Jump to content

sheson

Mod Author
  • Posts

    13,181
  • Joined

  • Last visited

  • Days Won

    431

Everything posted by sheson

  1. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards Object bounds or z height too small. Search for the form id in the debug log. Something like Ignoring *.nif bounds volume x
  2. That is why the first explains to a file service for large log files... Are the virtual memory settings handled by the OS / default or do they have custom settings?
  3. DynDOLOD Standalone is not really a mod. It is a selection of tools based on xEdit/xLODGen to generate a LOD mod for improved tree and object LOD. That's why there are so many options, settings and explanations for all the different things. Note that the video you linked does not account for the changes of DynDOLOD 3 Alpha. Do not install any 3rd party billboards with DynDOLDO 3 Alpha, use TexGen to generate all desired billboards. https://dyndolod.info/Installation-Instructions, https://dyndolod.info/Generation-Instructions, https://dyndolod.info/Help/Tree-Grass-LOD-Billboards The first post of this thread and https://dyndolod.info/Messages explain which log files the messages are saved to. Also, a summary of messages is opened once the tools finish if there were errors or warning messages. DynDOLOD does not affect terrain LOD. As explained on the first post of the xLODGen thread, install a noise.dds that does not change brightness of terrain LOD. If you use a mod that includes pre-made terrain LOD textures made with xLODGen, make sure its ..\data\textures\terrain\noise.dds is not being overwritten by other mods unintentionally. As explained in the https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees", use the advanced mode options https://dyndolod.info/Help/Advanced-Mode tree LOD brightness setting to compensate for ENB/weather bods.
  4. How come you have no post the log and debug log from DynDOLOD? Switch to expert mode https://dyndolod.info/Help/Expert-Mode and select only the Tamriel worldspace and the default season and click Execute LODGen, see if it runs through.
  5. The log do not seem complete or generation was stopped. If it is still not fine with all seasons generated for all desired worldspace, upload new logs.
  6. Read the first post of the DynDOLOD 3 alpha thread where to make posts. I moved the post to thread. Read the first post which log and debug log to upload when making posts. There is no difference how LOD is generated for worldspaces, e.g the setting and mesh rules apply all the same. 2. Use tfc to fly to make better screenshots from higher position. Check the log for errors and warnings. Pay attention to the summary. Check the LOD distance settings in the DynDOLOD SkyUI MCM Settings page. 3. If a worldspace is not selected in the LOD options, then DynDOLOD does not generate LOD for that worldspace and can also not affect the LOD of the world in any way. There are no [meshes|textures]/terrain folders or files generated with the worldspace name and there also won't be any overwrites for that worldspace in any of the generated plugins. Hence the worldspace or its LOD can not be directly affected.
  7. I moved your post to the DynDOLOD3 Alpha thread. Read the first post of the DynDOLOD 3 alpha where to make posts what log files to upload when making posts. Carefully check the generation logs for error and warning messages. If you want to generate LOD for seasons, make sure the worldspaces have the [Seasons] identifier in the worldspace list of the advanced options as explained at https://dyndolod.info/Help/Seasons If the LOD generation had no errors and completed successfully and the generated outputs were properly installed as a mod from their dedicated output folders, then: Markath. Increase Object LOD distances. https://dyndolod.info/Help/Mod-Configuration-Menu#Settings https://dyndolod.info/Help/Object-LOD#Settings Read Mountain. If still happens after increasing object LOD distances, increase terrain LOD distance multiplier. https://dyndolod.info/Help/Mod-Configuration-Menu#Settings https://dyndolod.info/Help/Terrain-LOD#Settings The map may seem to indicate that this might not (only) be about the distance settings and something might with the season switching or the generated output. it doesn''t look like it but are you using some kind a map mod or INI settings that alters the map settings? Did you set a dedicated output folder for xLODGen with -o ? In addition to the logs from DynDOLOD, post the xLODGen log. What mod is fixLOD.esp from?
  8. See 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), change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. See the https://dyndolod.info/Help/Grass-LOD#Updating section how to quickly test different brightness settings by just editing the export file and howto limit generation to a single BTO file.
  9. I was referring to the new method used by 3D tree LOD models included DynDOLOD Resources, since only a question was asked without providing information. The tree mod you are using might still contain 3D tree LOD models that use a fixed pre-rendered trunk atlas texture that is not automatically updated. In that case you might want to manually edit it. The new method is explained at https://dyndolod.info/Help/3D-Tree-LOD-Model about how 3D tree LOD models are created. I suggest to check the tree LOD report (explained at https://dyndolod.info/Help/Ultra-Tree-LOD) to see what the 3D LOD model is that is found for that tree. Then check which texture that NIF is using for the trunk.
  10. Disabling mod or plugins is not a fix but a troubleshooting step. For every tree that you want to have 3D tree LOD, a 3D tree LOD model is required to be installed. Seems like you have a mod that does not ship with 3D tree LOD models for the full model trees it reaplaces. Disabling the mod means that the 3D LOD model / Billboard matching the original tree that is being overwritten by that mod will be used for LOD. So the LOD will not match anymore once the mod is enabled again. If the differences seems small enough, then copy the existing 3D tree LOD model to the new required 3D tree LOD filename so it is used automatically when the full model tree is replaced. https://dyndolod.info/Help/Ultra-Tree-LOD https://dyndolod.info/Help/3D-Tree-LOD-Model
  11. That most likely means the trunk NIF that is used to render the trunk billboard texture is using a different full texture.
