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sheson

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Everything posted by sheson

  1. Provide the complete FO3LODGen_log.txt when making posts. If you have issues following third party guides, then I suggest to follow these guides exactly and/or to ask their authors for help. We can not provide modding help with entire load orders and how best to generate LOD for whatever list of mods are installed. That is what modding guides are for. Or for the enthusiast modder to test and find out themselves. The notes about some billboards textures not being found for all "trees" is normal., If you want the reported "tree" to have LOD representation in tree LOD, add a billboard texture for it. From the Viva Las Vegas guides you linked: Despite the name, Tree LOD is horrible for trees. It's only good for bushes and other small flora objects, for this reason trees themselves are most often made as Object LOD. I believe the suggestion with FO3 is still to not bother with tree LOD generation unless you understand its limitations and can make sure it works. The BurntGround01.dds seems to be missing from the vanilla game, so the message about it is "normal". xLODGen does not change how the engine works. LOD is generated with the available LOD assets for the current load order. If something does not have LOD, you will need to add a LOD model for it. I do not know what "full LOD" is supposed to mean. The 5x5 active cells around the player are typically show the full models and beyond that is the LOD area in which terrain, object and tree LOD is loaded. Use tll in console to toggle LOD on/off to see where the active cells end and where LOD starts. A brief overlap where full models load in before LOD is disabled when a row of new cells attaches is normal. How LOD water looks is defined by the LOD water water record defined on the worldspace record. LOD not unloading in the active cells is often caused by game INI settings or DLL mods. Test with default INIs. Doublecheck by disabling the output for comparison. In case of terrain LOD not unloading in active cells it can be unproper texture formats when generating. Stick to DXT1.
  2. No TexGen or DynDOLOD debug logs were provided. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a close up screenshot of LOD. Read https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards and https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List to check if not each full model grass NIF that is not a flat like ground cover has a billboard LOD representation as expected. Read https://dyndolod.info/Help/Grass-LOD#Performance It is unclear if there are full grasses types that might have no LOD billboard representation at all or if the billboards and how the look in game are not to your liking. The debug logs and above linked explanations can help with that. There are limits to how close the flat X with the billboard textures can match the full grass NIF up close.
  3. Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making. Use the Copy message to clipboard link of the message to paste its text instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text The message states a fact. You are either not deleting all lines with DynDOLOD in them or you are not editing the right file in the "...\data\seasons\" folder used by DynDOLOD. Click on the Click on this link for additional explanations and help for this message link of the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Help/Seasons, which under Errors explaines: In case the reported file is MainFormSwap_WIN.ini, start the game once without the old DynDOLOD output active before generating from scratch or updating to update the contents of the file automatically. Starting the game without DynDOLOD output should update the right file - if the game uses the same data folder as DynDOLOD.
  4. I suggest to temporarily disable only the NGIO DLL to see if it is really involved.
  5. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLDO log and debug log to upload when making posts. See https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List
  6. The game typically shows all 4 terrain LOD levels so it does not really make sense to not generate all of them for the current load order so they match. Use the Specific Chunk option and set the first drop down to 32 to only generate LOD level 32 files.
  7. "Cranking all the settings to the max" instead of setting sane and logical values for the 3 object LOD levels would be one method to cause LOD issues. Assuming the generated LOD meshes have no issues themselves, the most likely reason is either INI setttings or mods that change how the engine works like Seasons of Skyrim DLL.
  8. Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. 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), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* 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. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.
  9. Is "this issue was occurring before I even added this mod" referring to the LOD patch output generated by the TexGen/DynDOLOD tools? What are the LOD distance settings shown in the DynDOLOD SkyUI MCM Settings page? Provide a screenshot for example. Test what happens if you specifically set uLockedObjectMapLOD=16 in all INIs that might change it? The EditorID is a row near the top of the worldspace record. It is unlikely that it is not Tamriel in this case, since terrain LOD still shows. Check a couple of the generated BTOs in NifSkope they show/contain the expected object LOD.
