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Everything posted by sheson
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Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory. Do not install into existing installation. Based on the log line Texconvx64.exe was found. So were DynDOLOD Resources SE.
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Check what happens with this DynDOLODx64.exe version. If it happens to run through upload debug log anyways please.
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Unresolved FormIDs are reported by xEdits error check. Using xEdit to check for errors and fixing them is part of proper modding practice. Checking for and fixing unresolved form ID errors is not the same as cleaning plugins from deleted references and ITMs
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Download this test version of DynDOLODx64.exe and run as is. It will still error out, but should have additional information in the debug log. So upload the new debug log and bugreport please.
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The TexGen direct and ambient lighting settings are to change how the 3D model is lit while it is being rendered to texture. I guarantee if a rendered LOD billboard texture is different and the different LOD billboard texture is added to the object LOD texture atlas and the updated object LOD texture is installed into the data folder, then the change will be visible in the game. Obviously.
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Post/Upload the entire log file, not just parts of it as explained in the first post.
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Post the logs and bugreport of the latest version as explained in the first post, otherwise I am lacking the details to investigated this further atm. Click "Help for this message" if further details or instructions for an error message are required. In any case, if there still is a message that the texture icesurflayer_n.dds used by meshes\lod\ice\frozenmarshicefloechunks03_lod_0.nif can not be found, then you should fix the error in the the load order by either supplying the required texture or by removing or updated the LOD model. It doesn't seem useful having LOD models with missing assets replacing the vanilla or DynDOLOD Resources assets.
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This should work now with Alpha-36
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Setting uLockedObjectMapLOD=32 often ends up with stuck object LOD when the player runs around long enough in a worldspace in a single session. It clears with reload or restart. If you could upload the preset so I don't have to rebuild the rules from the debug log. It is automatically saved to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini
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You have to make sure that there that all old format gid files are being overwritten. The game shows LOD Level 32 beyond LOD level 16 to the max render distance. How could having more detailed LOD in any LOD Level mess up the in-game LOD? The LOD Level 32 column in DynDOLOD 32 Alpha is untested at the moment. Read the first post what log files to upload when reporting errors. I can not troubleshoot "an error" without information.
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Read the second post. Especially the part about brightness or color being off in Settings and Updating. E.g. change the GrassBrightnessTop, GrassBrightnessBottom RGB factors. Direct (sun) and ambient light intensity values in TexGen do not change the color. They are equivalent to the two light sources in NifSkope. https://en.wikipedia.org/wiki/Shading#directional_lightig https://en.wikipedia.org/wiki/Shading#Ambient_lighting
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You can just use NGIO with default grass INI settings, use onyl cache and not extend anything. This avoids accidentally loading wrong format gid files. Unless of course it's about Skyrim VR. The tree LOD system does not allow rotation around the x/y axis, so the grass LOD would not slope properly with the terrain. The tree LOD system has a limit of 256 billboards on the atlas, which could be enough or not depending on grass mods / worldspace.
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IIRC the *.gid Skyrim SE generates with bGenerateGrassDataFiles and the ones included in the vanilla BSA are in the Skyrim LE format. Loading the old gid format in Skyrim SE causes issues in the game. The cgid files are in the gid format that Skyrim SE actually expects. The data is padded with unused byes to align. Given enough time and money I might eventually write a generator.
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This thread is for the alpha test of DynDOLOD 3 alpha. The basic use of DynDOLOD is well explained in the manual, modding guides etc. for years. I do not provide modding or mod manager support that is outside the use of the tools or LOD generation. Users are expected to know the basics of modding like how overwrite orders work and how to use the use their mod manager. Refer to the mod manager guide/forum/discord how to use it. Follow the instructions in the manual verbatim. The output of TexGen has to overwrite everything, then the output of DynDOLOD has to overwrite everything. That implies the DynDOLOD plugins should load after the plugins that were part of the load order when they were generated. Typically for the DynDOLOD.esm this means it is in the highest ESM slot possible. Other patchers run after the DynDOLOD patcher obviously should then load after the DynDOLOD.esp. Like Occlusion.esp generated by xLODGen for example.
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Read ..\DynDOLOD\docs\DynDOLOD_Manual.html "Load/Overwrite Orders" Or just pay attention to instructions in DynDOLOD_QuickStart.html for example, which just says that TexGen output should overwrite everything and then DynDOLOD output should overwrite everything (which implies that it overwrites TexGen)
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2. DynDOLOD does not create a grass cache. It uses the *.cgid files from the cache to generate grass LOD. 3. Grass LOD generation is possible if grass cache *.cgid file exist in the load order. Atm you/someone could generate them with Skyrim Special Edition and then copy them over. Next alpha version will not ignore the Grass=1 setting in the INI in case the game mode is TES5VR. Skyrim VR should be able to read and use the *.cgid files if they are renamed to *.gid and AllowLoadGrass is enabled in the Skyrim INI. You just have to make sure that every single vanilla *.gid in the data\grass folder is being overwritten as the vanilla *.gid are invalid for Skyrim VR/Skyrim Special Edition.
