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sheson

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Everything posted by sheson

  1. Following the suggestion to search the forum for the error message finds this thread. So I moved your post to it. You are using DynDOLOD 2.82, which is from March. Use the latest version which includes the updates for Provincial Courier Service as explained above.
  2. If terrain heights don't match, then the height shift will be noticeable. The setting solves the issue without any negatives effects as far as I can tell. It seems to fade just as it does in Skyrim. AFAIK, the alpha channel of the noise texture is not used in the game. Is it possible the used image program "flattens" the image when saving. The exact neutral depends a bit on the resolution of diffuse textures and normal maps, if the normal maps of the landscape textures are baked and the artifacts of the used compression. There is also a difference how the noise is applied in Skyrim and Skyrim Special Edition. In the older game version it has less influence on the bright (snowy) parts, while in Skyrim Special Edition it seems to be applied equally.
  3. If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum
  4. To be precise, everything used for object LOD generation needs to stay enabled, because some object LOD assets are also used directly in game. For practical reasons and to have a single clear instruction that includes billboards. Technically terrain LOD generation does not have LOD assets. The terrain LOD textures are generated from full textures in textures/landscape/*.dds. CL has special textures to temporary replace the full landscape textures for LOD generation only.
  5. Since this is the DynDOLOD thread, it is about DynDOLOD and object and tree LOD only. Third party mods with their own instructions and special textures specifically only to be used for terrain LOD generation do not apply.
  6. Paste or upload entire log and bugreport to pastebin or a file service. It is hard to tell what the problem is, since only fragments of the error has been posted. Typically, if the process runs through without the Bashed Patch, it means it is broken and should be deleted. Use latest WiP version from their Discord or do not use the cell import function.
  7. Flicker happens when two 3D objects with occupy the same 3D space. It is more obvious if the textures are different. Quality 0 means that almost every terrain LOD triangle matches matches exactly the same 3D space as the full terrain triangles. Higher quality values mean less detail, terrain LOD triangles are larger and do not match anymore. Some are lower than full terrain and some are higher. Less flicker, just larger patches of one or the other while both are still showing. Once you have perfectly matching terrain LOD textures with an appropriate noise texture it is less obvious. I never really noticed this before, because this delay of unloading terrain meshes seems to be another new screw up in Skyrim Special Edition. Skryim seems to switch instantly. Edit: Based on that realization, see what happens if you set [Display] bEnableLandFade=0 in SkyrimCustom.ini. The setting is new in Skyrim Special Edition.
  8. It is how the engine works, it first loads all the full textures before it hides the terrain LOD underground. Redo the vanilla test, but only with the new terrain LOD textures and the too dark noise texture which makes the difference so obvious. Or just do it with vanilla LOD in snowy areas. You will see the same thing happening but it is less obvious with the much larger triangles of the vanilla terrain LOD meshes. Consider using a a higher quality maybe like 5, so there is a little more elevation differences. Then adjust the noise texture so there is less difference between the full terrain textures and the LOD textures.
  9. Nothing should be disabled after LOD generation. LOD assets are used directly in the game, too.
  10. Keep only the terrain LOD Meshes for level 4 (tamriel.4.*.*.btr), so we can rule out further away terrain LOD meshes affecting this. Remove tamriel.[8|16|32].*.*.btr, so it will fall back to use the vanilla meshes for those. If still happens then, let me know the generation settings used for LOD level 4.
  11. Let me repeat this: CL uses specific LOD textures for terrain LOD texture generation only. They do not match the full textures. In this case using brightness/contrast/gamma to make a final adjustment is perfectly fine. It is equivalent to using an image program to create or adjust those special textures to match the full textures better. If the same landscape textures are used for LOD generation and in-game, then using brightness/contrast/gamma means terrain LOD textures will not match full terrain and object LOD. Using the noise texture to adjust brightness the opposite way again to make things match again, means doing two unnecessary things (with different methods) to the terrain LOD textures trying to make them match again. Can't say I have seen such loading flicker as seen in the second video before. Did you generate with mipmaps for diffuse/normal maps? Otherwise I would suspect resource issue, e.g. very large meshes or texture resolutions. My first troubleshooting step would be to only use the new terrain LOD meshes and then only the new terrain LOD textures only, to see which of the two is the reason.
  12. First post: 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. With brightness, contrast and gamma left alone - as it should be and just like with object LOD - the generated terrain LOD textures look exactly as the full landscape textures being used to create them. This will ensure perfect terrain blending and matching with object LOD textures. If you were to check any of the snow textures in the textures/landscape/ folder you might notice that snow textures are not bright white. We expect LOD to match and not be comically wrong like vanilla LOD as can be seen in this post.
