the edit to my first post about DynDOLODx64 and TexGenx64 being the same program. Texgenx64 is the equivalent of starting DynDOLODx64.exe with a -texgen command line argument.
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What is the purpose of the video? I does not seem to provide any additional or useful information to the statement. Check the MO2 log. Check the xLODGen log. Run xLODGenx64.exe directly without MO2. Make sure to provide well formatted command line arguments. Make sure UAC is blocking anything either. xLODGenx64 is a renamed xEditx64, which is compiled from the same source code as the x86 version. xEdit is a Delphi program. It does not require any Visual c++ runtimes, that is for Texconv and LODGen. TexGenx64.exe is a renamed DynDOLODx64.exe. The only difference is the icon.
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If the load order did not change after generating grass cache or grass LOD billboards there is typically no need to generate grass cache or create grass LOD billboards again. Same input typically results in the same output. No logs were provided, so I can not answer/speculate about the why. There is no such thing as vanilla grass LOD assets. TexGen creates grass LOD billboards for the current load order. DynDOLOD then uses the grass LOD billboards found in the TexGen output. Check the logs and go through the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List, especially the parts about checking the grass LOD billboards.
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Grass cache generation and grass LOD billboard creation use the grass base records, models and textures that are installed at generation time.
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Ah, great. Enjoy.
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Read the first post which log and debug log to upload when making posts. If DynDOLOD "can't locate the grass cache" it means there are no *.cgid (or whatever is set with GrassGID INI setting) grass cache files in the virtual/physcial data\grass\ folder that DynDOLOD checks. https://dyndolod.info/Help/Grass-LOD
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Use the legal version of the game. Always use the latest DynDOLOD Alpha version. Do not install DynDOLOD into any Steam or game folders as explained in https://dyndolod.info/Installation-Instructions See https://dyndolod.info/Messages/Windows-Registry-Key how to update the information where the game is installed.
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Moved to the post to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. Read all log messages https://dyndolod.info/Messages and the summary https://dyndolod.info/Help/Summary-Of-Messages that opens at the end, especially about large reference bugs https://dyndolod.info/Help/Large-References Read the https://dyndolod.info/FAQ answers for Object LOD shows in active exterior cells and Out of place or floating objects
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See https://dyndolod.info/Messages/Windows-Registry-Key The mod manager is responsible for updating plugins.txt
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Read the first post which log and debug log to upload when making posts. If I ever spend time regarding Open Cities it would be to create the necessary LOD models required for single pass LOD generation.
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There should typically be no need to change the brightness of properly made 3D hybrid tree LOD models if the crown mesh and shader is copied 1:1 (and doesn't use shader settings not supported by LOD). https://dyndolod.info/Help/3D-Tree-LOD-Model The crown and trunk brightness settings (https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness) might only be applied to such properly created 3D tree LOD models containing those "crown" and "trunk" identifiers.
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Read the first post which log and debug log to upload when making posts. Do not make screenshots of text, copy and paste the text instead. The amount and resolution of textures added to the object LOD atlas determine its max required size. If it is larger than the MaxTextureSize setting in the ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_[GAME MODE]_Default.ini, additional object LOD texture will be generated.
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Go through the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List one by one. Is that 100% reproducible?
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Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
If there are such errors, then dynamic LOD can not work or you are not in a worldspace that has dynamic LOD. -
Check with Alpha-90
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Regarding grass cache, refer to NGIO description https://www.nexusmods.com/skyrimspecialedition/mods/42161 "IMPORTANT: If you change anything about your mods or grass related settings you need to delete every file in that directory so that grass can be generated again, or you will not see any changes or even have bugs like floating grass (if terrain is changed) or grass in objects (if object placement is changed). If you only change drawing distance it's not required to delete cache files." Grass cache contains used grass NIF, positions, rotation. If only the textures of grass are replaced and nothing else, then that does not change grass cache positions. https://dyndolod.info/Help/Grass-LOD#Updating
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I was able to reproduce, will be fixed next version.
