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Everything posted by sheson
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
No. DynDOLOD_TexGen.html: Typically there is no need to change the default formats. These options are for advanced users / mod authors. Since TexGen.exe generates LOD textures that will be later combined into LOD textures atlasses by DynDOLOD.exe, any desired format changes for the final texture atlasses need to be set in '..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE].ini'. However, there is the chance that single LOD textures are also used by models directly in game, for example dynamic LOD. Hover the mouse pointer above the drop downs for more info. Typically instructions or manuals explains only the things that need to be done and not all the possible things that should not be done.- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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(and 4 more)
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DynDOLOD generates tree and object LOD. The mod seems to include optional green spring trees, but for incomprehensible reasons no billboards to generate tree LOD. In this case the included tree LOD atlas needs to be split into billboards first or billboards need to be created. Easier to stay clear of that option. Personally I suggest to stay away from such archaic mods until they contain proper LOD resources. The mod also seems to includes pre-made low terrain LOD textures - no meshes - (again for the spring option I assume) DynDOLOD does not care about terrain LOD textures. LOD only works and looks correctly for the load it was generated for, so it is always better to generate LOD. Use xLODGen to generate higher quality terrain LOD textures that ship with the mod. Edit: I splitted the existing tree LOD texture atlas included in the mod and uploaded green Aspen LOD Billboards for the spring vanilla and Skyrim 3D trees install options to the TES5LODGen file section.
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I reuploaded it so it has a new URL that works.
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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/ For the part that you posted: FAQ: DynDOLOD.exe: A: Ignore. A handful of trees can not have traditional tree LOD for technical reasons and will be done as static object LOD. Static object LOD uses the normal _n.dds textures, but LOD tree billboards do not have one so the flat replacement is used, just as traditional tree LOD does.
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SSE Dyndolod Cannot Find Master Data / not read data
sheson replied to captinjoehenry's question in DynDOLOD & xLODGen Support
Use a mod manager like MO2. Read the included manual. It is enough to remove the DynDOLOD plugins and then generate to an empty dedicated output folder. Then install the output as a new mod overwriting everything. -
Creating Billboard normal maps with xNormal
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
Try to use a width/height that is 256, 512 or 1024 for example. Yes the trimming of the extraneous side pixels would happen in an image program. -
SSE Dyndolod Cannot Find Master Data / not read data
sheson replied to captinjoehenry's question in DynDOLOD & xLODGen Support
This usually means the plugins and txt files are out of sync or not installed correctly. Check DynDOLOD SkyUI MCM Information that all plugins and files have the same bunch of numbers. The game is installed into the special Windows folder Program Files x86. Consider fixing that to avoid issues with UAC or antivirus. -
[00:03:04.310] Can not find textures\lod\icwalllod02.dds for texture atlas [00:03:04.335] Can not find textures\lod\ictowerlod01.dds for texture atlas [00:03:05.887] [00:03:07.586] [00:03:07.586] Exception in unit userscript line 345: One or more errors occurred [00:03:07.586] [00:03:07.586] 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. https://forum.step-project.com/topic/14071-can-not-find-textures/ https://forum.step-project.com/topic/14070-can-not-find-textures/
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[00:12:57.827] <Error: LODGenx64.exe check the logfile for errors E:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD-Standalone.2.64\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt> [00:12:57.861] <Error: LODGenx64.exe check the logfile for errors E:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD-Standalone.2.64\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt> [00:12:57.894] <Error: LODGenx64.exe check the logfile for errors E:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD-Standalone.2.64\DynDOLOD\Logs\LODGen_SSE_MarkarthWorld_log.txt> [00:12:57.927] <Error: LODGenx64.exe check the logfile for errors E:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD-Standalone.2.64\DynDOLOD\Logs\LODGen_SSE_DLC01SoulCairn_log.txt> [00:12:57.960] <Error: LODGenx64.exe check the logfile for errors E:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD-Standalone.2.64\DynDOLOD\Logs\LODGen_SSE_DLC2ApocryphaWorld_log.txt> [00:12:57.993] <Error: LODGenx64.exe check the logfile for errors E:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD-Standalone.2.64\DynDOLOD\Logs\LODGen_SSE_SkuldafnWorld_log.txt> [00:12:58.026] <Error: LODGenx64.exe check the logfile for errors E:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD-Standalone.2.64\DynDOLOD\Logs\LODGen_SSE_Sovngarde_log.txt> [00:12:58.059] <Error: LODGenx64.exe check the logfile for errors E:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD-Standalone.2.64\DynDOLOD\Logs\LODGen_SSE_DeepwoodRedoubtWorld_log.txt> [00:12:58.091] <Error: LODGenx64.exe check the logfile for errors E:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD-Standalone.2.64\DynDOLOD\Logs\LODGen_SSE_DLC1HunterHQWorld_log.txt> [00:12:58.123] <Error: LODGenx64.exe check the logfile for errors E:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD-Standalone.2.64\DynDOLOD\Logs\LODGen_SSE_Blackreach_log.txt> [00:12:58.154] <Error: LODGenx64.exe check the logfile for errors E:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD-Standalone.2.64\DynDOLOD\Logs\LODGen_SSE_DLC01FalmerValley_log.txt> [00:12:58.187] <Error: LODGenx64.exe check the logfile for errors E:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD-Standalone.2.64\DynDOLOD\Logs\LODGen_SSE_JaphetsFollyWorld_log.txt> [00:12:58.219] [00:12:58.252] There were errors in one or more LODGen logs (see report above) resulting in incomplete static object LOD. [00:12:58.286] Check the LODGen logs and fix cause of errors. [00:12:58.319] Switch to expert mode and try re-running LODGen.exe for these wordspaces with the already exported LOD data. Check one or more of the logfiles as suggested by the messages.