  13. If not generating mipmaps saves VRAM and nobody notices any other visual or performance issues I would tend towards not generating them. Noise.dds is applied in the game. There is always the vanilla noise.dds in Skryim - Textures5.bsa it will fall back to. For Skyrim, textures\landscape\dirt02.dds is the default landscape texture which is used as default base layer. In the outer parts it is the only texture for an entire terrain LOD diffuse texture file. Which makes it is easy to compare the input with the output. For example, tamriel.4.28.48.dds should be using just the one texture. It will have the size set for the Default Size drop down, so for comparison tests you might want to set it to he same resolution as the LOD diffuse size. If you wanted to manually create a terrain LOD texture with the single layer: a cell in Skyrim uses 24*24 tiles by default. LOD level 4 has 4x4 cells, which means a Tamriel.4.*.*.dds terrain LOD texture has 96x96 tiles. If the terrain LOD texture is 256x256 pixels, it means a single full dirt02.dds texture is shrunk to 2.666 pixels and repeated 96 times. DXT1/3/5 compression can shift colors quite a bit if comparing directly in an image program. This is countered pretty well by using dithering in TexConv when converting the uncompressed output of XLODGen to the final texture. Maybe consider generating with 888/BC7 to compare results. Generally I would always go with DXT1 for smaller file size though.
  14. I suggest to read the included manual. If you have questions about a third party guide, you need to ask the author of that guide. DynDOLOD generates tree and object LOD. Grass has no LOD and only renders in the loaded cells. Use a terrain LOD mod like Cathedral Landscapes that mimics grass on the terrain LOD textures. You can use it's pre-made terrain LOD textures or generate them yourself with xLODGen (requires to install special textures just for generation). Always generate terrain LOD meshes and occlusion with xLODGen for your load order.
  15. See https://dyndolod.info/Help/Load-Overwrite-Orders Load/Overwrite Orders Generated DynDOLOD.esm and DynDOLOD.esp can be sorted by LOOT or manually. Typically DynDOLOD.esm should be the last ESM (and after the Unofficial Skyrim Special Edition Patch even if it is not a master in DynDOLOD.esm) and DynDOLOD.esp the last ESP for the entire load order. The DynDOLOD.esm contains only overwrites/data from other ESM files, including master flagged ESP/ESL. The DynDOLOD.esp overwrites/contains data from the entire load order.
  16. Vanilla object LOD never has changed gamma/brightness. The textures match the source textures they are derived from. AFAIK other than the snow LOD material shaders, no after effect is applied to object LOD that brightens or darkens it like the noise texture is onto the terrain LOD textures. Object LOD generation never modifies the textures. There is nothing in CK/xLODGen/DynDOLOD LOD generation that darkens or brightens object LOD textures. Object LOD is created straight from the LOD resources that are installed. It is only Skyrim and its CK that for some reason creates modified terrain LOD textures which do not match the full terrain, which is then rather badly compensated for with an off-set noise texture. No idea what lead to this method. It is most noticeable for anything with snow. No such things happen with FNV, FO3, FOV4. xLODGen does not generate too dark or too bright textures if the gamma/brightness is left alone. It generates textures that have the same color and brightness as the source textures, just how the full landscape textures are rendered in the game. It is the noise texture that makes things too dark or too bright in the game. It has to be right with the flat noise, unless there is another obscure INI setting changing the lighting of the full textures like improved snow does. Again, I have no idea why the vanilla LOD textures have their brightness/gamma raised only to be darkened again by a off-set noise texture. It obviously does not work very well or look good - somehow typical Bethesda. None of this is done in the Fallout games. Blending is a method to fade from one texture to another. Blending only happens between full terrain textures and terrain LOD diffuse textures as shown in the screenshots above. There is no blending between terrain and objects, full or LOD. They are discreet meshes and textures that happen to be placed next to each other. Some object LOD uses object LOD textures that are more or less just shrunk (and 2x2 tiled) versions of the same landscape textures that terrain uses. Since object LOD uses unmodified textures, terrain LOD textures should not be modified either, so that a landscape textures and ts derived terrain and object LOD textures all still match. E.g. the top of a green grass dirtcliff (and its object LOD) matches the green grass terrain (and its terrain LOD) around it. So, if terrain LOD textures are generated from the same landscape textures that are also used in the game, then an appropriate noise texture should be used that does not off-set overall brightness while also leaving gamma/brightness settings alone so the source textures are not wrongly modified. Just like object LOD, it is best to not modify the texture so they match well. If the terrain full textures and the terrain LOD texture match well, the blending well the blending can be perfect - with the appropriate noise texture. The terrain LOD textures included in CL blends very well if improved snow is disabled. Since they use special textures for LOD generation only, it makes sense that they used the xLODGen gamma/brightness to fine tune the results. That is probably quicker than to create different versions of the special textures for LOD generation only in an image program to find the correct balance. Obviously this means, the noise texture included in CL is made specifically for specific xLODGen settings and the special textures for LOD generation only. To replicate the results of CL, you need to use the same resources (special textures for LOD generation only and noise) and the same xLODGen settings that were used to generate the terrain LOD textures included in the mod. If any of the things is changed, the results will be different.
