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Everything posted by sheson
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Read the first post which log and debug logs from TexGen/DynDOLOD to upload when making posts Since almost no information do this obvious test first: Check that the trees in question are actually LOD by toggling LOD off with tll in console. If the trees remain, they are not LOD but the full models. If this are 3D tree LOD models/textures from a 3rd party mod (which name you did not mention), check its mod page, comments. If leaves are thinning out in the distance it is typically because of the their textures and their mipmaps. If you want DynDOLOD to fix the alpha of the mipmaps, the UV of the leaves using the textures needs to be between 0.0 and 1.0. https://dyndolod.info/Help/3D-Tree-LOD-Model. Otherwise the mipmaps of the textures shipping with the mod should be created anew with alpha-to-coverage.
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3D tree LOD typically looks better than billboards. Only you can judge the visual and performance impact that different options have for your load order and setup. As always, generate the different options, install output into different mods, make screenshots, track FPS compare.
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That depends if you want to use 3D tree LOD (best visuals) for the first LOD Level 4 or not.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. If there is a message prompt use the Copy this message to clipboard link and paste the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text https://dyndolod.info/Help/Texconv 80004005 The texture is not a valid file format or corrupted and needs to be converted or replaced. Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is. If the mentioned texture is part of the DynDOLOD output, delete the entire output from former session before trying again.
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See the first post of the DynDOLOD 3 Alpha thread where to make posts.I moved your post. See the first which TexGen/DynDOLOD log and debug to upload when making posts. If you have issues with the quality of 3rd party LOD assets provided by third party mods, you need to check with the mods description, comments and ask their author. Do not install an 3rd party billboards, remove them if there are any. Use TexGen to generate all desired billboards. Check its log that that it did that there are no errors or warnings. See https://dyndolod.info/Help/Ultra-Tree-LOD Generate HD billboards and use Billboard4 with ultra tree LOD for best possible billboard visuals. Also set the TreeFullFallBack=4 in the DynDOLOD INI in case 3D tree LOD models do not exist. Billboards can not reach the same quality as 3D tree LODs. Check the DynDOLOD_SSE_Tree_Report.txt as explained to verify which LOD assets were found and used. Install or create 3D tree LOD assets as needed.
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https://dyndolod.info/Help/Tree-Grass-LOD-Billboards "All LOD billboards files are in ..\Textures\Terrain\LODGen\*.*." "Use TexGen to generate all required LOD billboards for the current load order automatically." ""Do not install 3rd party LOD billboards. Use TexGen to generate them."" Check what LOD assets any 3rd party LOD pack contains. Do not install or remove the billboards if necessary, keep other LOD assets. https://dyndolod.info/Mods/Useful-3rd-Party-Mods "HD LODs Textures SE - install the DynDOLOD version. Overwrite any textures from DynDOLOD Resources SE but not the textures generated by TexGen. Adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created. Do not install tree LOD billboards. Use TexGen to generate all desired billboards" https://dyndolod.info/Mods/Majestic-Mountains "Download and install the DynDOLOD V3.0 LOD Pack from the mods file section overwriting all of DynDOLOD Resources SE." It does not contain any billboards. Remove Mehrunes Dagon Distant Lod. Despite its name, it does not contain any distant LOD. It is a plugin that sets the IsFullLOD flag which means the full model is always shows. This will get replaced by the LOD model (for the vanilla statue) that ships with DynDOLOD Resources SE automatically. Instead add a rule to use the full model for static object LOD as explained at https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue The TexGen and DynDOLOD output need to overwrite any other mod.
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DynDOLOD Solstheim Initialization
sheson replied to KamisantaLolz's question in DynDOLOD & xLODGen Support
Yes speedmult is related. Anything greater than 500 turns off dynamic LOD switching. It is mentioned in the readme. -
DynDOLOD Solstheim Initialization
sheson replied to KamisantaLolz's question in DynDOLOD & xLODGen Support
Enable papyrus logging. use cow DLC2SolstheimWorld 8 8 (or whatever coordinates put you right onto the island) from main menu see what happens If you are using PapyrusUtil test with DynDOLOD DLL or vice versa. -
DynDOLOD Solstheim Initialization
sheson replied to KamisantaLolz's question in DynDOLOD & xLODGen Support
No generation logs or papyrus logs were provided. Make sure absolutely nothing from the tools generated output folder is being overwritten by anything. Test with a new game. DynDOLOD initializes as soon as the boat ride fades from black. DynDOLOD initializes only once per world-space after a new game/cleaned save. Properly follow the clean save routine when updating existing saves. If that does not happen, pay attention to any other messages, last message reported in the MCM, message from the DynDOLOD scripts in the papyrus log. Pay attention to log message at generation time. If participating in the DynDOLOD 3 alpha test, pay attention to the summary as well. Read the first post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-87/ where to post, which log files to upload when making posts. It is unclear what "trees disappearing in Solstheim" is supposed to mean. DynDOLOD generates LOD. It does not change full model trees. If trees do not have LOD it typically means no LOD assets (billboards, maybe 3D LOD models) are installed for it. If there is LOD for trees that do not exist anymore because a mod removed them, generate LOD for the current load order. LOD is only generated for references that exist, are not deleted or permanently disabled. Any problem with full models not showing has nothing to do with LOD generation. -
It looks like the grass LOD billboards that TexGen generated are not installed in the load order or they are not being found. Make sure the TexGen output contains textures like textures\terrain\lodgen\tamrielicgrass.esp\tg_pineforest_mixedplants_00000800_1.dds and they are accessible in the game data folder (e.g. MO2 right window data tab). https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List
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Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
The archive on Nexus has been uploaded 3 months ago and has been downloaded by 38,000 users and none reported an issue. The filename is irrelevant to the contents. If the download did not complete, download it again. Make sure the download is complete. Then install the DynDOLOD Core files via a mod manager. DynDOLOD does a simple check if certain key files from DynDOLOD Resources Core Files exist in the mentioned data path. If they are not the message is prompted. Make sure the mentioned data path is where the game and Core Files are (virtually) installed. -
If it is a texture you will see its filename.dds in the crash log. The partial crash log you posted it is very likely it is a texture. That sounds like a typical user myth. Terrain LOD is terrain LOD, it does not matter what LOD generator generated it. Either LOD files are valid or not. If they are not they also would not work in the normal game. Grass cache generation does nothing different then the normal game when loading cells. However, loading high resolution/larger terrain LOD files or any other meshes/textures plugins that do not affect grass or its placement is probably wasting time and resources.