  10. Do not post screenshots of text. Post the text instead as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Having said this, I can not help with issues of 3rd party websites. Yes, the logs verify that object LOD32 was generated. Double check the object LOD files are installed as a mod in MO2, that the mod is active and none of its files are overwritten by other mods. Read all answers for https://dyndolod.info/FAQ#Entire-LOD-missing. Start with the first answer about the LOD distances. Test what happens if you specifically set uLockedObjectMapLOD=16 in A Clear Map of Skyrim.ini
  11. Moved to a thread with a similar problem. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. See posts above. Read my signature and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and use a free file service to upload large logs. Also upload the DynDOLOD debug log as explained. See all answers for https://dyndolod.info/FAQ#Entire-LOD-missing.
  12. Moved to an appropriate thread. See posts and answers above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. Also upload the DynDOLOD DLL log as explained. The title said DynDOLOD can not find DynDOLOD.esm, while in the post it says Skyrim is giving that message, so which is it?
  13. Thanks. No, that is alright. Just use TexGen as usual, in case of problems upload new logs.
  14. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how check the windows event log for related messages and how to upload the real time log when making posts.
  15. You can leave LOD resources from other mods enabled. Also leave terrain LOD meshes and textures enabled.
  16. It is OK to do whenever you find the time. Run again with StitchThreads=4. Upload new logs.
  17. Moved to the DynDOLOD 3 alpha thread. See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Help/Grass-LOD Grass LOD is generated for LOD level 4 only. https://dyndolod.info/Help/Object-LOD#Settings The distances of the object LOD levels can be controlled with below INI settings - either in the DynDOLOD SkyUI MCM or the Prefs INI, through the game launcher. Use BethINI to set sensible values to start with. [TerrainManager] fBlockLevel0Distance=max distance for object LOD Level 4 in game units Increase fBlockLevel0Distance to increase how far grass LOD shows.
  18. The CRC32 of the LOD model is irrelevant. That is why it is not used or mentioned in these explanations.
  19. The terrain LOD meshes and textures for Tamriel generated without issues to the dedicated data folder several times. That indicates the output was not installed as a mod or then not activated/deployed or overwritten by another mod.
  20. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD and TexGen logs and debug logs to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Do not post screenshots of text. Copy and post the text instead. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text However, there is no reason to post stuff from the summary, since that information is already part of the DynDOLOD log. Make a useful screenshot of a full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
  21. The question does not make sense. https://dyndolod.info/Help/Ultra-Tree-LOD Ultra tree LOD or LOD trees in object LOD are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system. The LOD for the trees can be 3D tree LOD models, tree LOD billboards or a mixture of both - hybrid tree LOD models. https://dyndolod.info/Help/Object-LOD Object LOD is the combined meshes and textures for objects that do not change and are not animated, like buildings or landscape features like mountains and rocks. There are 3D/hybrid tree LOD models, which can be used to generate LOD for trees in object LOD, which is called ultra tree LOD. We simply call them 3D tree LOD models nowadays, since the hybrid part is just one method of optimization done by whoever creates them. https://dyndolod.info/Help/3D-Tree-LOD-Model In order to match 3D tree LOD models to full models, the filenames of the 3D tree LOD models contain the CRC32 checksum of the full model.
  22. No SSELODGen_log.txt was provided xLODGen works perfectly fine when following the instruictions. See the first post and the Readme.txt included in the download archive and https://dyndolod.info/Help/xLODGen Pay attention to the log messages. After generation install the meshes and textures generated to the dedicated output folder as a mod and make sure they overwrite everything else. See https://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightness. There is typically no need to change any brightness settings when generating LOD from the landscape full textures and using an appropriate noise.dds overlay.
  23. Please run this test version https://mega.nz/file/9QRCWKhT#Oa7KmQjKNXkjPIZd_wWDQv2uYPkP0Rvjx5reKquJJQI and upload new logs.
  24. Well yes. You can use the output and continue as usual. if time permits, could you run with this test version https://mega.nz/file/9QRCWKhT#Oa7KmQjKNXkjPIZd_wWDQv2uYPkP0Rvjx5reKquJJQI with the RenderSingle=0 and StitchThreads=0 (or the settings removed) and just GLDebug=1 and upload the new log and debug? It would still expected to fail, it is about gathering additional information.
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