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sheson

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Everything posted by sheson

  1. Very interesting. Thanks for the help finding that out. I will revise the patch for next update of DynDOLOD Resources.
  2. Those are billboards. I can not tell if they are done as traditional tree LOD or in object LOD. FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees 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. ======================================================================= 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.
  3. I have no idea what both of these are supposed to be. "memory repair mod" SKSE memory patch? I assume this means Crash Fixes. However, you do not say if it is with PreLoader and the UseOsAllocators=1 setting Make sure to setup ENBoost. I assume this mean the Solhsteim worldrecord does not show any conflicts in xEdit. Do you have the DLC2 Vvardenfell 3D Plume option from DynDOLOD Resources installed? In MO remove \DynDOLOD\DynDOLOD_TES5_DragonbornEsm_DLC2SolstheimWorld.patch from "DynDOLOD Resources" and generate again, see if it makes a difference. Does "hiding" the meshes folder from DynDOLOD Output Test make any difference?
  4. If I remember correctly it dislikes non-square textures for that operation. This version of treelod.exe with -square -format:8888 should do the trick. Trim the result afterwards to match the diffuse dimensions ratio.
  5. DynDOLOD does not change the map or does not adds/remove any clouds or fog. Strange/Irregular behavior might be caused by resource issues. Make sure memory patch, Crash Fixes, ENBoost etc. are all installed and working correctly. Check the worldrecord for Solstheim in xEdit for conflicts.
  6. Create a new LOD mod from scratch for the current LOD order and test if the the problem still happens. DynDOLOD does nothing to interiors. Though interiors are linked to the parent world. The DynDOLOD patcher copies the data from the highest plugin that overwrites the world record to create the DynDOLOD plugin. If the load order changes afterwards the record in the DynDOLOD plugins could be out of date. If you know how, you can also just check for conflicts and resolve them.
  7. You mean the somewhat darker trees in the background? Try creating a normal map for one of them and see if it helps. Use NifSkope's to make 4 textures. Shine full sun but no ambient light onto the model from top, bottom, left, right. Then use xNormal Tools, PhotoNormal option to create the normal map from that. You may want to also do the diffuse at the same time so they match in size and position better.
  8. From the manual: Copy/move generated files from output path including DynDOLOD plugins and the folders 'meshes', 'skse' and 'textures' to Skyrim 'Data' directory. If updating an existing DynDOLOD plugins overwrite all older files. If using a mod manager compress the files into an archive and install the archive as a mod as shown in the videos.
  9. 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 installation. DynDOLOD Standalone has been installed to F:\Games\steamapps\common\Skyrim Special Edition\DynDOLOD Special Edition\ DynDOLOD Standalone is not a Steam application. DynDOLOD Standalone is not part of any game. ... set the output path to a dedicated directory. It should be outside of the game and MO virtual file structure. Somehow you managed to set the output path to F:\Games\steamapps\common\Skyrim Special Edition\SkyrimSEModding\ModOrganizer2\mods\DynDOLOD Output\ Which is again, inside Steam/Game folders and also a folder controlled by MO. Fix these issues first. If the problem continues, test if it is possible to generate LOD for DLC01FalmerValley only. 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
  10. Looks good. Thanks for the DPs. For what textures are you using the pre-made atlas? If it is trunks, nowadays I would do them all as separate billboards and let the process handle the atlassing. Of course right now it is easier to just reuse the the 2D planes if they roughly match :) A quick way to darken the brightness for trunks is to set the vertex colors. You can see that on the vanilla Aspens like treeaspen01passthru_lod.nif
  11. Just keep using the same textures as the full models for the leafs. Earlier this year I added functions that adjust the alpha threshold automatically while they are put on the texture atlas. They should be in the right brightness all by themselves. Check the current 3D hybrids for the vanilla trees included in DynDOLOD Resources. If you must edit dyndolodtreelod.dds, rename it so that there won't be conflicts later.
  12. Start by reading Docs/trees.ultra/DynDOLOD-Trees.html
  13. You seem to have an issue with PapyrusUtil in particular or a general issue with SKSE or the game. You need to ask at the appropriate forums. "Random" issues are often caused by UAC or AntiVir interfering.
  14. If that is what you get if you "coc Whiterun" from main menu console, then there is no DynDOLOD installed in the load order.
