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Everything posted by sheson
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Read the first post of the the DynDOLOD 3 alpha thread where to make post. I moved the post. Read the first post which log files, debug log and bugreport.txt to upload when reporting problems. If there is no bugreport.txt it might mean the program is forcefully terminated by the OS. Check the Windows event log for entries. Change the object LOD Level 4 distance (fBlockLevel0Distance) in the DynDOLOD SkyUI MCM to the desired distance. Make sure to use the latest version of the DynDOLOD 3 Alpha Standalone and the DynDOLOD Resources SE 3 Alpha. In case DynDOLOD DLL is used make sure to use the latest version of the DynDOLOD DLL Scripts.
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This is an absolute statement: Any large reference that is overwritten by an ESP triggers large reference bugs. The deleted flag does not change the fact that the large reference is being overwritten. The ignore flag makes a record non-existent. The record does not have any affect with the ignore flag. If a record has no effect it does not overwrite anything. See https://dyndolod.info/Help/Large-References Message about deleted references are statements of facts. Cleaning is a prerequisite before generating LOD. https://tes5edit.github.io/docs/7-mod-cleaning-and-error-checking.html Update, DLC and CC plugins change between game updates and there are older mods/plugins out there that have not been made with the (future) changes / additions of plugins in mind. If a guide wants to skip the simple and save process of cleaning to save a few minutes time in a setup that takes hours / days, then it should provide a patch that fixes such problems and other issues in the load order. If you believe warning and error messages are noise, I suggest to simply fix the cause of the problem nonetheless. Incidentally taking care of known problems - regardless of how mundane they seem - helps greatly with stability and troubleshooting later on.
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Any large reference that is overwritten by an ESP triggers large reference bugs and if the deleted flag is set can cause CTD if anything else tries to access that reference. To "delete" a large reference, create an overwrite in an ESM flagged plugin (can be ESL flagged, too) and move it underground z=-30000. No initially Disabled flag, no enable parent. That is what the https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Reference dropdown = Delete does. It will try to use DynDOLOD.esm for the overwrite if possible.
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How to make DynDOLOD work with Azura statue replacer?
sheson replied to Grajowiec's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue to learn how to use the full model for LOD. Also use search https://stepmodifications.org/forum/search/?q=azura&quick=1&type=forums_topic&nodes=223 The mod overwriting the reference to change the scale is causing large reference bugs (should be reported by a message in the log). Such overwrites should be in a ESM flagged plugin file. -
DynDOLOD requires PapyrusUtil
sheson replied to Wolfstorm321's question in DynDOLOD & xLODGen Support
FAQ: Game: DynDOLOD requires PapyrusUtil A: If the intention is to use DynDOLOD DLL, make sure the papyrus scripts from DynDOLOD DLL overwrite the papyrus scripts from DynDOLOD Resources. A: PapyrusUtil is not installed, outdated or not running at all. A: Make sure you have the correct PapyrusUtil version for the current Skyrim and SKSE versions that is used and none of its files are overwritten by other mods. A: Check the c:\Users\[username]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\[skse|skse64].log that the PapyrusUtil DLL was loaded correctly. Do not install Skyrim into special game folders like Program Files x86 to avoid issues with Windows UAC, anti vir etc. -
Start the load order in xEdit Start the Asset Browser with CTRL + F3 Enter the filename into the filter field. The Asset Browser shows which container(s) contain the file. The first one listed wins. Data means loose files. textures\dlc01\landscape\icelakesurface.dds is a vanilla texture that ships with the vanilla BSA files for Skyrim Special Edition or the Dawnguard DLC or HiRes DLC for Skyrim. If the texture is not in the vanilla BSA files, then the BSA files are not vanilla anymore / being overwritten or there are some kind of access problems. Verify the integrity of the local game files in Steam to restore the vanilla BSA files. Read the first post which entire logfiles to upload when making posts.
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Let me be more specfic. textures\dlc01\landscape\icelakesurface.dds is a vanilla texture that is in Skyrim Textures3.BSA for 1.5.x and in Skyrim Textures4.BSA for Skyrim 1.6.x Make sure that the vanilla BSA files are listed in the [Archive] section of Skyrim.INI like in the default INI as it is created by the launcher so they are automatically loaded by xEdit/XLODGen/DynDOLOD. The loaded BSA files will be listed in the message log. There is no need to downgrade or upgrade anything. You only need to make sure the base game is setup properly.
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textures\dlc01\landscape\icelakesurface.dds is a vanilla texture in Skyrim - Textures3.BSA As the TexGen options window says: "In case of file not found errors verify the log that all the required BSA files are loaded."
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https://dyndolod.info/Help/Grass-LOD Grass LOD is generated for LOD level 4 only. You can use the https://dyndolod.info/Help/Mod-Configuration-Menu#Settings to change object LOD distances. If grass LOD seems to be missing for certain types of grasses, they probably do not have billboards generated. See the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List
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Since Billboards do not occupy the same 3D space as the full models, there is no brief flickering (typically it is because shadows on full model and no shadows on LOD) when they both show at the same time
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Tree/object LOD is only generated for enabled references that exist in plugins. If the tree LOD is generated for that load order, there *should* be something there. LOD can only be generated for base records for which LOD assets exist / have been assigned. If no billboard exists for that tree, not LOD can be generated for it.
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DynDOLOD does not change how LOD works https://dyndolod.info/How-LOD-Works Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker). https://stepmodifications.org/forum/search/?&q="brief time"&type=forums_topic&nodes=223
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There has to be a reference / full model in the Tamriel worldspace / outside Solitude if there isn't one in the Solitude worldspace. There can only be one tree LOD btt for the area loaded at a time. The billboard that is used for tree LOD generation is probably from HD LOD installation. DynDOLOD 3 is currently in Alpha test. It is already used by guides and usually LOD generation and the generated LOD are typically stable. However, things make break / change between versions. Pay attention to the change log.
