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sheson

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Everything posted by sheson

  1. Moved the post to the appropriate thread for the error message. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. Searching for the same error finds this post https://stepmodifications.org/forum/topic/15567-unresolved-formid/page/14/#findComment-284505Click the link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open to open https://dyndolod.info/Messages/Unresolved-Form-ID. Read the section "Find Unresolved Form ID Errors with the xEdit Error Check Before Running DynDOLOD" and "Plugin Might be the Wong Version" Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Most likely the date of the patch plugin is older than LegacyoftheDragonborn.esm. You should check the comments of the mods and/or patch plugin for related hints.
  2. I uploaded a new test version. Run it and then upload the new log and debug log. No log or debug log for the successful run were uploaded.
  3. Get the test version of TexGen from https://dyndolod.info/Downloads/Test-Versions and try again. If there is still a problem, add GLDebug=1 under [TexGen] in E:\_Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_FO4.ini and run again and upload those logs.
  4. Set UseMipmapsComplexGrass 1 in E:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if the grass LOD billboard is created then and if that is the case, verify the billboard textures look OK. There is no need to rerun TexGen when changing the alpha threshold in LOD models as only DynDOLOD reads those. The debug log shows file/path not found errors. It looks like LOD meshes filenames might be found initially in the folder scan but then the files "go away" in the meantime when trying to load them, so it might UAV, antivir or MO2 VFS related. Check the MO2 log for hints Reboot/restart to clear temporary file access issues. Yes, the NifSkope screenshot shows the alpha threshold value to change, however the file errors ended the process long before any alpha channel adjustments could be made.
  5. Moved to the appropriate thread for the issue. See 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 when making posts. It is simpler and quicker to check logs files for information, especially when temporality not having access to a Skyrim setup. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Check-the-FAQ -> https://dyndolod.info/FAQ#Not-seeing-all-worldspaces-in-the-selection-box: Only worldspaces that have a persistent cell are shown. The persistent cell must be added by the same plugin that add he worldspace. If you find the time, I am still waiting for a report if changing the alpha threshold of a specific 3D tree LOD model still works as desired and also the logs for the error with the TexGen test version to address the issue of some grass billboards not being generated for your load order.
  6. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. Make sure the dedicated graphics card is the main one and that it supports OpenGL 3.0 or higher.
  7. No logs were provided. It is unclear which mod manager is used or what the actual issue is. It seems there is an issue with the mod manager being unable to install meshes/textures properly to the data folder. I suggest to troubleshoot and address the actual issue with the mod manager instead of working around it. Installing meshes/textures manually prevents modding properly like controlling the overwrite order, updating, etc. as intended by the mod manager.
  8. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. No logs or actual error message was provided. No question was asked. If there is an error message window, click the link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages. For example https://dyndolod.info/Help/DynDOLOD-Resources and in particular its Troubleshooting section. If there is an error message window, copy and paste it as explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text If there are log messages about missing meshes, then read https://dyndolod.info/Messages/File-Not-Found-Meshes. If there are log messages about missing textures, then read https://dyndolod.info/Messages/File-Not-Found-Textures. Search the forum for the message(s) to find existing threads/posts as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. For example: https://stepmodifications.org/forum/topic/18949-required-resource-file-not-found/ https://stepmodifications.org/forum/topic/19187-file-not-found-textures/ Missing meshes or textures are typically the result of not installing requirements of tools or mods properly. If a program reports a file as not found, it is because the used OS function reported the queried path/filename as not being found or it was not found in the loaded BSA. If a file seems to exists, it most likely exists at a different path than was queried. Sometimes UAC, antivir etc. block read access. Sometimes the mod manager or the OS need restarting. Also see https://dyndolod.info, https://dyndolod.info/Downloads, https://dyndolod.info/Installation-Instructions and https://dyndolod.info/Generation-Instructions.
