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sheson

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Everything posted by sheson

  1. The issue not with the tools. Read the included install instructions in Quickstart.html or DynDOLOD\Docs\DynDOLOD_Manual_SSE.html 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. By default the tools start in Skyrim mode, which is the same as adding the -tes5 command line parameter. Add -sse as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Skyrim Special Edition mode. Add -tes5vr as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Skyrim VR mode. Add -enderal as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Enderal mode in case the Steam version is used. See DynDOLOD-Shortcut.txt for help. There should be no quotes around the path and command line arguments. Adding command line argument to a shortcut is basic windows knowledge, so instructions and examples can easily be found searching the internet. Use a real mod manager like MO2.
  2. Pay attention to the omnipresent advice to read the funtastic manual: Read Custom Settings For Specific Mods - Open Cities Skyrim in DynDOLOD/Docs/DynDOLOD_Manual.html To render tree LOD further increase the tree LOD distance. You can do that from the DynDOLOD SkyUI MCM Settings page, which also happens to be explained in the included manual. Mod Configuration Menu (SkyUI MCM) and How LOD works in Skyrim
  3. All links seems to work fine. Try a different brower.
  4. When a new row of cell attaches, first all full models are loaded before LOD is unloaded. While both models are active they can flicker because LOD does not receive shadows, while the full models does. With 3D tree LOD this also applies to trees now. ENB has an effect Distant Shadow that applies shadows to LOD, which can help lessen the effect.
  5. As the DynDOLOD manual explains, object LOD has 3 LOD levels, 4, 8 and 16. If you want trees to render further, you need to increase the maximum distance of the object LOD level 16. That can be done in game by changing the Static Object LOD fBlockMaximumDistance value in the DynDOLOD SkyUI MCM Settings page. A value of 410000 should be about the same as maximum render distance. Consider lowering the Terrain LOD Multiplier fSplitdistancemult a bit to compensate. For the z-fighting see the highlighted FAQ answer at the bottom: 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 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.
  6. Truncate the log to the last generation with the same error. Or delete both bugreport and the log and do a new run and then upload that.
  7. LOD distances can be controlled by the gamer launcher (Distant Object Detail), with BethINIs or in game with the DynDOLOD Skyui MCM Settings page.
  8. You use a 3D program like 3DSMax or Blender to render models to texture. Or our poor mans solution like we do create billboard by making screenshots in NifSkope. However, since we do not have the sources for the pre-rendered textures you would first have to create models/views that mimic the side views required. Or you just try to edit the existing textures in PhotoShop/Gimp. If it were easy we would have come up with something in the past 6 years.
  9. Looking at the before and after images, the snow LOD shaders are different, the textures are different. Maybe in the one version the texture is higher resolution. That will also affect how well fine grained the LOD snow shaders are applied. There are also INI settings that affect the snow shader. It is possible that the LOD models for the different LOD levels changed. It possible the LOD distances are different so that the less detailed LOD levels load closer in one image. So, either the resources used for LOD generation changed or the settings how LOD models and textures are rendered in the game changed.
  10. AFAIK all versions of the mod have updated LOD models and LOD textures for generating LOD. Make sure to generate LOD with DynDOLOD for the current load order and that its generated output is ever overwritten by anything. You are using one mod that specially alters mountains and their LOD. The way LOD generation works does not change. LOD generation uses the LOD models and textures it finds in the load order. Also looking at the before/after screenshot none looks worse than the other, just different. However, typically the question is how well LOD matches its full models. I can not see an discrepancies between the rocks in the front to the rocks in the distance in either screenshot. It simply seems one version uses a lighter texture and maybe different snow shaders than the other. Just use the version you like.
  11. The first screenshot simply seems to show short LOD distances that can be controlled by the gamer launcher, BethINI or in game with the DynDOLOD Skyui MCM Settings page. DynDOLOD uses the LOD models and textures it finds in the load order. If the before/after screenshots are for different load orders, I am not sure why you are surprised they look different. Especially if you are using different versions of a third party mod that modifies models and textures of mountains and their LOD models and textures and snow LOD shaders. If you have problems with the changes a third party mod makes, check its description and install instructions, use its forum or ask the author of the mod.
  12. Without the DynDOLOD log my hunch would be that the x86 version might run out of memory, use the x64 version. Read messages in in the window carefully and follow all their suggestions.
  13. Great to hear. You are welcome.
  14. There should be no such artificial limits with the x64 version and enough main memory available.
  15. I am not sure I understand the question. The terrain LOD meshes are generated from the VHGT heightdata found on the LAND records. Each cell has 32x32 data points. xLODGen generates LOD for all CELL records it finds. If a CELL has no LAND record the default terrain/water heights are used. The log prints how many CELL and LAND records were found at their min SW and max NE coordinates.
