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Everything posted by sheson
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For DynDOLOD 3 Alpha, DynDOLOD DLL VR is superseded by DynDOLOD DLL NG. The downloads/requirements and installation instructions only list DynDOLOD DLL NG. https://dyndolod.info/Downloads#DynDOLOD-Requirements Skyrim VR | SKSEVR | DynDOLOD DLL NG and Scripts https://dyndolod.info/Help/DynDOLOD-DLL Skyrim VR | DynDOLOD DLL NG and Scripts https://dyndolod.info/Installation-Instructions Install DynDOLOD DLL NG and Scripts for Skyrim SE/AE, Skyrim VR, Enderal SE or Enderal VR. Overwrite DynDOLOD Resources.
- 545 replies
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Do install into a subfolder of "SKSE". Instead install to c:\Modding\DumDOLOD\ for example.
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I suggest to do these test in the vanilla game with just the mods you are testing. In particular without ENB, CS, weather mods. Something seems odd in the screenshots. The steps were face normals, smooth normals with 120, update tangents. I suggest to define the full textures in the assets and simply let DynDOLOD handle the resizing onto the object LOD texture atlas instead of creating smaller "full" textures that is resized by DynDOLOD onto the atlas just the same. https://dyndolod.info/Help/Advanced-Mode The first time DynDOLOD is started, some settings like the Max tile size LOD, Max tile size full and the Max tile size billboard are adjusted to the current game resolution as determined by the Prefs, Custom or Display Tweaks INI. Typically 256 for 1080p, 512 in your case.
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Since there was no reply yet, here are 3 variants for you to test. AA-3D-Perf-Tests.7z Maybe you can report back which set has the best results in your case.
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OK, continue to use the latest DLL test version. Restore the original DynDOLOD.esp and the scripts so that the one from DynDOLOD DLL NG is being used.
- 545 replies
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Please explain which one is not clear, the instructions of xLODGen, the message from DynDOLOD or both? "Only required to be loaded when generating terrain LOD." "Found SSE-Terrain-Tamriel*.esm Remove it permanently from the load order." With both messages combined, what were you uncertain about that made you enable it again after running DynDOLOD? What extra information should be added to not do extra steps?
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Replace the test version of DynDOLOD.DLL with the Alpha-33 release version. For now keep the one script hidden and keep using the modified DynDOLOD.esp.
- 545 replies
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https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Keep all LOD assets (DynDOLOD Resources, 3rd party mods, TexGen output etc.) that were active for LOD generation activated unless there are specific instructions to disable 3rd party mods. Keeping mods that were active for LOD generation activated means the mod remains in the order. Only required to be loaded when generating terrain LOD. Only required to be loaded when generating terrain LOD means the plugin should be permanently deactivated/removed after terrain LOD generation. Do not invent opposite instructions. The DynDOLOD message to permanently remove the plugin that is only required for terrain LOD generation, means what it says. ATM there are a couple third party DLL plugins - DVLaSS and BackportedESLSupport/SkyrimVRESL - that can affect LOD generation messages or functions. Other 3rd party DLL plugins do not affect LOD generation.
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Since the LOD model has the CRC32 of the full model, it means the textures in the LOD model need to be updated.
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Effects/shaders like shadows or lighting are not related to LOD. In the context of DynDOLOD, LOD generally relates to meshes and textures shown in the distances past the active cells. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and https://dyndolod.info/How-LOD-Works
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The 3D tree LOD model defines different textures for the leaves/crown than the full model. That should be corrected. From the DynDOLOD_SSE_Object_Report.txt for this tree: TreeAspen01 [TREE:0006A9E6] Meshes\landscape\trees\treeaspen01.nif [Original CRC32:4375A7E1] [Patched CRC32:42825682] using textures\landscape\trees\treeaspenbarkcomp.dds, textures\landscape\trees\treeaspenbarkcomp_n.dds, textures\mx\birch03_c.dds, textures\mx\birch03_n.dds Level0: meshes\dyndolod\lod\trees\treeaspen01_4375a7e1passthru_lod.nif [CRC32:8BA32AED] using textures\dyndolod\lod\trees\treeaspen01_4375a7e1_trunk_1.dds, textures\dyndolod\lod\trees\treeaspen01_4375a7e1_trunk_1_n.dds, textures\dyndolod\lod\trees\treeaspen01_4375a7e1_trunk_2.dds, textures\dyndolod\lod\trees\treeaspen01_4375a7e1_trunk_2_n.dds, textures\mx\autumnal.dds, textures\mx\aspenbranch_n.dds The 3D tree LOD model should define textures\mx\birch03_c.dds and textures\mx\birch03_n.dds instead.
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To be able to troubleshoot, we need the logs from the generation shown in the screenshots. You most likely do not have them anymore, so I suggest to restore all settings, INIs to default and then generate ultra tree LOD with the DynDOLOD test version from this post https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-190/page/697/#findComment-286381. Then check results and in case of issues upload the log folder with the new logs. No need to rerun TexGen.