  9. https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate and install terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, as the terrain LOD meshes are used to optimize object LOD meshes https://dyndolod.info Dynamic Distant Objects LOD (DynDOLOD) is a set of tools that is the advanced and easier version of xLODGen. The tools generate a comprehensive LOD mod for the entire load order of the different Skyrim and Enderal game versions for drastically enhanced and better matching tree LOD and object LOD plus optional dynamic LOD (hence the name), glow LOD, grass LOD, occlusion data and terrain underside in a few simple steps. https://dyndolod.info/Help/xLODGen DynDOLOD is the advanced and easier version of xLODGen for drastically improved tree LOD and object LOD generation plus many additional features for the Skyrim and Enderal versions. Generate terrain LOD with xLODGen before using TexGen and DynDOLOD to generate drastically improved tree LOD and object LOD.
  10. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Also upload a useful screenshot of a corresponding full with model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots This typically can only happens if third party billboards were installed, the billboard textures generated by TexGen were modified after their generation or the tree LOD atlas texture generated by DynDOLOD was modified after it was generated. Open one of the corresponding billboard textures in the TexGen output folder in an image viewer/editor that supports the BC7 compression format to verify their alpha channel. Remove all third party billboards from the load order. Make sure the TexGen and DynDOLOD output has no conflicts with other mods or the MO2 Overwrite folder. Do not run any tools after LOD generation that can change textures.
  11. That can not be done with rules atm. You can try setting the LOD models on the base record, however without checking Prefer base record LOD assignments over rules (which might have unwanted side effects) it is probably not going to work as desired as long as there are LOD models with the "normal" filenames. The automatic filename matching is currently made to mimic the LOD of the vanilla game with limiting the use of l and h to LOD level 4. I suggest to simply make a mesh mask rule that sets to use the Level0 LOD model for Level 8 instead for the desired mountains or to increase the LOD Level 4 distance. If there are custom Level0 LOD models installed that have such a high triangle count that it is noticeable performance wise with hardware form the past decade when they are also used in LOD Level 8, then I would propose those should be optimized regardless. I might have a look to expand that automatic detection to the higher LOD levels in a future version.
  12. Change the alpha threshold in a specific LOD model to verify that the alpha threshold adjustment works when the texture is being added to the atlas. If different LOD models exist and they use the same full textures, compare their alpha thresholds and their shape names. Upload the log, debug log and bugreport.txt (if it exists) from the test version. Copy and paste the error message with its Copy message to clipboard link as explain in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text
  13. Back then the problem was crowns of LOD trees fading to nothing. https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-196/page/678/#findComment-285705 As explained, the alpha threshold adjustment fix is included since Alpha-191. A test version is just a snapshot of the current version that is being worked on. An alpha version is just a snapshot of the same current version that has all known issues at the time addressed/tested and with the version number incremented. Based on the provided BTO and atlas, the mipmaps seem to fade normally, so for now I am assuming this might be case of tree LOD assets that could use a lower alpha threshold to make the crowns a bit thicker. For the tests I suggest to disable ENB or CS to rule out post processing effects. The provided debug logs report that the alpha threshold adjustment for the mipmap levels is applied. To test if the adjustment still works as it should, lower the alpha threshold of a corresponding tree LOD model and compare in the game that the crown of the LOD tree got thicker. Can you double check if the test version also has an inconsistent number of grass LOD billboards being generated?
  14. If you spend time creating a video, then make it obvious, which tree(s) fade into non existing branches. Verify those are actually LOD trees. Disable all post processing like ENB or CS. As a test, half the alpha threshold in the used tree LOD model for a tree as reported by DynDOLOD_SSE_Object_LOD.txt. For example pruce_forest_medium01_summer.nif it is spruce_forest_medium01_summer_9961e054passthru_lod.nif for. Change alpha threshold form 110 to 55. Then generate a test LOD patch. Check and report if that has a visible effect. TexGen reports it does not find enough opaque pixels, but it does not seem to be consistent for some reason. As example for me to check, upload Meshes\landscape\grass\grass_big02.nif and textures\Landscape\Grass\ng_c.dds
  15. Get the current test version of DynDOLOD from https://dyndolod.info/Downloads/Test-Versions and generate just ultra tree LOD without grass LOD for Tamriel to see if there is anything different. Maybe make a test profile with just the necessary mods. All seems in order comparing the debug logs between my current test version and your logs from Alpha 196. However comparing your BTO and atlas texture on the left with the one I generated on the right shows a slight difference. The trees I am comparing are: According to the CRC32s reported by logs I have the same 3D tree LOD model and textures. So for now I just want to know if might notice a difference with the current test version or if I need to continue to look further.
