-
Posts
13,181 -
Joined
-
Last visited
-
Days Won
431
Everything posted by sheson
-
It is very unlikely that vanilla meshes have infinite UV values. If that is what you are trying to show. No text explanations what we are supposed to be looking at were provided.
-
Read the first post which log file to upload when making posts.
-
Thanks. I can replicate. Will be fixed next version. Edit: Fixed in DynDOLOD 3.0 Alpha-46
-
The mentioned NIF has problems. Check if it loads in NifSkope. Let me know which mod the file is from. The mentioned NIF has problems. Check if it loads in NifSkope. Let me know which mod the file is from. Read the first post what log files to upload when making posts. Read the first post what log files to upload when making posts. Check if it loads in NifSkope. Let me know which mod the file is from.
-
Record ... is being overridden by record
sheson replied to narphous's question in DynDOLOD & xLODGen Support
Check the myriad of the warnings from the xEdit loader : [00:04] Background Loader: Warning: Record [GLOB:00000037] in file Skyrim.esm is being overridden by record [TXST:01000037] in file NewStyleEyes.esm. [00:04] Background Loader: Warning: Record [STAT:00000001] in file Skyrim.esm is being overridden by record [HDPT:01000001] in file NewStyleEyes.esm. ... [00:05] Background Loader: Warning: Record [HDPT:01000027] in file NewStyleEyes.esm is being overridden by record [ENCH:01000027] in file RaijinSaku.esp. [00:05] Background Loader: Warning: Record [STAT:00000001] in file Skyrim.esm is being overridden by record [REFR:01000001] in file RaijinSaku.esp. ... Troubleshoot and fix those load order problems. It seems the compacting of form IDs to flag plugins ESL went wrong somehow. -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and which entire LODGen logs to upload. Click on the link to open more help https://dyndolod.info/Help/LODGen as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages See https://dyndolod.info/Help/LODGen -
This is the xLODGen terrain LOD beta thread. It does not belong to any guide or particular game. Whatever questions you have about specific settings for a guide found outside the xLODGen/DynDOLOD forum you need to ask those authors/forums. The "best" settings for a worldspace of a load order and setup depend entirely on personal preference between quality and resource usage. In order to find the "best" personal results, compare different settings. For terrain LOD, read the explanations of the first post and the Terrain-LOD-Readme.txt included in the download. Also hover the mouse pointer over an option for a hint. Then ask specific question what a setting does in case something needs more explanations.
-
Do not change DynDOLOD_SSE_worldspace_ignore.txt and/or do not select any worldspaces from Vigilant. It is not supported atm.
-
Read the first post which log files to upload when making posts. Also upload ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini The vigilant worldspaces are ignore by default for a reason. Do not expect LOD generation for mods ignoring Bethesda naming conventions to magically work.
-
This thread is for DynDOLOD 3 alpha. If you have problems with a 3rd party mod/tool like NGIO, you need to ask on its support forum. I suggest to check the ..\data\grass or its mod manager equivalent like the MO2 overwrite folder if files are being generated.
-
Read the first post what log files to upload when making posts. Do not post screenshots of text. Worldspaces need a valid lodsettings file and fulfill a couple other criteria for being listed.
-
LOD does not need to look like full model close up. It needs to somewhat match full models at the switch distance. If the color is off it is weather/ENB. Try to adjust with the brightness RGB top/bottom settings. Just make sure the all grasses have valid bound values.
-
The player character is never closer to LOD than about 2 1/2 cells or ~ 10,000 units. What is the point of checking LOD up close? What is the problem of grass LOD when looked at it from a normal distance? The DynDOLOD INI does not contain any settings related to object bounds? It is unclear what math you were doing and why. It is unclear what settings were changed to what. The posted images of the grass billboards look fine. The grass cache has no effect on how the grass billboards are rendered. Grass LOD is part of object LOD. Billboards are assets used for LOD generation with DynDOLOD. Disabling or changing billboards does not change anything in the game until the object LOD atlas is updated as explained in the chapter "Updating" ..\DynDOLOD\docs\help\GrassLOD.html If you believe something is off with the textures used by grass LOD, then the next step is to check how the grass LOD billboards look on the object LOD atlas. Note that games use mipmaps, lower texture resolutions the further away something is from the camera. Read ..\DynDOLOD\docs\help\TextureResolution.html The TexGen log does not contain the last meaningful generation. No debug logs were uploaded as explained on the first post.
-
Read the second post or ..\DynDOLOD\docs\help\GrassLOD.html how to adjust grass brightness and color tone. Weather mods and especially ENB image base lighting have a big influence on grass LOD brightness and color. Consider change those. Read the answers for FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees. If you want better billboard tree LOD, use ultra tree LOD and generate HD Billboards with TexGen and set Billboard4 for the tree mesh mask rule. Other wise install or create 3D tree LOD assets for the tree mod you are using.
