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Everything posted by sheson
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Read the DynDOLOD_Manual.html "Glow LOD" section. FXGlow, Windows and Fake Light are all different things that do not influence each other. Typically the window brightness and color tone depend on Weather and ENB settings. If using the Windows High setting when generating LOD, then those Whiterun LOD windows use the same meshes/textures settings as the windows of the full models. That means they should have the same brightness and color tone as the windows of the full model for the same distance. You can test the distance influence by getting closer so it loads the full model, then use TLC in console to fly backwards to about the same distance again to compare. As explained in the manual you can install RaceMenu NetImmerse Override to in order to have an option in the DynDOLOD SkyUI MCM to increase the intensity. However, when the difference is high enough, the change in brightness will becomes more obvious when LOD changes to full model. Easiest is to increase the appropriate ENB settings as they will apply to both the full model and LOD.
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Great! Cleaning up the load order made sure nothing overwrites the DynDOLOD output anymore, which was fine all along.
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Based on current discord discussions, the plugin triggering this will be more or less random. Until there is an update to Wrye Bash that addresses this issue, I suggest to not check the "Import Cells" option.
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There are no old versions as everyone can see from first post and the reasons has been explained many times. I did not write that I do not see any difference between the two screenshots. I wrote: "The 2 screenshot do not seem to show anything purple (#800080). No further information was given." Since you do not seem to be willing to provide further information about any issues you believe to be having in order to troubleshoot them or have them fixed in the current version or try the suggested method of uncompressed input/output and maybe report back about it, this concludes my free, polite, mature and professional answers.
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If there are errors report them in a mature and qualified manner in order to have them fixed. The 2 screenshot do not seem to show anything purple (#800080). No further information was given. xLODGen reads the installed landscape textures, converts them into R8G8B8, splats them, applies landscape vertex colors, applies optional bright/contrast/gamma, saves the result as R8G8B8 and then uses the external tool TexConv to convert to the desired compression. If you do not want any de/compression artifacts, convert source landscape textures to no compression, leave output as R8G8B8 and convert to desired format yourself. I have explained and updated xLODGen to have non standard Vertex Colors in higher object LOD levels. If something doesn't work as explained, make a report in a mature and qualified manner in order to have it explained again, troubleshooted or any issue fixed. If you can not make polite and mature posts, then there is no point in posting. Nobody forces you to use the free tools and there is no obligation that they do things they are not intended to do. Being rude is not how to get free support or free help for a free tool.
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Unsurprisingly if I install the meshes and texture from DynDOLOD Output as a new mod and make sure nothing overwrites any of the files the tree LOD looks perfectly fine. DynDOLOD is a modified version of xEdit/xLODGen. The tree LOD generation is exactly the same. It is the same code. It is the same output. I seems very likely that you used TES5LODGen without reading its instructions and did not set a dedicated output folder with the -o command line argument. That means all new files ended up in the Overwrite folder, already existing files were replaced in their respective mod folders. Use Mod Organizers right window Data tab to check the sources of meshes and textures. Use a legal copy of the game. FAQ: DynDOLOD.exe: Tree LOD and similar A: Ignore, any messages about missing files for shrubs, fern, bushes etc. are normal. Typically billboards are only created for trees. Some world spaces do not have any trees. If you want billboards for trees that are not part of vanilla Skyrim, then find a mod that supplies them or create billboards yourself.
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From the DynDOLOD description: DynDOLOD combines generating tree LOD and object LOD into one process. Tree LOD generation is exactly the same as with TES5LODGen. It is started automatically from within the DynDOLOD process.
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If you want things to look like in the DynDOLOD video, follow the DynDOLOD instructions to the letter. The tree LOD generation of xEdit/xLODGen/DynDLOD works the same since over 5 years. Best to double check the output and then billboards. Billboards are dds textures and an option txt file. Make sure the dds and txt are from the same billboard. If you are confident that all files in terrain/meshes/terrain/tamriel/trees/*.* are from the same LOD generation process as the tree LOD texture atlas in textures/terrain/tamriel/trees/tamrieltreelod.dds you could zip and upload them to a file service for review.
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FAQ: Game: Tree LOD: LOD trees textures cut off mid-way A: The tree texture atlas like Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds does not belong to the generated tree LOD in Meshes\Terrain\Tamriel\Trees\*.* A: Verify that the tree texture atlas Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds and the tree LOD in Meshes\Terrain\Tamriel\Trees\*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten by other mods. If the tree LOD texture atlas belongs to the tree LOD meshes, then there might be a problem already with the billboards.
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When you use xEdit to check the Bashed Patch, you will notice that the overwrites of persistent cells are listed like the other temporary cells. This invalid order of data causes the xEdit assert checks to fail. Left is Skyrim.esm (or any other plugin overwriting these records) - right is your Bashed Patch Give the github version a try. Make sure to use the correct one depending on your Windows version. Then you can check result yourself quickly in xEdit. Let me know what happens.
