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Everything posted by sheson
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Why do you believe the generated LOD "is not working"? Where there errors in the generation log or shown in the game? What is the supposed issue? You might want to reduce the tree LOD brightness, but otherwise tree and object LOD seems to be working. From the DynDOLOD FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees A: If the billboard tree LOD seems overly dark or bright, use the tree LOD brightness setting on the advanced options to account for lighting changes made by ENBs or weather mods. A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log. A: Find better matching billboards for the tree mods or create them. See this video
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Short or changing LOD distances
sheson replied to Alexanderman95's question in DynDOLOD & xLODGen Support
Check the log for report that shows if all LOD levels have LOD assets as explained in Docs/trees.ultra/DynDOLOD-Trees.html. Something like: TreeAspen01 [TREE:0006A9E6] meshes\landscape\trees\treeaspen01.nif Billboard found, 3D LOD found LOD4: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif LOD8: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6.dds using Internal LOD16: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6.dds using Internal Read the chapter How LOD works in the DynDOLOD/Docs/DynDOLOD_Manual.html The LOD distances can also be adjusted in the SkyUI MCM Settings page as explained in the chapter Mod COnfiguration Menu (SkyUI MCM) in the DynDOLOD_Manual.html -
Me too, because the second link is not the log as expected :)
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Billboards overlapping trees up close (LOD issue)
sheson replied to jjensson's question in DynDOLOD & xLODGen Support
Apparently performance is slightly better doing billboard trees in object LOD and having no tree LOD at all. See https://forum.step-project.com/topic/15067-strange-performance-problem-ultra-trees-much-faster-than-billboards-skyrimvr/ The tree LOD brightness setting is always applied to billboards before they are being added to the atlas texture, regardless of LOD type. Fading is different. -
Creating LOD for Mindflux's Water for ENB waterfalls
sheson replied to tweedledumb99's question in DynDOLOD & xLODGen Support
What is wrong or not working with simply generating DynDOLOD with defaults dynamic LOD? -
Billboards overlapping trees up close (LOD issue)
sheson replied to jjensson's question in DynDOLOD & xLODGen Support
You can always use ultra tree LOD (TreeLOD=0 in DynDOLOD INI so all tree LOD is done in object LOD) with billboards for all LOD levels in case 3D tree LOD proofs too resource intensive. Then any such tree LOD engine limitations or bugs because of plugin load order changes would be non existent. -
Billboards overlapping trees up close (LOD issue)
sheson replied to jjensson's question in DynDOLOD & xLODGen Support
Tree references added by ESL flagged plugins are ignored for tree LOD. There will be log messages. Trees that can not have tree LOD for such technical reasons are done as object LOD instead. If those trees had normal tree LOD generated the effect would be exactly that the tree LOD shows in the loaded cells - it doesn't have be the tree added by the ESL plugin, but one from any other plugin with the same form id. So, generally ESL flagged plugins should avoid adding tree references. The tree LOD engine is just not able to match the load order form ids found in the BTT files to the ones in the ESL. None of this should cause CTD. -
Billboards overlapping trees up close (LOD issue)
sheson replied to jjensson's question in DynDOLOD & xLODGen Support
FAQ: Game: Tree LOD: LOD trees show in loaded cells A: Make sure that nothing overwrites the generated LOD files.A: Make sure all plugins with ITM or deleted references are cleaned. See https://tes5edit.github.io/docs/5-mod-cleaning-and-error-checking.htmlA: If the load order / priority of plugins adding or changing tree references was changed, generate tree LOD again so it matches the new load order. Generated new LOD for the current load order fixed it. The presets are for object LOD and do not affect tree LOD generation. -
From the log: Check log lines above the exception for additional hints. Check the FAQ and search official forum for those errors. Checking the FAQ finds: Q: 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 Fourm finds:https://forum.step-project.com/topic/15051-not-a-valid-dds-texturehttps://forum.step-project.com/topic/14165-error-loading-textures-not-a-valid-dds-texture
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The archive contains the correct versions of the files. They do not magically change. Obviously, there are older files from an older versions. 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. If you actually installed into a new folder, then are you are unpacking DynDOLOD 2.82 and not DynDOLOD 2.84.
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No. Just install DynDOLOD 2.84 correctly instead of ignoring the installation error. The standalone archive contains the correct file versions, obviously.
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Look at the log messages. They show that DynDOLOD Worlds.pas script is 2.82 and the DynDOLOD.exe is version 2.81. They should both say version 2.84 if you installed DynDOLOD 2.84.