-
Can Not Copy Resource / The system cannot find the path specified
sheson replied to ravenRpg38's question in DynDOLOD & xLODGen Support
The message translates to ""Error copying textures The system cannot find the path specified" Click the "Help for this message link" as explained on the first post to open https://dyndolod.info/Messages/Can-Not-Copy-Resource The system cannot find the path specified typically means the OS, UAC, antivir or some other 3rd party crap ware is blocking write access to the mentioned destination path. Add an exception to whatever it is that is blocking access. Remove old files from the destination/output path, which might prevent creating the new files because they are blocked by other programs etc. -
Yes, that is how it is supposed to work. The zip function packs the relevant files from the DynDOLOD output into the archive, then cleans the output folder and moves the generated zip file into it.
-
If a mod changes the vanilla textures of vanilla objects that is exactly what is supposed to happen to the rendered LOD texture. If a mod places new (door) meshes and LOD for them is desired, a LOD mesh or a mesh mask rule should be added for the door to have LOD. So that in the game the LOD for it will cover the part of the LOD model for the building. With the vanilla game the player is never going to see LOD for that part of the castle, though. If you want the pre-generated texture to use different non vanilla textures, a custom of the special NIF should be placed in the data\dyndolod\render... folder. See ..\DynDOLOD\docs\help\TexGenConfiguration.html
-
The way to add custom rules for the load order is to create rule config files for plugins in the data\DynDOLOD folder. They are DynDOLOD version independent and are automatically applied when clicking low, medium, high. In case you have no plugin to target, target skyrim.esm, update.esm
-
Rule config files are only loaded loaded when clicking low, medium, high. It will replace all rules with the ones for the current load order from the rule config files. Checking the notices printed to log shows which rule config files are being loaded. Loading a preset loads a preset. Loading a preset does not do anything else. Loading a preset does not load any rule config files. Loading a preset restores the settings and rule listing from the time it was saved. It will replace all rules with the rules from the preset. 1. Not clicking low, medium or high does not change or load any rule config files. Clicking OK does not change or load any rules. Clicking OK does not change any options. Clicking OK starts the process with the current options and rules shown in the options. 2. Loading a preset restores the rules in the options and all other options saved in the preset. It does not do anything else. From here number 1. applies. Clicking OK saves the current options, including the currently listed rules, to the default preset file. This default preset is loaded next time DynDOLOD is started to restore the settings, including the listed rules.
-
The way rules are loaded with the low, medium and high buttons is the same since 7 years. Clicking those buttons will remove any manually entered rules. Clicking those buttons loads rules for the plugins which are currently in the load order. Logic implies there won't be any rules loaded for plugins that are currently not in the load order. This also means rules for a removed plugin won't be loaded anymore when clicking those buttons. Because it won't load rules for plugins that are currently not in the load order. Not clicking those button does not load any rules. Saving a preset saves the current state of all options, including the rules. Loading a preset loads the saved state of all options, including the saved rules.
-
You can only do that by matching plugin names in the load order.
-
DynDOLOD does not crash. It stops because it detected an installation error. Do not install DynDOLOD Resources intended for Skyrim. As explained in the first post and the manual, Skyrim SE/VR requires DynDOLOD Resource SE. The first post also has the download links.
- 2,309 replies
-
Plugins do not overwrite loose meshes or texture files. Typically LOD assets should overwrite in the same order as the full model/texture they belong to. As explained - and none of this ever changed - generated output always overwrites everything.
-
Read the first post, which explains to post any question or feedback in this DynDOLDO 3 alpha thread. Read the first post what log files to upload when making posts. If asking questions about mods, it would be nice to link to the mods. If asking questions about a specific LOD asset file, it would be nice to actually provide the path/filename to that exact file in question. Or a screenshot of stuff in game, one for the LOD, one with the full model and console open to show its form id.
-
From ..\DynDOLOD\docs\help\Advanced.html Once the OK button is clicked, the current settings are saved as a preset to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_[GAMEMODE]_Default.ini for the next time DynDOLOD is started. Low, Medium or High Preset Buttons Clicking any of the presets buttons will load mesh and reference rules. Any custom rules will be replaced. This is how it works since the beginning. Read the first sentence of the section "How to add rules for your own mod" you are quoting that from: Rules are applied when clicking the low, medium or high buttons. The message window will print a line for each rule file it loaded. What changed in DynDOLOD 3 is that, that such notices are only printed to the debug log. Depends on how you define lower/higher priority for mesh masks. A more specific mesh mask needs to listed before/higher in the list than a simpler mesh mask. The most simplest mesh mask that matches everything is "/". That is why it is last.