  17. Log files are appended to. Truncate them to last generations. Or zip the files and use a file service. Unless they have warnings or errors, a problematic 3rd party mesh is not going to be noticed. However, read the FAQ answer for CTD and then readme how to troubleshoot for problematic meshes. What does "this didnt work out very well" mean for removing records? I explained the steps how and what references to remove from the plugin in a binary search on similar posts in the past in case the steps in the readme didn't reveal anything. It is straight forward and reasonable quick.
  18. That all makes sense, since CL uses different landscape textures for terrain LOD texture generation - to simulate grass. Obviously they can not match the full landscape textures perfectly. It seems very likely brightness/gamma was used to correct the LOD textures a tiny bit to make the blending match very well with the existing CL noise texture. I suggest to find out the exact xLODGen settings that were used to replicate the results without editing the CL noise texture. If the same landscape textures are used to generate terrain LOD and in-game brightness, gamma should not be used and instead an appropriate noise texture to have perfect blending. It seems there is a misunderstanding what I mean by the full terrain to terrain LOD texture blending, since the screenshots do not really show it. It is the circle around the center cell that blends from the full terrain textures to the terrain LOD diffuse textures (that area is still inside the uGrids and it seems only for that the terrain LOD diffuse mipmaps are used). Unfortunately the normal map terrain LOD textures are not used for that blending. Here is how the vanilla Special Edition blending looks. Once can clearly spot the uGrids edge. 1. Improved snow enabled 2. Improved snow disabled.
  19. xLODGen tree and object LOD is explained by Zilav on the TE5LODGen description. Also this post explains the advancements DynDOLOD adds to the tree and object LOD generation of xLODGen. Time/Money prevents me from consolidating everything LOD into what would basically be a dissertation worthy of a degree. Ask me anything at any time though to clarify.
  20. If the brightness settings are left alone, the LOD textures generated by xLODGen match the splatted full textures perfectly - if the "improved" snow shader is turned off this also applies to the snow sections. If the results seems off, it is only because Bethesda decided for Skyrim to mess around with the brightness/gamma of the vanilla LOD textures that required a special noise texture to darken it again, With the famous results that vanilla terrain LOD texture can be very different in the snow sections, especially for Skyrim Special Edition. Just like Bethesda did for the vanilla Fallouts LOD textures, I strongly suggest to leave the gamma and brightness alone and instead use a proper noise texture.
  21. If the building stays visible in the LOD area with static object LOD being turned off, it typically means the full model is shown as part of the large reference grid system. Consequently all LOD is turned off then and it is working as it should. Set uLargeRefLODGridSize=5 and check that the distance at which the switch happens comes closer. You should be able to fly close to the building with tfc and verify that it the detailed full model. It should be clickable and have a form id. Check if a mod overwrites the reference or the base record. Check if a mod replaces the model. In case you are using ENB, check if disabling it makes a difference. Distances shadows are unfortunately also applied to glowing meshes.
  22. clear weather with sw 15e Check if LOD lights are indeed from DynDOLOD by using console tfc to fly close and get the form ID of the light meshes. Disable/Enable from console to check they work. After LOD lights turn off, check if the building is still a LOD model by using tll in console. If the building disappears it is LOD. If stays visible it is the full model and the LOD turned off correctly. Then a mod might have changed the model or the external emttiance settings.