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Exception in unit userscript line 249: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 14062) 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 Searching the forum finds: https://forum.step-project.com/topic/15158-exception-in-unit-userscript-line-249-assertion-failure-cdelphiprojectsdyndolodwbimplementationpas-line-14062/ https://forum.step-project.com/topic/15028-assertion-failiure-line-14062 https://forum.step-project.com/topic/15011-assertion-failure-wbimplementationpas-line-14062/ https://forum.step-project.com/topic/14697-assertion-failure-wbimplementationpas-line-14062/ If disabling the bashed patch lets the process run through, it means the bashed patch is broken and should be deleted. Use a newer Wrye Bash version (WiP from the discord for example) to create a new bashed patch or do not use the cell merge feature.
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Exception in unit userscript line 249: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 14062) Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors. If disabling the bashed patch lets the process run through, it means the bashed patch is broken and should be deleted. Use a newer Wrye Bash version (WiP from the discord for example) to create a new bashed patch or do not use the cell merge feature.
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SSELodGen issue affecting in-game map
sheson replied to Volhariin's question in DynDOLOD & xLODGen Support
By default the map uses object LOD level 16 and Terrain LOD level 32. If you use a map mod, typically do not generate Terrain LOD level 32 meshes or textures (depending on the map mod). The easiest way would be make sure the map mod and its loose assets are loaded after the Terrain LOD meshes/textures. Alternatively hide/delete meshes\terrain\tamriel\tamriel.32.*.*.btr and/or textures\terrain\tamriel\tamriel.32.*.*.dds However, this does not affect camera or other map settings. Those are controlled via the worldrecord or INI settings. In case xLODGen is used to generate occlusion, make sure all other plugins are enabled and sorted correctly, so that the changes from any map mod plugin are carried over into the Occlusion.esp. -
Trouble with the unofficial patch, I think
sheson replied to rebelatnight's question in DynDOLOD & xLODGen Support
If disabling the bashed patch lets the process run through, it means the bashed patch is broken and should be deleted. Use a newer Wrye Bash version (WiP from the discord for example) to create a new bashed patch or do not use the cell merge feature. -
Legacy of the Dragonborn Guildhouse
sheson replied to themayor897's question in DynDOLOD & xLODGen Support
If you find old/outdated records in the DynDOLOD plugins it is because the LOD was generated when older versions of the plugins were active. Generate DynDOLOD from scratch for the new version of the mod. -
Texture change within a single LOD
sheson replied to benjapo's question in DynDOLOD & xLODGen Support
Already existing object or tree LOD does not affect LOD generation. Already existing terrain LOD does not affect terrain LOD generation. Terrain LOD meshes are used to optimize object LOD meshes. -
Texture change within a single LOD
sheson replied to benjapo's question in DynDOLOD & xLODGen Support
How does it look in the game? BTO meshes do not define a Alpha node. Object LOD automatically uses transparency of textures with a threshold of 128. Check if the alpha made it onto the texture atlas DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds. Try the 512 or vice versa the 1k version of that texture. -
Having trouble with open cities on both passes
sheson replied to AfroScrolls's question in DynDOLOD & xLODGen Support
What does one have to do with the other? Use .NET Framework to troubleshoot CTDs. LOD for Open Cities needs to be generated in two passes. The first pas generates static object and tree LOD meshes and textures. The second pass generates the plugins and SKSE data files. Deleting and not installing plugins is the same as not saving the plugins. Finalize the load order before generating LOD.- 4 replies
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- SKYRIMSE
- DynDOLOD 2
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Having trouble with open cities on both passes
sheson replied to AfroScrolls's question in DynDOLOD & xLODGen Support
If plugins were saved in the first pass just delete and do not install them, obviously.- 4 replies
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- SKYRIMSE
- DynDOLOD 2
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Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
We know that the tools work perfectly fine with with MO. Double check you have added the path to the executables and the argument correctly. If you have issues with MO2, I suggest to check its log files for clues, refer to its documentation, forum or Discord for help. -
Can't copy record [CELL:000E8ECB] as new record.
sheson replied to mondstuhl's question in DynDOLOD & xLODGen Support
Use the latest version of DynDOLOD and DynDOLOD Resources SE with the latest version of Provincial Courier Service. -
Remember, that means the patch is broken and should not be used in the game. Generate a working patch with a newer Wrye Bash version or do not use the CELL patcher.
- 2,309 replies