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DynDOLOD 3 never required No Grass In Objects. Since the first alpha has been publish the instruction of the second post have been the same: Grass LOD generation requires the grass cache No Grass In Objects generates. Grass LOD is part of object LOD meshes. Use No Grass In Objects to have full grass render to the edge of the uGridsToLoad or uLargeRefLODGridSize so there is no gap. Regarding being stuck, try emptying the output folder before running DynDOLOD. If it was empty, wait for next version as it should fix that issue as well. Remember that removing plugins or mods in order to complete the LOD generation process is a troubleshooting step and not a fix. Either the plugin or mod needs fixing (e.g. Unresolved FormID errors) or something in the tools needs fixing or configuration changes so things work properly with those plugins or mods in the load order.
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The post was moved to this thread and replied to. Scroll up 5 or so posts to see the answer regarding the missing texture. As explained in the first post truncate large log files to the last meaningful generation or zip them and upload large file to a file service as explained in the first post. The nomenclature of listing choices in square brackets [ ] separated by the pipe symbol | like [this|that] means to substitute "this" or "that" in its place. | = or, & = and. Instead of posting a screenshot of an error message, use "Copy this message to clipboard" and paste the text instead. The "item not found" and "Duplicates not allowed" exceptions from the bugreport.txt should hopefully be fixed next version. No need to upload any more log files atm for these errors. Regarding the unresolved FORM ID error, click "Help for this message" to open ..\DynDOLOD\docs\help\Unresolved.html and fix or remove the broken plugin / update the update.esm to the correct version as explained.
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DynDOLOD 3 Alpha does not require No Grass In Objects. Drastically improved tree LOD, object LOD, dynamic LOD, occlusion data or terrain undersides meshes can be generated for all supported game versions including Skyrim VR. To generate the optional Grass LOD for a worldspace there need to be data\grass\*.cgid files for the worldspace(s) in the load order. Where the *.cgid files come from does not matter. For LOD generation or the TexGen/DynDOLOD output to work, it does not matter if the mod No Grass In Objects (DLL, config) itself is installed or not.
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Read the first post / included manual "requirements" and "installation" instructions. DynDOLOD 3 Alpha does not requires No Grass In Objects. Generating the optional Grass LOD requires a warm grass precache generated by No Grass In Objects as explained in the second post / included manual. Pay attention to the part that explains that this is an alpha test.
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Read the first post which log files to include when making reports. Especially the bugreport would be important, but also the debug log. You do not need to convert the txt logfiles to word documents. Just leave them as is. txt files can be search as well. Different log lines containing the same word does not mean anything. Use MO2 Data tab on the right to look up files in the data folder and to find out which mod supplies them. In case there is no loose file, use xEdit Asset Browser (start it with CTRL+F3) to find all containers (BSAs or data folder) contain a file. The frozenmarshicefloechunks03_lod_0.nif included in DynDOLOD Resources 3 does not use that texture.
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From the DynDOLOD log file: <Warning: Can not find file textures\lod\testreelod9.dds used by meshes\nereva\gkbreachclifftree02_lod.nif nereva01.esp 00NerReachCliffTree02ST [STAT:260336A6]> The LOD model is used either because it matches the full model file name (gkbreachclifftree02.nif) or because it is set specifically as a LOD model on the base record. Notice that this is not a TREE base record, but a STAT base record. It is only treated as a "TREE" if it has the "Has Tree LOD" flag set. Without the flag it is just another object that happens to look like a tree. However none of that matters in regards to the missing textures. You also either have outdated DynDOLOD Resources installed or there is a mod that contains older LOD models. Since I do not see Majestic Mountains in the load order, check which mod contains rockpilel01_lod.nif or rockcliff05rocks_lod_1.nif for example. There might be other mods that could use an updated LOD pack for DynDOLOD 3 I am not aware of.
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Since no log files are being uploaded it is not possible to answer the questions. Each object/tree has one LOD assets per LOD level as can be seen in the object/tree report files. DynDOLOD does not get stressed.
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Read the first post what logiles to upload when making reports. Check the DynDOLOD log for texture can not be found messages. Typically the only textures that can be missing are the textures used by the 3D models, since billboards are only used for LOD generation if the billboard textures actually exists. They can only be missing in the game if the entire LOD texture atlas is missing. In any case, also open the billboard textures in an image, that they look OK. The tree report lists which 3D tree LOD model was found and if it is being used for a LOD level. Check it in NifSkope or with the xEdit Asset Browser to find out which textures it is using.
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The export and logfile are promptly deleted after executing LODGen and before printing the error message to the log.That will be changed in the next version so that the logfile is kept. The error indicates a problem with the Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 installation. Is using -m 1 still causing the same type of error? Those errors also happen when executing texconv included in DynDOLOD or the official release version using wineconsole?