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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. Truncate the logfile to the last generation. Use pastebin.com or a file service for large logfiles.
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SSE Dyndolod Cannot Find Master Data / not read data
sheson replied to captinjoehenry's question in DynDOLOD & xLODGen Support
FAQ: Game: DynDOLOD could not read DynDOLOD_Worlds / DynDOLOD can not read data for [worldspace name] from DynDOLOD_Worlds / DynDOLOD_Worlds does not belong to these DynDOLOD plugins / DynDOLOD can not read bunchofnumbers from DynDOLOD_[worldspace name] / DynDOLOD_[worldspace name] does not belong to these DynDOLOD plugins / DynDOLOD can not read index data from DynDOLOD_[worlspace name] / DynDOLOD can not find [worldspace name] in DynDOLOD_Worlds / DynDOLOD can not find master data in DynDOLOD_[worldspace name] A: Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL/PapyrusUtil above. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors. -
Any way I can improve these billboards?
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
Please check if 2.64 find the correct billboard as expected. -
Intentionally removed. It caused issues. Will update the FOMOD ASAP.
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FAQ: Game: ILS or CTD A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used. Setup ENBoost correctly. Set ExpandSystemMemoryX64=false in enblocal.ini. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause.
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Any way I can improve these billboards?
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
Is that error repeatable? -
If you check the log I bet there will be some kind of message that might give us a clue.
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The second video shows the typical LOD to full model "transition". The engine always worked like this. When new cells attaches, it first loads all the full models, then the object LOD is disabled. That means for a brief moment both models show. There is nothing new and it did not change in Skyrim Special Edition either. DynDOLOD does not change how the engine works.
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From first post: This is called beta because Skyrim Special Edition is still plagued by mods triggering large reference bugs. Until that can be easily resolved there is no pro-active testing and support of mods. From DynDOLOD_Manual_SSE.html: Currently, the only option to mitigate all bugs is to turn large references off as the system is pretty much fubar - like most of the new and "improved" features in Skyrim Special Edition. Some bugs can be mitigated by converting plugins from ESP (plugin) to ESM (masterfile), but in reality it requires discipline and testing by mod authors to stay clear of making certain type of changes to certain existing large references to not cause texture flicker. Technically the bugs are caused by (visually) incompatible plugins. "Fix" (e.g. remove the large reference edits or convert to ESM) or remove the plugins triggering the bugs. Or turn the large references off.
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The videos are unavailable, though I already know how the large reference bugs look and work. The large reference bugs of Skyrim Special Edition are explained in the DynDOLOD manual.
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Sounds like large reference bugs. Set uLargeRefLODGridSize=5 in SkyrimPrefs.INI to check if it goes away.
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Beta 44 should fix that. It is something that broke in xEdit itself, so that is good find.
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Any way I can improve these billboards?
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
Normally nothing is using these old vanilla atlases anymore. However, if you edit anything in the texture, rename it to [something]treelod.dds. Remember, LOD only has transparancy with a 128 threshold. At that distance it is very likely a higher (lower resolution) mipmap is used. There should be no size change between internal billboard and the external billboard2. Can you send me an example billboard dds/txt?. -
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
It is fixed by simply remove the *.patch file. It will keep the 3D plume either way.- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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(and 4 more)
Tagged with:
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Any way I can improve these billboards?
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
The normal map is used automatically for trees in object LOD. It just needs to be right next to the diffuse [billboard].dds as the usual [billboard]_n.dds The log should then not show a for those trees. If you want to make use of spherical normal vectors, set the tree mesh rules to use "Billboard2" instead of "Billboard". See DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html Internal Billboards and External Billboards. If "Billboard2" has a bad affect on the other billboards without a normal map, just make a new mesh rule for the pines (like treepineforest0) you created the normal maps for. It would be great if you could test with both "Billboard" and "Billboard2" and make screenshots so we can see if it makes any difference.