  15. [00:13:30.628] Save C:\Modding\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld00.dds [00:13:33.157] FAILED [compress] (8007000e) [00:13:33.782] Executing TexConv returned error: "C:\Modding\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -f BC7_UNORM -bcquick -o "C:\Modding\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD" "C:\Modding\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld00.dds" The texture C:\Modding\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld00.dds is saved uncompressed (8888) before TexConv is called to convert it. Open the texture in an image viewer to see if it looks OK. The error number 8007000e from TexConv supposedly means "Ran out of memory" It is not clear if it means main or graphics memory. If you have a game/media player/lots of browser windows open in the background close them. Test if it runs without error when running it manually on the texture, by copy pasting the entire command into a windows command prompt "C:\Modding\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -f BC7_UNORM -bcquick -o "C:\Modding\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD" "C:\Modding\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld00.dds" If that works, you might try again. If it fails again, change the texture format in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to ObjectLODDiffuseFormat=88 ObjectLODAlphaDiffuseFormat=88 ObjectLODNormalFormat=87 TreeLODDiffuseFormat=88 and then manually convert all textures to BC7 with texconv afterwards. Or use googd old BC1/BC3 like in Skyrim, you probably won't notice the difference anyhow. ObjectLODDiffuseFormat=200 ObjectLODAlphaDiffuseFormat=202 ObjectLODNormalFormat=200 TreeLODDiffuseFormat=200
  16. There is not much use posting only a couple lines from the log. There will be more and different lines from DynDOLOD. The lines seems to indicate the wrong version of DynDOLOD Resources Core Files scripts are installed for the plugin version. There should be warning messages in-game and in the the log about that.
  17. No. The LOD generation takes LOD assets (3D LOD models, textures) and combines them into supermeshes and texture atlas. Creating LOD assets form full models is on an entire different (manual or enterprise - Simplygon for example) level. In order to create true normal maps a high quality 3D model is required and I suppose specular would require some kind of material information of how reflective a surface should be. It is possible to create decent normal maps for billboards by using NifSkope screeenshots with the light source lighting the model from left/right/top/bottom and then using https://xnormal.net/ PhotoNormal option.
  18. It is correct that there are no such files as DynDOLOD_.json or None.json. Check in-game or the papyrus log that you surely have enabled by now for error messages.
  19. This is the PapyrusUtilDev.log from PapyrusUtil. This is not the same as the game's papyrus log that is enabled in the Skyrim.ini. The PapyrusUtilDev.log shows that PapyrusUtil has an error. It indicates that there is an issue with the installation of PapyrusUtil. If PapyrusUtil is not installed correctly or not running there should be a message like DynDOLOD requires PapyrusUtil on screen and in the papyrus logs. FAQ: Game: DynDOLOD requires PapyrusUtil A: If the intention is to use DynDOLOD DLL, make sure the papyrus scripts from DynDOLOD DLL overwrite the papyrus scripts from DynDOLOD Resources. A: PapyrusUtil is not installed, outdated or not running at all. A: Make sure you have the correct PapyrusUtil version for the current Skyrim and SKSE versions that is used and none of its file are overwritten by other mods. A: Check the c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition]\SKSE\[skse|skse64].log that the PapyrusUtil DLL was loaded correctly. This is how PapyrusUtilDev.log looks when it is installed properly: Loading Version: 37 Init... Plugin::InitPlugin() - 1 -done Registering functions... -doneThis is what it looks like in skse64.log if the DLL loads without issue. checking plugin C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\PapyrusUtil.dll plugin C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\PapyrusUtil.dll (00000001 papyrusutil plugin 00000002) loaded correctly
  20. DynDOLOD always creates both the jsons and txt file so users can uses either DynDOLOD DLL or PapyrusUtil and switch between them at any time. If one type is missing something went wrong at generation time. If the MCM shows a bunch of numbers for all plugins and files the same, it also means all the json or txt must have been found, depending if you are using DynDOLOD DLL (txt) or PapyrusUtil (json). Since you say generation went all fine (no log was ever provided) and appears to work fine when installed correctly by someone else, it probably means the output was not correctly installed. It is also possible the requirements like SKSE, the correct version of DynDOLOD Resources Core Files including the papyrus scripts for Papyrus Util + PapyrusUtil or DynDOLOD DLL with its scripts overwriting the ones from the DynDOLOD Resources are not installed correctly. Once you have verified the generation was successful and all of the output has been installed correctly overwriting everything, enable papyrus logging in Skyrim.ini. Then check all messages from DynDOLOD in the papyrus log for clues.
  21. The link to the full log and bugreport appear not be working somehow. Use pastebin. Like all the other similar errors before it is probably running out of memory. Try with the x64 version.
  22. Can not find textures\lod\icwalllod02.dds for texture atlas Can not find textures\lod\ictowerlod01.dds for texture atlas The texture are included in DynDOLOD Resources Core File. It is not fully installed, maybe an incomplete download.
  23. The bugs are caused by non ESM flagged plugins containing overwrites for large references. Setting IsInitiallyDisabled on a large reference in any plugin type can trigger the bugs. Setting uLargeRefLODGridSize=5 will disable the system. A solution is to set the ESM flag on such plugins and then run Skyrim SE - Generate Large References.pas included xEdit. DynDOLOD prints a list of every large reference modified by a non ESM flagged plugin.
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