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Everything posted by sheson
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Worldspace Transition Tweaks terrain problem
sheson replied to DWM19's question in DynDOLOD & xLODGen Support
The SSELODGen_log.txt was not provided. You uploaded one LODGen log and one partical LODGen log for the spring season. Make sure to generate terrain LOD meshes for all seasons and that all of them completed successfully, for example each LODGen log has Code: 0 at the end and there are no errors or warnings reported in the SSELODGen_log.txt. Make sure the generated terrain LOD output is installed as a mod and overwrites everything.- 20 replies
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- wtt
- worldspace transition tweaks
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(and 1 more)
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Post a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures. You may want to have a look at Icy Mesh Remaster - Ice Glaciers - LOD - other fixes as it comes with its own LOD assets with LOD textures that can be updated.
- 165 replies
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The point of TexGen and DynDOLOD is to not having to manually edit any of their outputs but instead use the existing settings and options to get the desired results or to report problems with the automatically generated output in order to have them troubleshooted and addressed. https://en.wikipedia.org/wiki/Mipmap In computer graphics, mipmaps ... are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the previous. Mipmaps are simply a list of images. https://dyndolod.info/Help/3D-Tree-LOD-Model Note that by default mipmaps of textures that are added to the tree LOD or object LOD texture atlas are ignored and instead are generated from the largest resolution with an alpha-to-coverage algorithm so that small details do not fade into full transparency the further away they are. To use the mipmaps of the original texture defined by the LOD model, add the term UseMipMaps to the BSTriShape/NiTriShape name. This should preferably be done for all LOD models using this texture. Use an unique filename for such textures, so there are no problems with other mods modifying the same vanilla filenames. https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-190/page/539/#findComment-274396 https://stepmodifications.org/forum/topic/19077-optimizing-texture-alpha-threshold/https://dyndolod.info/Help/Texture-Resolution https://dyndolod.info/Help/Texture-Resolution#Determine-Sensible-Texture-Resolutions has explanations how to see in the game if the largest mipmap is actually used.
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The requested DynDOLOD log and debug log were not provided. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs None of the screenshots seem to show the full model with more informative console information. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. The used full model filename or base record form ID of the full model can be used to look up in the object report which LOD assets are actually being used. make sure the LOD assets shipping with the mod overwrite DynDOLOD Resources.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console. https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures. You are probably using a mod that changes the textures used by icebergs but it does not include updated LOD assets. You may want to have a look at Glacier LOD Meshes.
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Moved to the appropriate thread for the message. See posts above for the discussion about the same texture. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. The texture ships with RWT and is required by TexGen if the RealisticWaterTwo.esp plugin is in the load order.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Also upload the DynDOLOD.log from the SKSE l folder. Something seems to be wrong or broken with the DynDOLOD.esm. Was LOD generated from scratch for the current load order?
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https://dyndolod.info/Help/Grass-LOD, https://dyndolod.info/Updating LOD for grass is part of object LOD and can not really be separate. If you already have an existing LOD mod you want to keep but also be able to switch back to, make a copy of it into a new LOD mod. Deactivate the old LOD mod to be kept as is and activate the new LOD mod to be updated. Start DynDOLOD, select the desired worldspaces, check grass LOD and generate as usual. Merge the new output into the new LOD mod. Overwrite existing files.
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Moved to the appropriate thread for the message that can be found when searching the forum as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Use the Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Unresolved-Form-ID for further help and explanation. As explained, this is an error in the load order with the installed. Use the xEdit error check to find and investigate unresolved form ID errors before running DynDOLOD. Cleaning does not fix unresolved form ID errors. It is unclear which versions of the involved mods/plugins are being used. There are no unresolved form ID errors reported in OCW_AMM-SE_FEPatch.esp that ships with the latest version of Atlas Map Markers SE - Updated with MCM from February 2025. Obviously do not use the long outdated patch shipping with Obscure's College of Winterhold from April 2020.