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Dark distant mountains/snow LODs
sheson replied to Pygmalion42's question in DynDOLOD & xLODGen Support
Object LOD uses two snow LOD material object shaders. They are applied onto the object LOD in game. Obviously the shaders do not affect object LOD generation or vice versa object LOD does not change the shaders. Hence, rerunning DynDOLOD is not going to have any effect. Whatever plugins modify 00050372 SnowLODMaterial or 0006AE38 SnowLODMaterialHD are your culprit https://dyndolod.info/Help/Snow-Ash-LOD-Shader -
Disabling a plugin is not a fix. I suggest to also not use broken plugins in the game. See if there is a newer version here https://github.com/Wrye-Code-Collection/wrye-bash/releases/ and if it changes anything. Otherwise upload the Bashed Patch to a file service.
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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. If removing the bashed patch lets the process run through, it means that the bashed patch is broken and needs to be generated again with a newer version of Wrye Bash. Searching finds: 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/14566-can-not-copy https://forum.step-project.com/topic/14514-can-not-copy https://forum.step-project.com/topic/14301-can-not-copy https://forum.step-project.com/topic/14127-can-not-copy https://forum.step-project.com/topic/14136-can-not-copy https://forum.step-project.com/topic/14025-can-not-copy https://forum.step-project.com/topic/14140-can-not-copy https://forum.step-project.com/topic/14205-can-not-copy https://forum.step-project.com/topic/14256-can-not-copy
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Great. Enjoy!
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"DynDOLOD still refuses to load with it enabled" is not a proper problem description. If removing a plugin lets the process run through, it means that the plugin is broken and needs to be fixed. The xEdit code handling records is very mature. Upload or paste the entire log to pastebin that shows the problem. Upload the plugin to a file service if you can not find out what the problem in the plugin is. I am happy to find out what went wrong in order to have Wrye Bash (or xEdit for that matter) fixed like we did several time in the past already.
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FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees A: Find better matching billboards for the tree mods or create them. See this video Honestly? Just remove the billboards and have no LOD for small bushes and shrubs. Best for performance.Or you could try making optmized 3D LOD models for them.
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From the log that you screenshotted: 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_TES5_log.txt to official forum If you search the forum for the error as suggested you find this thread I moved the post to, which has the answer above. In case that doesn't help, follow the 3rd suggestion properly instead of posting a screenshot of text.
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This time the log shows all LODGen completed without any errors. That should mean the BTOs are all fine now and not cause any trouble? See if the new Tamriel.8.24.-8.bto from this generation opens in NifSkope.
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Follow the suggestions made in the log messages. Check log lines above the exception for additional hints. Check the FAQ and search official forum for those errors. Checking the FAQ finds this answer: 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. If removing the bashed patch lets the process run through, it means that the bashed patch is broken and needs to be generated again with a newer version of Wrye Bash Searching the forum for the "Can not copy" error message finds these related thread: https://forum.step-project.com/topic/14514-can-not-copy https://forum.step-project.com/topic/14301-can-not-copy https://forum.step-project.com/topic/14127-can-not-copy https://forum.step-project.com/topic/14136-can-not-copy https://forum.step-project.com/topic/14025-can-not-copy https://forum.step-project.com/topic/14140-can-not-copy https://forum.step-project.com/topic/14205-can-not-copy https://forum.step-project.com/topic/14256-can-not-copy It seems you kind of went with the third suggestions first, but did not post the entire bugreport and log as requested: 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
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From the log: [00:22:23.799] [00:22:23.839] LODGen.exe for DLC2SolstheimWorld completed successfully [00:22:23.862] LODGen.exe for MarkarthWorld completed successfully [00:22:23.881] LODGen.exe for DLC01SoulCairn completed successfully [00:22:23.900] LODGen.exe for DLC2ApocryphaWorld completed successfully [00:22:23.921] LODGen.exe for SkuldafnWorld completed successfully [00:22:23.941] LODGen.exe for Sovngarde completed successfully [00:22:23.960] LODGen.exe for DeepwoodRedoubtWorld completed successfully [00:22:23.978] LODGen.exe for DLC1HunterHQWorld completed successfully [00:22:23.999] LODGen.exe for Blackreach completed successfully [00:22:24.017] LODGen.exe for DLC01FalmerValley completed successfully [00:22:24.039] LODGen.exe for JaphetsFollyWorld completed successfully [00:22:24.059] [00:22:24.077] There were errors in one or more LODGen logs (see report above) resulting in incomplete static object LOD. [00:22:24.095] Check the LODGen logs and fix cause of errors. [00:22:24.113] Switch to expert mode and try re-running LODGen.exe for these wordspaces with the already exported LOD data. Also upload to a file service or copy and paste to pastebin the DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt The log log shows you are using the x86 version. LODGen.exe might be running out of memory - its log might tells us. Try using the x64 version.