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Always post entire log when making reports. The crash can not be because of generated LOD files. The relevant object points to a NIF that has a NiNode with the name "Scene Root". A NiNode root node instead of BSFadeNode can be problematic depending on the NIF and how it is used. https://dyndolod.info/Messages/Root-Block. Typically I would expect the relevant objects to mention the reference and base records in this case. Generated LOD files do not contain "Scene Root" names/strings. It is typically custom meshes from mods. The call stack also hints that there could be a problem with the texture. Like non power of two resolution for example. Often the NIF or DDS is mentioned in the rest of the crash log.
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Terrain lod land data verification
sheson replied to lifaen1's question in DynDOLOD & xLODGen Support
Sounds iike xEdit would report those as HITMEs. https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME -
Terrain lod land data verification
sheson replied to lifaen1's question in DynDOLOD & xLODGen Support
Always post the entire logfile not just a few lines. Without having access to a plugin it is impossible to say anything about the plugin. Looks like it does not have any LAND records or no LAND records with a heightmap or texture layers. This can be checked with xEdit. -
As explained on the first post, zip and upload large files to a file service. We can see from the TexGen log, that in the last session a good number of grass LOD billboards have been generated. Read the already mentioned https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List, which explains what other things to check. The NGIO or BethINI setting are irrelevant to grass LOD generation. As explained at https://dyndolod.info/Help/Grass-LOD, grass LOD is generated in object LOD Level 4. The only SkyrimPrefs.INI setting that affects that is the object LOD Level 4 (fBlockLevel0Distance) distance setting https://dyndolod.info/Help/Object-LOD#Settings, which can by changed in the game with the DynDOLOD SkyUI MCM Settings https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List#Settings
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Read the first post which log and debug log to upload when making posts. See https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List xLODGen does not affect grass LOD or its generation in any way, obviously. Always start xLODGen with the -o command line argument as explained in the first post, description and readmes to set a dedicated output folder. Only new files are put into the overwrite folder. Existing files are replaced in their respective mod folders.
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Always use the latest version. If it still happens with the latest version then, see https://dyndolod.info/FAQ "High memory usage", https://dyndolod.info/Help/Seasons#Out-of-Memory-errors, https://dyndolod.info/Help/Seasons#Out-of-Memory Unrelated, but are the game files/mods installed on a spinning disk? I find it astonishing that Gathering LOD assets takes 13 minutes. Are there other/background processes running? Consider white listing game data files like esm, esp, esl, bsa, nif, btt, bto, btr, dds etc. so they are exempt form the real time antivirus.
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Delete ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_Required_Resources.txt to skip the files check.
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Are there conflicts or other issues?
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I can download that log but its only the normal log. Can you upload the accompanying debug log as well? If you already know which original TexGen configs are being used for them to create these textures adhoc, let me know. Knowing one of the LOD models would help, too. Basically looking for a line like [AddMiniAtlas] <Debug: Automatically generate new mini atlas textures\lod\prop2d_com_elorav_woodenpole_wetlod.dds based on textures\..\prop2d_com_elorav_woodenpole_wet.dds for textures\..\[some textures].dds plugin.esm editor id [STAT:formid]> That [some textures].dds is the original one to find the TexGen config for. Edit: I was able to reproduce the bug after some trial and error based on the provided files. Will be fixed next alpha version.
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For some strange reason I can not download DynDOLOD_SSE_log.txt, it is always empty. Unfortunately the debug log from the generation is already replaced. Are the textures\lod\prop2d_com_elorav_woodenpole_drylod.dds, textures\lod\prop2d_com_elorav_woodenpole_wetlod.dds and whatever LOD textures look like this generated by TexGen? E.g. are they part of the TexGen output? Check how they look there. If they look the same as on the atlas, then the TexGen config files for those textures need fixing. If the textures are created by DynDOLOD adhoc, e.g. they show up in the DynDOLOD log just before the atlas texture is created, then we need a debug log that from that session. It is always overwritten with the last session when the program is closed, while the normal log is appended to. If I can download "the mod" somewhere to check myself, let me know in a PM if needed.
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See the first post of the DyNDOLOD 3 alpha thread where to make post. I moved your post to the thread. Post the log and debug log as explained on the first post. Also upload the atlas texture and ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt
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DynDOLOD does not generate terrain LOD. This is a bug of vanilla/Oscape terrain LOD. Use xLODGen terrain LOD beta with the protect cell border option.