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Can Not Copy Resource / The system cannot find the path specified
sheson replied to ravenRpg38's question in DynDOLOD & xLODGen Support
The message typically means TexGen is being prevented to write to the output path by Antivir. -
See https://stepmodifications.org/forum/topic/15604-texgen-error-cannot-copy-resource-the-system-can-not-find-the-path-specified/ The message typically means TexGen is being prevented to write to the output path by Antivir.
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Can you edit C:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_WrldMorrowind.txt and remove all lines for the references but one for a LOD models that have vertex colors for all the LOD levels. Then start DynDOLOD in Expert mode, select the worldspace and Execute LODGen. Should generate on BTO per Level with just that LOD model. Let me know if the vertex colors are kept then.
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Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
The possible reasons for this message are listed in the FAQ: A: Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL/PapyrusUtil above. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[username]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors. The papyrus log will help to see preceding error messages that might have been missed in the game top left in case of problems with SKSE, PapyrusUtil or DynDOLOD.DLL. Upload the papyrus log in case help is required to decipher error message from the DynDOLOD scripts. Consult the MO2 manual/help or any modding guide using it to learn how to use MO2. Same for other tools. -
If you see the sun shining through buildings or mountain rock object, install those mods. The algorithm uses the (error) delta and a max vertices value - as you can see from the xLODGen terrain LOD mesh options. While Skyrim NIF supports 65536 vertices, the max is simply half to assure the max limit of triangles (also 65536) is never surpassed. Max vertices trumps delta. Lowest deltas are discarded first, obviously. Flat terrain will have very few vertices/triangles, rough will have lots. Simply check file sizes of terrain LOD meshes. With a max limit of 32767 vertices it is not possible to have more than 65536 triangles. The more detailed the terrain underside mesh is, the closer it can be to the real terrain without it breaking through. No guidelines. Simply lower it if it sticks through. There are no other advantages I know of. The underside mesh is not one single piece. It is the LOD Level 32 meshes combined into a single NIF with flipped faces. Each LOD quad is separate. Quads outside the view frustum are culled. The Quality setting is the allowed error. 0 = no error. Readmes and hints explain what settings mean. The underside mesh is normal NIF and can be opened in NifSkope. As the terms "mask" and "partial filename" suggest it is a *[whatever]* of the filename, like all usage "masks" and "partial whatever" everywhere else Yes The doublesided flag can have a performance penalty. It can have unwanted visual results. It is also unclear (I never personally tested) if it has the desired effect. It was added as a feature request.
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DynDOLOD does not change any full models like these mods do. Smaller number for quality = higher resolution, same setting and result as terrain LOD generation quality LOD Level 32. Terrain and terrain LOD uses LAND record height data. The terrain underside can not block sun shining through objects which are higher than the terrain already. Terrain underside is a bit lower than actual terrain. Terrain LOD Level 32 can not match loaded terrain perfectly. The low, medium, high preset load different mesh mask and reference rules for object LOD generation. They do not change any other settings. The default quality is always 10. The quality number is the same setting as terrain LOD generation LOD Level 32. It is the max delta between two height terrain points considered equal. See Fast Polygonal Approximation of Terrains and Height Fields by Michael Garland and Paul Heckbert. The actual best resolution is limited by the max triangle/vertices account allowed in a NIF shape. You could open the underside NIF in NifSkope to see how many triangles/vertices each shape uses. See the explanation above the DoubleSidedMeshMask and DoubleSidedTextureMask INI setting: set the double_sided shader flag .. on these lists of meshes / textures masks (partial filename) The MeshMask is to match LOD model file names. All shapes/shaders of the LOD model with matching filename are set double sided. The TextureMask is to match texture file name. All shapes/shaders with a matching texture filename are set double sided. A filemask is a "text pattern that matches certain filenames".