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From https://dyndolod.info/Help/Ultra-Tree-LOD While Billboard1 is suitable for standard tree LOD billboards and HD tree LOD billboards, consider using Billboard4 with HD tree LOD billboards for even better visuals. Billboard1 has 4 triangles per tree, while billboard 4 has 8 triangles per tree. The additional triangles allows for better reactions to light sources from all directions together with the HD tree LOD billboards. It is a good alternative to 3D tree LOD models in case performance or resource usage is of concern or as fallback for individual trees in case 3D tree LOD models are not available.
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See the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved the post. DynDOLOD does not change the color of texture when they are added to the texture atlas. E.g. the billboard texture on the atlas texture should look exactly the same unless you told DynDOLOD to change its brightness. Changing brightness should not change color tone. Standard tree LOD uses a limited shader that does not react well to lighting. Weather mods and ENB can dramatically change appearance of tree LOD. Use ultra tree LOD either with Billboard4 (requires HD billboards) for best results or with the 3D tree LODs.
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This looks like FAQ: Game: Tree LOD: LOD trees show in child worlds / towns A: This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static object or dynamic LOD which don't have the limitation. See the section 'Custom Settings For Specific Mods - Mods that add trees to the same area as child worlds' in the ..DynDOLOD\Docs\DynDOLOD_Manual.html for more information and how to use DynDOLOD rules to address the issue. Which means you should be able to find the full model(s) and click it for its form id in the parent world Tamriel. Or you could just remove the unnecessary 3rd party billboards for small fauna like this so they do not have any tree LOD generated. Or use ultra tree LOD - with billboards in all LOD levels if performance if of concern. DynDOLOD 3 should ignore such trees for standard tree LOD automatically if they are placed in cells coordinates covered by the walled cities.
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https://en.wikipedia.org/wiki/Additive_color R = red G = green B = blue Images/textures use values between 0.0 and 1.0 for each color channel. 0 means no intensity and 1 means full intensity. All channel = 0 is black, all channel 1 is white. Simplified, the brightness multiplier values are multiplied with the RGB values of the texture. GrassBrightnessTopR=0.5 means the red color channel of the texture is multiplied by 0.5, so the intensity of the red color channel is now half. If the grass seems too bright, set lower multipliers. If the grass seems to have a red tinge for example, set the R multiplier lower than the GB multipliers to "remove" more red. And/Or disable/adjust ENB image based lighting.
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Can not find textures\lod\icwalllod02.dds textures\lod\ictowerlod01.dds
sheson replied to VoyageSky's question in DynDOLOD & xLODGen Support
From the log you posted Can not find textures\lod\icwalllod02.dds for texture atlas Can not find textures\lod\ictowerlod01.dds for texture atlas <Error preparing texture textures\lod\ictowerlod01.dds for atlas: File not found: textures\lod\ictowerlod01.dds> Check log lines above the exception for additional hints. Check the FAQ and search official forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ for those errors. The log mentions what the cause of the problem is and what to do about it. Searching for this error finds this thread I moved your message to. Start reading from first post. The textures are part of DynDOLOD Resources Core Files, which means they are not installed correctly/fully. -
Check if the texture is actually causing the problem. If it is, then there is noting else to do than to delete it and generate it anew. If the texture is corrupt or invalid and there is no message in the log, then it happened afterwards. For example generating into game or mod manager folders instead of a dedicated output folder outside of game/mod manager folders. Unless you set texture compression 565 and use Windows 7, there is not really anything in xLODGen/TexConv that can generate an invalid texture without some kind of warning/error. The texture or its generation with xLODGen has not really anything to do directly with the clear map mod.
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Check the xLODGen log if there were any error or warnings, especially for that particular texture. Delete it. Generate it again. The DynDOLOD INI settings are irrelevant when generating anything with xLODGen.
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BSOD are a hardware, BIOS setting, OS, driver problem etc. Searching for the BSOD code/message typically provides a hint.
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Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
Start the tool in SSE mode for Skyrim Special Edition if you want to generate LOD for Skyrim Special Edition. From DynDOLOD_QuickStart.html / DynDOLOD_Manual_SSE.html Add -sse as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Skyrim Special Edition mode. See DynDOLOD-Shortcut.txt for help. -
E0434352 can mean there is a problem with the .Net installation. Try Microsoft .NET Framework Repair Tool https://www.microsoft.com/en-us/download/details.aspx?id=30135 If there is no LODGen_[GAME MODE]_[WORLDSPACE]_log.txt or it does not contain a useful error message, start DynDOLOD in expert mode, select the desired worldspace and click Execute LODGen. Bring the LODGen command prompt window to the front to see if it prints more details to the console. If that does not give more detail, check the Windows Event Viewer for additional messages from the .NET Runtime. Also upload the the DynDLOD log and debug log.
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Stuck at `Press any Button` in SkyrimVR
sheson replied to Bersaelor's question in DynDOLOD & xLODGen Support
Do not install the game into special Windows folders like Program Files x86 to avoid problems with UAC, anitvir. Make sure the DynDOLOD DLL Scripts are installed as well and all of them overwrite DynDOLOD Resources SE. Check c:\Users\[username]\Documents\My Games\Skyrim VR\SKSE\DynDOLOD.log for hints. Check c:\Users\[username]\Documents\My Games\Skyrim VR\Logs\Script\Papyrus.0.log for the message. Engine fixes probably misses latest Microsoft Visual C++ Redistributable