  23. Nothing about in the log, so if it happened after saving the plugins the generated LOD is usually fine.
  24. Read all log 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 Following the suggestion to check the FAQ to find this: FAQ: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option. A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. Following the suggestion to search the forum to finds these exact matches: https://forum.step-project.com/topic/14984-can-not-copy-refr07083b46-places-cyrfarmhousedoor01-door https://forum.step-project.com/topic/14952-error-can-not-copy-refr0e083b46-places-cyrfarmhousedoor01 https://forum.step-project.com/topic/14566-can-not-copy-refr0d083b46-places-cyrfarmhousedoor01-door-door0d07ec12 But there also all of these similar ones that searching the forum finds: https://forum.step-project.com/topic/15140-can-not-copy-refr35024b71-places-treegourdcluster01-gourds-tree000be3e6 https://forum.step-project.com/topic/15122-can-not-copy-refr00033dcb-places-shrineofazura01-stat00033dca https://forum.step-project.com/topic/15037-can-not-copy-crfirontreemill-when-generating-dyndolod https://forum.step-project.com/topic/15033-can-not-copy-refr0816904c-places-spatiowall01-stat00057a17 https://forum.step-project.com/topic/15068-can-not-copy-refr0506312f-places-treepineforest02-tree00018a02-in-grup-cell-persistent-children-of-cell00037ee6-in-solitudeworld https://forum.step-project.com/topic/14946-can-not-copy-refr0506312f-places-treepineforest02-tree00018a02 https://forum.step-project.com/topic/14887-can-not-copy-rockcliff08-heavysn-stat0002ed7a-from-bds-mm-patchesp https://forum.step-project.com/topic/14849-can-not-copy-forelhostexterior02-cell0000bd52-in-tamriel-skyrim-wrld0000003c-at-44-28 https://forum.step-project.com/topic/14834-can-not-copy-refr0005fc21-places-rtblackbriarmanor01-stat00069ce9 https://forum.step-project.com/topic/14514-can-not-copy-refr06100d63-places-usleep-shiplargekatariah02-lod-stat06200d62-in-grup-cell-persistent-children-of-cell00000d74 https://forum.step-project.com/topic/14326-can-not-copy-whiterunlodlightscontroldummy-refr000b11ec https://forum.step-project.com/topic/14322-can-not-copy-mixwatermillexterior-cell000095e6-in-tamriel-skyrim-wrld0000003c-at-26-2 https://forum.step-project.com/topic/14301-can-not-copy-refr05100d63-places-usleep-shiplargekatariah02-lod-stat05200d62-in-grup-cell-persistent-children-of-cell00000d74 https://forum.step-project.com/topic/14301-can-not-copy-refr05100d63-places-usleep-shiplargekatariah02-lod- https://forum.step-project.com/topic/14256-can-not-copy-refr0010c315stat05200d62-in-grup-cell-persistent-children-of-cell00000d74 https://forum.step-project.com/topic/14205-can-not-copy-refr000a1ff7-places-farmlumbermill01waterwheel02 https://forum.step-project.com/topic/14196-can-not-copy-mixwatermillexterior-cell000095e6-in-tamriel-skyrim-wrld0000003c-at-26-2 https://forum.step-project.com/topic/14140-error-can-not-copy-refr0f16904c https://forum.step-project.com/topic/14136-can-not-copy-refr0b0259dc-places-farmlumbermill01waterwheel02 https://forum.step-project.com/topic/14127-can-not-copy-refr0c16904c-places-spatiowall01-stat00057a17-in-grup-cell-persistent-children-of-cell00000d74 https://forum.step-project.com/topic/14114-error-can-not-copy-refr000b7365-places-planemarker-stat00000017-in-grup-cell-temporary-children-of-solitudeorigin-cell00037ee9-in-solitude https://forum.step-project.com/topic/14052-can-not-copy-refr0005fc21-places-rtblackbriarmanor01-stat00069ce9 https://forum.step-project.com/topic/14025-can-not-copy-refr000b7365 https://forum.step-project.com/topic/14005-can-not-copy-whiterunlodlightscontroldummy-refr000b11ec https://forum.step-project.com/topic/13956-can-not-copy-refr1d003f8b https://forum.step-project.com/topic/13955-can-not-copy-crffrostriverfarmeast https://forum.step-project.com/topic/13939-can-not-copy-refr110259dc-places-farmlumbermill01waterwheel02 https://forum.step-project.com/topic/13935-can-not-copy-refr0005fc21-places-rtblackbriarmanor01-stat00069ce9 https://forum.step-project.com/topic/13781-can-not-copy-refr0706312f-places-treepineforest02-tree00018a02-in-grup-cell-persistent-children-of-cell00037ee6 https://forum.step-project.com/topic/13778-can-not-copy-sninedivine https://forum.step-project.com/topic/13725-can-not-copy-goldenglowestateexterior02 If you search the forum for the "can not copy" error message you will find that it is often caused by a broken Bashed Patch. If removing the Bashed Patch lets the process continue, delete it and create a new one with the latest WiP Wrye Bash from their Discord.
  25. If problem persists post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt or a screenshot of the error
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