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Everything posted by sheson
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The alpha coverage value currently only works if the mipmap setting is =1 Since it is 3D tree LOD only, only the ObjectLODGenerateMipMaps applies. Check the change logs on first post for upcoming alpha versions if there is mention of adding a setting for alpha coverage for internal mipmaps - ObjectLODGenerateMipMaps=2, TreeLODGenerateMipMaps=2 When the tree LOD model fades to full model, do you find the the leafs too thin or too thick?
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Please upload a zip of all data\grass\Falskaar*.cgid files. Please upload a zip of all data\grass\DLC01FalmerValley*.cgid files.
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is this 3D tree LOD and if so which tree mod? You know if any of the used LOD assets change? The atlas mipmap generation should still produce the same "alpha coverage" method. You can try texconv mipmap generation by setting ObjectLODGenerateMipMaps=1 and/or TreeLODGenerateMipMaps=1 and also play with its AlphaCoverage=0.85 value. Higher should mean denser. However, the texconv mipmap is applied to the entire atlas texture once it has been created, so it is inferior to the internal mipmap that is applied to each single texture separately. I will see if I can add an INI setting for its coverage multiplier for it as well. Also test if the LOD trees now matches better to the full models. Maybe they were too dense before.
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Test if problems still happens with Alpha-4. In some case there might be a better error message detailing the cause. Upload new debug log, log and bugreport if it exists.
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"didn't work" ... is not a proper problem description. DynDOLOD FAQ: 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.
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ETAC forgot to includeLOD models that are defined on its base records. Alpha-4 will gracefully report the missing models and not fail generating LOD (since something not having a LOD model is common, just a missing meshes and textures because of typos etc.). I will include the missing LOD resources in DynDOLOD Resources SE 3.00 Alpha-2.
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Found the problem thanks to all the information and logs provided. This should be fixed in Alpha-4, some time later today.
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Did you clean or edit the plugin? Probably unrelated, but I seem to have a different CRC32 for it. Thanks for the logs. Problem should be fixed in Alpha-4 which I will post later today.
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Read the log messages in the message window. They should list the paths to the LODGen logs. They are in ..\DynDOLOD\Logs\LODGEn_[GAMEMODE]_[WORLDSPACE]_log.txt
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I. The settings you mention control full models, however the screenshot seems to show missing LOD. You might have a mod that deletes Solitude or makes weird changes to its buildings? Upload/paste to file service or pastebin ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt Check plugins for errors with xEdit and clean SFO-Quercus Nordica Oaks.esp, Trees Of Riverwood.esp, Landscape FIX.esp, DawnstarDocks.esp II. Type tll in console, what ever area remains need to be covered by No Grass in Objects plugin and its settings. Maybe the CGID are missing for those cells? Double check if the CGID files for cell coordinates exist. Maybe the DynDOLODGrassMode=2 was not set correctly/overwritten? With uLargeRefLODGridSize>5 it should show grass beyond the loaded cells.
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what version of LegacyoftheDragonborn are you using?
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Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Debug_log.txt
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Probably, however, the grass positions, density etc. won't match between the cached files and the auto generated grass. It may be possible to have rename the CGID files just to GID and have the game load them with bAllowCreateGrass=0 bAllowLoadGrass=1. However, in Skyrim SE the vanilla GID files are the wrong format, so allowing to load vanilla grass GID files had visual problems and CTD. No idea about VR. If it has the same problem you need to make sure that all vanilla GID files are replaced. They are in Skyrim - Misc.bsa The billboard Grass LOD costs a lot FPS. https://forum.step-project.com/topic/15348-dyndolod-300-alpha-3/page-2?do=findComment&comment=243788
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Click the button "Help for this message". Upload these files to a file service or pastebin:..\DynDOLOD\Logs\TexGen_SSE_log.txt..\DynDOLOD\Logs\TexGen_SSE_Debug_log.txt..\DynDOLOD\bugreport.txt (may not exist)
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I have had no luck yet to replicate the issue. Will probably need to replicate more of all the plugins/patches around that mod.
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Should work with Alpha-3
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Upload these files to a file service or pastebin: ..\DynDOLOD\Logs\TexGen_SSE_log.txt ..\DynDOLOD\Logs\TexGen_SSE_Debug_log.txt ..\DynDOLOD\bugreport.txt (may not exist)
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The billboards generated by TexGen have the same path and filename. So the TexGen output will take priority over the original billboards anyways. You can keep them installed, it shouldn't matter. If you keep the original ones installed, you can use that to double check in MO2 if TexGen indeed created all the billboards you expect to have. ../DynDOLOD/docs/help/TexGenConfiguration.html explains how to control which billboards TexGen creates. in case you want to mix or whatever. However, for now I assume that the generated billboards will always be the better and preferred option in the future.
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Do you happen to know which mod might be using the mentioned meshes? It should warn about them much earlier before starting LODGen.
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The plugin has a duplicate form id as reported by the xEdit plugin loader. The duplicate form id can be removed by loading the plugin in CK and saving it.