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The screenshot shows the full model information for a TreePineForest04.nif. Make sure you selected the desired aspen full model when making the screenshot. Upload a screenshot showing the full model information of an aspen tree. You seem to have changed mesh mask rules. Do not check the TREE flag for any other mesh mask than the "tree" mesh mask rule. The first rule to have that flag is applied to all trees regardless of the mesh mask. According to the logs, the LOD for the trees is using Billboard4, Billboard4, Billboard1.
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Moved to the appropriate thread for the invalid objectID error reported in the load order. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which normal DynDOLOD log to also upload when making posts. The error message has a 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 that opens https://dyndolod.info/Messages/Invalid-Object-ID: The light plugin has a form ID outside the allowed range. Pay attention to similar LOOT messages. Form IDs outside the allowed range can cause CTD and other serious issues and need to be fixed. Read the entire page. The plugin vclssse003_vvardenfellarrows.esl is not a valid light plugin. Its formIDs should be compacted to make it a valid light plugin or it should be changed into a valid plugin by removing the light flag and changing its filename to vclssse003_vvardenfellarrows.esp or vclssse003_vvardenfellarrows.esm. Best to let the person know who created the broken plugin, so they can fix it. It is your choice to follow third party instructions and use different tools to do what each tool was specifically designed to do. The tools are not responsible for broken plugins in your load order. If you have problems with third party instructions, third party tools or third party mods, then you need to use their forum, comment section etc. and ask their author for help or report issues to them.
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Provide a useful screenshot of one of the aspen tree full models with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Provide the name/link of the used tree/3D tree LOD mod.
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https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Keep all LOD assets (DynDOLOD Resources, 3rd party mods, TexGen output etc.) that were active for LOD generation activated unless there are specific instructions to disable 3rd party mods.
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No SSELODGen_log.txt was provided. No screenshot of distance LOD in the game without the map provided. The screenshot seems to show really low quality terrain LOD meshes. From the first post: Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings. From Terrain-LOD-Readme.txt included in the download archive: Quality: higher settings equal less quality, less terrain detail. Rougher terrain with height changes will produces larger files than flatter terrain. Optimize Unseen: on = merge large chunks of triangles under water resulting in less vertices. x = merge triangles and move shallow vertices under water to at least this distance below the water surface. The higher the value the more detail of the coast line is retained and less z-fighting between water and shallow terrain. https://dyndolod.info/Help/xLODGen#Generating-Terrain-LOD-Meshes Typically use a Quality of 0 to 10 for LOD32 and set Optimize Unseen to 550 to improve coastlines on the map. The screenshot seems to show dark terrain LOD textures. From the first post: For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads. Noise Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE From Terrain-LOD-Readme.txt included in the download archive: Diffuse Brightness, Contrast, Gamma - modify intensity levels. Might be required to counter darkening caused by textures\terrain\noise.dds or the broken "improved" snow shader of Skyrim SE. It would be better to adjust the average levels (best values seem to be different depending on game) of the used noise.dds texture instead and set bEnableImprovedSnow=0 in SkyrimPrefs.INI for Skyrim SE for now. See https://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightness See https://dyndolod.info/Mods/Maps-And-Map-Mods
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Use your best judgment. If there are obvious related new problems in the game with the character appearance or animation because something is still active that depends on whatever was disabled, disable that as well.
- 545 replies
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The last crash seems to be related to the head, skeleton or animation of it, none of which is not my field of expertise, so I am bit vague about what to disable/look at in particular. If possible only try to disable racemenu and whatever directly depends on it in a first step. For example as the beards and brows are just textures and should be fine.
- 545 replies
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I suggest to continue testing on a new profile without racemenu and/or whatever overhauls your player character if possible.
- 545 replies
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TexGen/DynDOLOD out of graphics memory Linux
sheson replied to Vraylle's question in DynDOLOD & xLODGen Support
Moved to an appropriate thread with the same issue. This seems to be an issue with a newer graphics driver. Download the test versions of TexGen and DynDOLOD and add the INI setting to their INIs as discussed in the posts above. -
Continue with this test version of DynDOLOD DLL NG https://mega.nz/file/0MYzjBYA#J_0-482cmXSeHh8a5dnlEdLFsU3xxEZKc3ov-WuSD2A
- 545 replies
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The save must have seen different DynDOLOD plugins. Resaver reported lots of form ID like x00F9FA that used by script that is only used used/included with DynDOLOD Resources or just DynDOLOD DLL and only generated if DynDOLOD DLL NG is not installed. Those get removed by the game when doing a clean save. Keep using the current DynDOLOD output with the modified DynDOLOD.esp
- 545 replies
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The save (also) contains data from a different LOD generation that was not made with/for DynDOLOD DLL NG. Clean the save as explained here: https://dyndolod.info/Help/Clean-Save In this case the "old" and "new" output is the one you generated with/for DynDOLOD DLL NG and for which you uploaded the logs. Also do step 8. with the Resaver.
- 545 replies
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The SSELODGen_log.txt was not provided. Log messages state facts. If the file seem to exist at the location, then the OS, antivir, mod manager etc. prevented finding them. The screenshot shows missing textures. The reason is because you installed a mod that includes LOD assets made for TexGen/DynDOLOD. Generate only terrain LOD with xLODGen and everyting else with DynDOLOD.