  16. That is not possible. I suggest to create a rules file and use a text editor to copy/paste similar lines. Use the feature that mesh masks only need to match a part of the path/filename.
  17. Please provide a name and link for where I can download the plugin notwl - custom replacers.esp. Also upload the contents of the folder E:\Modding\DynDOLOD\Edit Scripts\Export\
  18. The modus operandi did not change for over a decade. Test versions are just the current build before next release. Read the https://dyndolod.info/Changelog Alpha 191. Can you check the level 4 BTO and verify if those trees use a DynDOLOD atlas texture? In case they do, upload the BTO and the used atlas textures. Also upload them in case you need help with checking them. See https://dyndolod.info/Help/Mod-Configuration-Menu-NG#You-Are-Here
  19. The mod contains custom LOD models and textures. For TexGen to be able to generate custom LOD textures you would have to create rules for stitched object LOD textures and create custom versions of the special NIFs for the rendered object LOD textures. As a start see https://dyndolod.info/Help/TexGen, https://dyndolod.info/Help/TexGen-Configuration and https://dyndolod.info/Mod-Authors. For automatic texture replacements via base record and texture sets to work with LOD models that use stitched object LOD textures, the LOD models need to be updated to define the full textures instead. While this can take a bit of time to setup it is better than just updating the LOD textures manually for a specific replacer mod once. There are some LOD textures that can not be generated by TexGen atm, so some manual work might be required anyways. A first step would be to identify the actual custom LOD models and textures that need updating.
  20. What was the error message before you installed DXVK? Typically things should work in a standard wine / proton setup with just vcrun2022 and dotnetdesktop6 (not relevant here) as is. Repeat with the test version from https://dyndolod.info/Downloads/Test-Versions If the problem persists set GLDebug=1. Only check the Stitched Object LOD textures and uncheck the other options. Upload the new logs. If the same texture is being reported, upload textures\architecture\whiterun\wrdragontile01_n.dds found in your data folder. If you can not find, it use the the xEdit Asset Browser started with CTRL+F3 to extract it from the winning BSA.
  21. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a screenshot of the full model with more informative console and how to make a close-up screenshot of the LOD with using tfc in console to get closer. Also upload g:\Skyrim\DynDOLOD3\Logs\DynDOLOD_SSE_Object_Report.txt. You also mentioned a mod using BOS to swap models, so report/link that as well. The mod only seems to contain full models with collision removed that are then renamed to be LOD modes. There do not seem to be any separate glow_lod meshes which are required for the high glow LOD windows using external emittance. Such glow shader should be separated into *_glow_lod_[0|1|2].nif. An alternative would be to add mesh mask rules so the LOD for these is done in dynamic LOD. For troubleshooting this, you do not need to generate a LOD patch with all options for all worldspaces. Consider using a profile with just a few mods, only select the worldspace and the appropriate object and dynamic LOD options. No need for ultra tree LOD, grass LOD, occlusion etc. Ignore wrong third party instructions to temporality disable plugins.
  22. None of the uploaded logs show the LOD generation session, just the tool being started and then closed. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs None of the uploaded screenshots show the full model in question with more informative console showing model, the reference and base record form IDs etc. or a close-up of the LOD with tfc. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Name and link the mod(s) adding the building and its windows in case they are separate. Make sure to check the Windows High checkbox when generating the LOD patch.
  23. Moved to the appropriate thread for the message. See https://dyndolod.info/Generation-Instructions#Prerequisites and https://dyndolod.info/Messages/Deleted-Reference and clean the reported BetterCitiesWhiterun.esp. Delete old bugreport.txt and logs and then try again. Upload new log, debug log and bugreport.txt if it exists.
  24. 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. Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots In the meantime also see https://dyndolod.info/Help/Glow-LOD#Windows
  25. The archive does not contain the DynDOLOD log and debug log. A mod seems to contain outdated and not well made LOD models that use that texture. Despite the path and filename of the texture, it is not part of any DynDOLOD Resources or generated as part of LOD generation process. Report and provide a link to the mod that contains meshes\ivernia\lod\mountains\mountaintrim01cobble_lod_0.nif and upload the DynDOLOD log and debug log.
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