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You don't need to either way. DynDOLODGrassMode=2 extends automatically.
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Just temporarily disable any xLODGen output in meshes/terrain/Tamriel/*.btr You might also want to test DynDOLOD 3.00 Alpha, it should be faster either way. If you do not want to test the alpha itself, you can also get the \Edit Scripts\LODGenx64.exe from it and replace the older version in DynDOLOD 2.87 with it. It should be a bit better, but it won't have all the other improvements.
- 2,309 replies
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Following CreateStaticTrees Workflow
sheson replied to z929669's question in DynDOLOD & xLODGen Support
Check ..\DynDOLOD\docs\trees.ultra\tools\hybrids\DynDOLOD_CreateHybrid.html in the DynDOLOD 3.00 Alpha 1 for info. The entire setup for the latest version of the hybrid trees included in DynDOLOD Resources SE is included as example. -
Grass LOD Grass LOD is currently only available for Skyrim Special Edition (includes Enderal SE, obviously). Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD. TexGen can be used to automatically generate the grass LOD billboards. Grass LOD generation requires a warmed precache from No Grass In Objects for the current load order. It uses the *.CGID files found in the ..\Data\Grass\ folder. Read everything about Grass LOD including settings, generation, updating, performance and troubleshooting at https://dyndolod.info/Help/Grass-LOD.
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I will keep this post brief. Make use of the Help buttons and hover over settings. Do not hesitate to ask questions and provide feedback. This is an ALPHA version to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Read the documentation at https://dyndolod.info Changelog Downloads Installation Generation Updating Help Messages Mods FAQ In case of error messages prompts, read the entire message carefully and click the link Click on this link for additional explanations and help for this message if available to open the associated help/message page on https://dyndolod.info Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. Use search to find similar questions and answers. Provide feedback, ask questions (also about 3rd party mods) and report any problems or issues in this thread only. Questions or problems can only be properly answered or addressed by the developers. If making posts or reporting errors, upload/paste these log files (if they exist) to a file or text sharing service: ..\DynDOLOD\bugreport.txt ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE|FO4]_log.txt (truncate large log files to the entire last meaningful generation beginning with the log message "... starting session ..." ) ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE|FO4]_Debug_log.txt (always upload entire debug log) If issue involves LODGen upload/paste ..\DynDOLOD\Logs\LODGen_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_[Worldspace]_log.txt Consider zipping large and/or many files into a single archive. If the option "Copy this message to clipboard" is available, copy and paste the text instead of posting a screenshot. Questions or help request can only be answered for the information provided. Provide concrete information, especially the debug log. If instructions or terms are unclear do not hesitate to ask for clarification. Try to ask specific questions. Posts without providing requested logs or information might be ignored or deleted. Useless "me too" posts without logs are going to be ignored and deleted. Requirements DynDOLOD Standalone 3.00 Alpha-196 (Nexus SE) (Nexus LE) (Mega) DynDOLOD Resources 3.00 Alpha-44.1 (Mega) for Skyrim/Enderal or DynDOLOD Resources SE 3.00 Alpha-57 (Mega) for Skyrim SE/Skyrim VR/Enderal SE Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 For dynamic LOD: SKSE, SKSE64, SKSE64GOG, SKSEVR and PapyrusUtil, PapyrusUtil SE, PapyrusUtil VR or DynDOLOD DLL For grass LOD: A warm precache from No Grass In Objects. See next post for details. For Majestic Mountains: Majestic Mountains LOD Pack for DynDOLOD 3. Obviously do not install LOD meshes from older versions made for DynDOLOD 2.x. Installation Install the requirements as usual. Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version. Typically overwrite any files or refer to Load/Overwrite Orders. Install other options as desired. Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders. If the tools are started without setting a Game Mode with a command line argument (-tes5 for Skyrim, -sse for Skyrim Special Edition etc.), a message window will prompt for the desired Game Mode. Since TexGen now generates billboards do not install any 3rd party billboards. LOD Generation Use TexGen to generate object LOD textures and tree/grass LOD billboards into a dedicated output folder and then install as a mod. Use DynDOLOD to generate object LOD (includes grass LOD if enabled), tree and optional dynamic LOD into a dedicated output folder and then install as a mod. Major Feature Changes Generate high quality tree/grass LOD billboards with TexGen. No need to install any billboards. Optional ultra tree LOD is now a checkbox - remember to update the tree mesh rule as desired. Optional billboard Grass LOD in object LOD Level 4. See next post for details. Generate some pre-rendered object LOD textures, including all cities. Optional generate an underside terrain mesh to block sun rays. Automatic texture replacements for stitched object LOD textures. Optional occlusion generation is now a checkbox and can generate Occlusion.esp in the same session, eliminating the step with xLODGen. Support for Base Object Swapper. Support for Seasons of Skyrim. Experimental large reference bugs workarounds that fix the typical visual issues in the game. Support for plugins version 1.71 Changelog