  12. As I keep explaining, temporarily disabling mods/plugin is a troubleshooting step and not a fix. If a full model NIF is changed, then a new 3D tree LOD model for the new full model tree needs to be installed or created. When making screenshot of LOD, use tfc to get closer. Check if the DynDOLOD output contains only 1 file Meshes\Terrain\Tamriel\Trees\Tamriel.lst and it is 4 bytes Test what happen if you set fTreeLoadDistance in the DynDOLOD SkyUI MCM Settings page to 0 Check the tree LOD report for the tree which LOD assets where found and used. Do not install billboards from mods. Use TexGen to generate all desired billboards. Play attention to unresolved errors and fix them.ix ththemunresolved error in plugins.xxx Clean plugins that have deleted references. Install the latest version of Flying Crows SSE
  13. Read the first post which entire log from the last session and debug log to upload when making posts. File not found errors are self explanatory. Read the explanations of the summary that open at the end. https://dyndolod.info/Messages/File-Not-Found-Textures Install the missing textures, live with the visual consequences or do not not use the mod until its fixed by the author.
  14. Yes, if you want to test if the flickering is actually caused by the large reference bugs. If the flickering is gone after turning off the large reference system you will know it was the cause.
  15. Copy and paste the content of the event log. Do not try to paraphrase. This sounds like there is problem with the disk. You should error check the disk with the usual OS tools. Probably want to backup important data. Unpack DynDOLOD again to a different drive and start it from there. Does that mean there are no files in the log subfolder and there is no bugreport.txt? What is the installation path of DynDOLOD? What is the installation path of the game?
  16. Read the first post which log and debug log and bugreport.txt to upload if it exists. See https://dyndolod.info/Help/Texconv 8007000E means Texconv ran out of memory. Let the OS handle virtual memory settings. Check this thread. Use sane texture resolutions. The last session in the log shows that TexGen ran without problems. There were no errors. What textures do you believe are not generated but should have? Use legal version of the game.
  17. Well, if what you did works for you then continue to do it. The mod did not add any new assets or data in the meantime and the way LOD generation works and how LOD works in the game didn't change either. But that will only allow to update tree LOD. For the best visuals e.g for at least "some" object LOD to match any load order changes / textures you want to keep the complete BTOs and only delete the incomplete ones. However, checking that manually seems like a lot of work, but it will always be the same filenames. It might be easier to spot incomplete cells by checking the terrain LOD meshes generated by xLODGen. They will have the same coordinates for the LOD levels. It is unfortunate that the mod never got updated in all these years to be part of the Cathedral modding philosophy. Underside will also missing parts in the distance, it will block the sun in the cells for which data exits.
  18. I moved the post to the DynDOLOD 3 Alpha thread. Read the first post. See https://dyndolod.info/Mods/Beyond-Skyrim-Bruma The mod is "broken" as long as the missing assets and data are not provided for users to generate LOD for their load order. Hence the worldspace is disabled in DynDOLOD. I have no idea where you found a "workflow" that says to delete all object LOD meshes or what the point would be. Simply do not generate object LOD in the first place. The LOD quads for which all assets and data exists will have complete and working tree and object LOD (and terrain LOD from xLODGen). The problem are especially the quads for which not all cell data exists. The output that is generated by DynDOLOD is always safe to use.
  19. Read the first post what log and debug log to upload when making posts. Describe what you mean by "this". When making screenshots open console and click on the object of interest to show its reference form id. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Harvestable plants or flora does not have LOD and is not modified by DynDOLOD. Make sure to follow the updating instructions https://dyndolod.info/Updating and doing a clean save https://dyndolod.info/Help/Clean-Save See https://dyndolod.info/FAQ for "Billboard tree LOD shows in active exterior cells".
  20. Are you complimenting on the speed improvements or trying to report a problem? Read the change log. Read the first post, follow its advice and suggestions. Check the log messages for errors or warnings to know if there are problems or not.
  21. Use the "Copy message to clipboard" link to copy and paste the text of the message instead of posting a screenshot as explained on the first post. Post the log and debug log when making posts as explained on the first post. Use the "Click on this link for additional explanations and help for this message" link as explained on the first post to open https://dyndolod.info/Help/DynDOLOD-Resources. Check its Troubleshooting section. Install the latest version of DynDOLOD Resources or DynDOLOD Resource SE and the latest version of the DynDOLOD Standalone.
  22. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards A tree is every base record of the type 'TREE' and 'STAT' with the 'Has Tree LOD' flag set. You already provided the error message... ..\DynDOLOD\ is the folder that DynDOLOD was installed in, e.g where the DynDOLOD.exe is. The "log" folder is a subfolder of it. If there is no bugreport.txt in the same folder as DynDOLOD.exe and there no log files in the log subfolder, check the Windows Event log for messages. Which Windows version are you using? What is in installation folder of DynDOLOD? What is the command line the program is started with? What is the installation folder of the game? What is the mod manager? Do you get the same message when starting TexGenx64.exe? DynDOLOD.exe or TexGen.exe?
  23. Read the first post which log, debug log and bugreport.txt to upload when making posts. If there is no logs or bugreport.txt check windows event log for hints. Always use the latest version.
  24. Open ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel_WIN.txt in notepad. Change the line GrassDensity= to the desired density as explained in https://dyndolod.info/Help/Grass-LOD#Updating Start DynDOLOD in expert mode https://dyndolod.info/Help/Expert-Mode Select the Tamriel worldspace and make sure it has [Seasons] and only check the WIN season in the dropdown. Click Execute LODGen. Merge meshes into existing output.
  25. Those palms do not have "tree" anywhere in their path so the "tree" mesh mask rule does not apply. Which means the last "/" rule applies which falls back to Billboard1 by default. For now just copy the "tree" mesh rule to "tropical" (as not all of them are palms either). I will fix this this in the next alpha version by having the "tree" mesh rule apply to all TREE base records as well in addition to the mesh mask . Via a new flag.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.