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sheson

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Everything posted by sheson

  1. Use https://imgur.com/upload to upload images. Use https://pastebin.com/ to upload copy/paste text Always use original 7zip to extract 7z archive. Read the installation instructions and make sure to install DynDOLOD into a new folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation. Make sure Windows UAV, antivir or other crapware do not prevent access. If you need additional help with how to add executables to MO dropwdown consult with its documentation or ask question in its support forum/discord.
  2. That's because there updates between then and now (and whatever forum posts were made in the meantime got lost). Get the latest DynDOLOD 2.92, it now includes the fix to LODGen.
  3. The render distance of the game is about a 100 cells. There is no such thing as near, medium or far in the vanilla game. The LOD area starts beyond the loaded cells, the uGridsToLoad of 5x5 cells. The LOD area has up to 4 LOD levels. These things are explained in the DynDOLOD manual. Normally, grass only renders inside these loaded cells. Use No Grass In Objects to extend grass beyond that limit or use it together with Grass LOD with DynDOLOD 3.0 Alpha. If you want things like trees to have LOD, they require billboards (maybe 3D tree LOD models if you want better quality).
  4. Yeah it is. That plugin should be cleaned, but otherwise it seems valid to delete a base record... for whatever reason. Next alpha version deals with that accordingly.
  5. No information was provided. No screenshots or log files, etc. Software does not lie. Something is causing the executable names (which are kind of the first command line argument) to change.
  6. There are no changes between 2.91 and 2.92 affecting this mod. Read the manual how to generate LOD or update existing saves by doing a clean save in an interior. If you do not see the Vominheim (Vominheim) - Hammet Dungeons.esm, then either that plugin is not enabled or its BSA its not loaded and/or the lodsetting file in the BSA went missing. As is explained under the Select Worlds box in the Wizard options. The message log lists all loaded BSA files. Obviously, if a worldspace has no dynamic LOD generated, then there is "No data in DynDOLOD plugins for this location" reported when opening the DynDOLOD SkyUI MCM.
  7. The next DynDOLOD 3.0 Alpha version should automatically have appropriate waterfalls for the current version of the mod.
  8. Yes, the file should be at ..\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_ocslotd5patchesp.ini Set Notices=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Start DynDOLOD, and click either low, medium or high. The message log should show these 3 lines among other rules that are loaded: Assuming the plugin names have not been changed. Then generate dynamic LOD. Let me know the form id of the tent added by alternate start. Found it. Issue will be fixed in the next alpha version.
  9. What the holy cow is the mod doing by deleting base records. Well that explains the problems and error messages. Ignore those billboard not found messages in DynDOLOD for now. Obviously delete trees can not have any. I will have to check if this is OK behavior by the mod and update some code to deal with that accordngly.
  10. Yes of course. I will even include the file in DynDOLOD 2.x even though I will probably not fix the little happy accident in it anymore.
  11. I believe I know what the issue is. If you get a chance, test with this version of LODgenx64.exe It should have no problem parsing the txt file.
  12. Are you not wondering why there are lots of missing textures? Looks like there is a problem with some mods you might to want to look into. Load the entire load order into xEdit. Check which is the last plugin to overwrite the tree base record with the form ID 000b927A. I would expect it to be Skyrim Flora Overhaul.esp? Which version? When you check Meshes\Landscape\Trees\TreePineForestDead01.nif in MO2 right window data, is it listing Skyrim Flora Overhaul SE as mod it comes from? Please upload Textures\Terrain\LODGen\TexGen_SSE_Tree_Billboards.txt from the TexGen Output.
  13. Read ..\DynDOLOD\Docs\DynDOLOD_DLL.html "Updating / Switching between DynDOLOD DLL and PapyrusUtil" I would be interested which part of the installation or generation instructions seem to imply that SKSE plugins or papyrus scripts could in any way influence LOD generation so I can update the wording. Make sure to test the exact same output with both DynDOLOD DLL and Papyrus Util.
  14. DynDOLOD DLL or Papyrus Util do not affect LOD generation. Test the same DynDOLOD output with both. Start new game with coc whiterun for example.
  15. What you see in the video is normal for the engine and how it works. DynDOLOD does not change how the engine works. 1) LOD model/textures are different than full model/textures, hence a when one fades out and the other fades in a difference is noticeable 2) Even if the LOD uses the full model and texture, there will be an obvious switch, because LOD only has fixed transparency and does not cast or receive shadows, has limited shaders. 3) The LOD model is only disabled once the full model fully loaded, so for a brief time both models show. This alone can make trees look too thick for second. Since 3D tree LOD comes with its own 3D LOD models and textures (made with Simplygon because the full models are too complex for the hybrid method), so it is what DynDOLOD uses for LOD generation. If the alpha of the first mipmap of those LOD textures is too thick or thin, you can try to edit the texture in an image program. If a hybrid 3D tree LOD uses the same full texture as the full model, then an adjustment for the alpha threshold is applied when the texture is added to the LOD atlas. Since hybrid models also typically uses a 1:1 copy of the leafs/branches, they match more closely - which the bad side effect there is much more noticeable flicker while both models show, because of shadowing.