  16. You posted it yourself already: BA_LocationTweaks.esp adds new references like xx0D6DC3. Their x,y position resolves to cell 63, -42 A cell with those coordinates does not exist in the vanilla game. This can happen when editing plugins in xEdit. CK should automatically add the cell. Either the cell should be be added or the references removed. Adding a cell can be done with xEdit right clicking onto the Tamriel worldspace 3C in BA_LocationTweaks.esp, Add, Cell, Temporary...
  17. The error is most likely with the textures used by it. textures\terrain\blackwind\blackwind.32.0.-32.dds textures\terrain\blackwind\blackwind.32.0.-32_n.dds Check if they are valid, have support compression etc.
  18. The log you posted shows the error in plain English: Can not write to F:\Mods\Skyrim\XLOD Gen\xLODGen.42\xLODGen\LODGen_log.txt Something was blocking files access, OS, antivir or another process As explained, always keep the problematic files. Only remove the ones that do not cause the error. 1) Move half the files to a backup folder. 2) If problem goes away, remove renaming files not causing the problem. Restore half the files from backup folder. 3) repeat from 2 And/Or install .NetFramework and check the crash log
  19. Read the rest of the post and communicate in case there is no bugreport.txt or in case the cell does exist. If the cell does not exist create it or remove the reference.
  20. Post/pastebin/upload the entire log and bugreport if it exists. The error typically means a reference is placed with a position for which no cell exist. So it does not make sense to place references there. Either remove the reference or add a cell for its position.
  21. Read the log messages and follow their suggestions. I wonder how many more times I will have to repeat this: 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 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 http://forum.step-project.com/forum/101-shesons-dyndolod-support/ Checking the FAQ finds 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. Searching the forum finds this thread with exactly the same error - which resulted in a bug fix in Wrye Bash: https://forum.step-project.com/topic/14566-can-not-copy-refr0d083b46-places-cyrfarmhousedoor01-door-door0d07ec12
  22. This might be caused by textures that are used directly instead of being on the object LOD atlas. Make sure all textures are put on the atlas, or in case something they are used directly that they are correct/support format. It is also possible this is caused by using full models for object LOD and the conversion lets something through that is not supported in LOD. Instead of just deleting all meshes and textures, delete in a binary search until only the problematic file(s) are left. First remove tree (*btt and *.lst) and terrain (*.btr) LOD meshes so that only object (*.bto) LOD meshes are left. If the problem goes away then remove the object LOD and either only put pack tree or terrain LOD meshes until you now which of the 3 LOD types it is. Then move a half of the meshes files to a backup folder. If the problem goes away restore those files and remove the other half. Repeat until only one or a handful files are left. Then check those files in NifSkope for obvious problems / used textures. Upload file to a fileservice so I can review if help is needed.
  23. Read the log messages and follow their suggestions: 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 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 http://forum.step-project.com/forum/101-shesons-dyndolod-support/ Checking the FAQ finds 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. Searching the forum finds this: https://forum.step-project.com/topic/13894-dyndolod-beta-for-skyrim-special-edition-and-skyrim-vr-282/page-66?p=230127&do=findComment&comment=230127 https://forum.step-project.com/topic/14887-can-not-copy-rockcliff08-heavysn-stat0002ed7a-from-bds-mm-patche 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/14566-can-not-copy-refr0d083b46-places-cyrfarmhousedoor01-door-door0d07ec12 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/14301-can-not-copy-refr05100d63-places-usleep-shiplargekatariah02-lod-stat05200d62-in-grup-cell-persistent-children-of-cell00000d74 https://forum.step-project.com/topic/14269-can-not-copy-refr0010e76d https://forum.step-project.com/topic/14256-can-not-copy-refr0010c315 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/13781-can-not-copy-refr0706312f-places-treepineforest02-tree00018a02-in-grup-cell-persistent-children-of-cell00037ee6
  24. Looks like the used billboard might have no perfect alpha at the edge. What does 2048 means? Are you generating object LOD textures with TexGen with 2k and set max tile size to 2k? All so that VRAM is wasted while the LOD will simply use higher mip maps? Is is quite possible the alpha problem is the resultof mip maps artifacts / bleed. See what happens if you remove the mip maps from the Textures\DynDOLOD\LOD\*.dds. That might then also mean the LOD actually makes use of the higher texture resolution.
  25. The DynDOLOD log lists which NIF files are being used for the 3D tree LOD. If you believe they have wrong shader type or settings update them with NifSkope. You may want to check any of the tamriel.4.*.*.bto files first if trees use anything else but the default shader. The LODGen_log should have a message if it encounters shader types other than the default or glow shader. Also if Boris asks how to reproduce the issues, just zip and upload the meshes\terrain\tamriel\objects\tamriel.4.*.*.bto and Textures\DynDOLOD\LOD\*.dds
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