  16. Read the first post what log files to upload/pastebin. Warnings typically mean there will be visual issues if they are not rectified. If no billboard is found for a tree, that tree won't have LOD. Read the first post or the included quickstart.html for requirements and installation instructions. Use TexGen to generate all billboards instead of installing 3rd party billboards. The TexGen log lists what is being generated. Rather obviously, the first thing to look for is if these txt files exist or not. The screenshot from MO2 still indicates that the TexGen Output does not contain any valid game data.
  17. Read the first post what log files to upload/pastebin. Provide the entire logs and not just a few lines. Read first post or the included quickstart.html for requirements and installation instructions Preferably no 3rd party billboards should be installed and TexGen should be use to generate all of them. The TexGen log lists what is being generated. Rather obviously, the first thing to look for is if these txt files exist or not. According to the screenshot from MO2 the TexGen output is empty.
  18. FAQ: LODGen.exe: Runs a long time / The LOD files generated are several GB in size A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD.A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. Terrain LOD textures have nothing to do with object, tree or dynamic LOD, that should be obvious. Terrain LOD textures mipmaps are only used for the fade from full to LOD4 texture inside the active cells. Always use latest version, obviously.
  19. The rule to "delete" the reference for the Erikur house LOD representation in the Tamriel worldspace in case Legacy of Dragonborn v5 is installed exists since 2.72 when support for v5 of the mod was added. Open Cities uses those references to replace the LOD representations with their full models. The reason this doesn't manifest with DynDOLOD 2.x is because the "deletion" is wrongly added to DynDOLOD.esm and thus gets reverted by Open Cities.esp. A happy little accident. DynDOLOD 3.x doesn't have this bug, so the Open Cities + Legacy of Dragonborn v5 patch needs a new rule that replaces the old rule. Place the attached rule file into ..\DynDOLOD\Edit Scripts\DynDOLOD\Rules\. Then redo the second pass. Make sure to click low, medium or high so the new rule gets loaded. DynDOLOD_SSE_ocslotd5patchesp.ini
  20. No idea what the screenshot is supposed to be showing. I see a campfire. Q: Game: Out of place objects / floating objects / flickering full models A: If LOD was generated for a different load order generate LOD for the current load order. A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this object originates. A: Deleted record by a dirty plugin. Check the log for messages about deleted references by dirty plugins. Clean all UDRs and ITMs from dirty plugins. A: Sometimes LOD objects are placed on top of other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD. A: Game engine limitation. If the game enables objects that have static object LOD, the entire static object LOD for a cell may briefly show with the full models at the same time. Since now more objects have LOD this might be more obvious than before, especially while playing the intro. Consider installing the generated LOD mod after completing the intro. A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000. A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true with mods modifying the walled cities. Users are asked and welcome to provide feedback to https://forum.step-project.com/forum/101-shesons-dyndolod-support in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with console / form id) about issues if possible. A: Flickering textures (full and LOD model showing at the same time) in the LOD area outside the active cells in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini. A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini. The obvious first test is check with a new game and then either with Papyrus Util or DynDOLOD DLL to see if it makes a difference. The next version will support it.
  21. This seems to be a billboard.txt with and invalid entry that is expected to be a number. Replace LODGenx64.exe in Edit Script. This version should print out which txt file it is.
  22. If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum You installed DynDOLOD 2.91 into an existing DynDOLOD 3.0 Alpha installation or vice versa. Do not mix versions. Carefully read the installation instructions. From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation. "New" means it should be newly created and thus empty.
  23. Read the first post of DynDOLOD 3.00 Alpha: For dynamic LOD: SKSE, SKSE64, SKSEVR and PapyrusUtil, PapyrusUtil SE, PapyrusUtil VR or DynDOLOD DLL Read DynDOLOD_QuickStart.html in the download archive: Either install DynDOLOD DLL (overwrite papyrus scripts of DynDOLOD Resources) or PapyrusUtil (if available and desired) for the used game version according to their documentations. Read ..\DynDOLOD\docs\DynDOLOD_DLL.html in the download archive.
  24. What error? More invalid textures? Read the messages and follow their suggestions. Check log lines above the exception for additional hints. Check the FAQ and search official forum for those errors. If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum Reinstall the mod(s). Update the OS, Update MO2 to latest version. Make sure to use a legal version of the game.
  25. Reading the FAQ as suggested: FAQ: DynDOLOD.exe: Error [preparing|creating] textures for atlas: Error loading textures\*.dds: Not a valid DDS texture A: The mentioned texture is corrupted and needs to be fixed or replaced. This sometimes seems to happen with specific MO2 versions under Windows 10, the exact cause is currently unknown. A: Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is. Searching the forum as suggested finds these: https://forum.step-project.com/topic/15190-error-loading-textureslodicefloessolid02loddds-not-a-valid-dds-texture https://forum.step-project.com/topic/15051-not-a-valid-dds-texture/ https://forum.step-project.com/topic/14165-error-loading-textures-not-a-valid-dds-texture/ Also: How to to use pastebin There are videos and everything.
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