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If you have problems following a third party guide, you need to ask their author or use their forum/discord etc. for help. If you have problems using a mod manager and to learn how it works, read its manual to learn how it works and use its forum/discord etc. for help. From the first post: Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Then install output as a mod. Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86, Users, Desktop, Documents, Downloads etc. From the Readme.txt included in the download archive: Always set -o:"c:\OutputPath\" command line argument to change where files are generated to. The default is the game folder which risks replacing existing files and is problematic with mod managers, especially if they use some kind of virtualization. Do not generate into any game or any mod manager folders that are part (direct or indirect) of the virtual file system. Do not generate into the Overwrite folder of MO2. From the Terrain-LOD-Readme.txt If terrain LOD textures already exist in the output folder, their generation will be skipped. This can be used to continue generating terrain LOD textures for large worldspaces in case there was a problem like not enough space left on a drive. Simply restart with the same options. Otherwise move or selectively delete old terrain LOD textures before generating new ones. Take note of the skipping messages. If the diffuse or normal texture for a higher LOD level already exists, then all lower LOD levels that are covered by the higher LOD level are skipped as well. So in order to re-generate a LOD level 4 texture, it is not enough to just delete the LOD level 4 files for the diffuse and normal texture, the higher LOD level diffuse and normal textures files need to be deleted as well. The uploaded log file is the LODGen log file, which is the command line tool in the Edit Scripts folder that generates terrain and object LOD meshes). It shows that output was generated into the the data folder. Which means, that new files end up in MO2s Overwrite folder and existing loose files are replaced in their repsetctive mod folder and in case loose terrain LOD textures already exist their skipped and not generated. I suggest to stay away from "guides" that do not mention any of this. If you packed the output into BSA/BA2 archives and the game does not seem to use/show their content, then either the archives are not created properly - (wrong directory structure for example) or the archives are not loaded by the game. This is not related to xLODGen or LOD generation.
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The requirement for tools like DynDOLOD to be able to work is a properly build load order. The same is typically required for mods and the game to work properly as well. The tools, explanations, guides, help systems, communities etc. to learn and achieve that exist since before DynDOLOD was made. It is unreasonable to expect something to work despite its requirements not being met. xEdit already exists and is the tool to check the load order for unresolved form ID. Generally, using tools like xEdit is a requirement to build a working load order, for example for cleaning, conflict resolution, finding and fixing errors etc. It just so happens that I documented a couple recurring issues relevant to the LOD patch generation to help troubleshooting and fixing of issues. That only covers a fraction. If you have questions about xEdit or want to help to improve it or its documentation to improve finding and fixing errors in plugins or load orders, I suggest to use the xEdit discord. What are you actually curious about this particular message? Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. Use the Copy message to clipboard link to post the text of a message instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Use search to find similar threads for the error message like https://stepmodifications.org/forum/topic/15567-unresolved-formid. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Click onto the link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages. It will open https://dyndolod.info/Messages/Unresolved-Form-ID: Start by checking the plugin and record with xEdit mentioned in the Error in ... message. If using the latest versions of the mentioned plugins, the form ID xx1E58ED is a REGN record defined in Cutting Room Floor.esp that is used by the mentioned CELL record in the XCLR - Regions element. The LOD generation process deals with the mentioned main records: https://dyndolod.info/DynDOLOD-Reference#3-Scan-base-records Build a list of ACTI, CONT, DOOR, FURN, MSTT, STAT, TREE, GRAS base records suitable for LOD. If a base records defines texture sets (TXST) to replace textures on the full model, they are processed to try to apply a matching texture replacement on the LOD model. The list of base records is defined by the DynDOLOD INI setting BaseSignatures. https://dyndolod.info/DynDOLOD-Reference#5-Scan-worldspace Scanning a worldspace looks for references (REFR records) that use base records for which LOD models have been found in step 3. The processes also involve worldspace (WRLD), cell (CELL) and land (LAND) records naturally. Also light (LIGH) base records are accessed in case fake lights options are checked. Occlusion generation also involves accessing region (REGN) records and using locational swaps with BOS may in addition also access location (LCTN) records. The records with all their elements are relevant. The list is probably incomplete, for example also due to the fact that *.patch files can potentially access any possible record for example.
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if an updated version of an outdated plugin exists does not change the fact if an error in the load order exists that needs to be fixed. Conflicts applies to conflicts in plugins/record just as well. https://tes5edit.github.io/docs/6-themethod.html Unresolved form IDs (or other errors) in records that are not specifically checked by DynDOLOD also need to be investigated and fixed just the same. Use the xEdit error check to find, investigate and fix errors. Properly made plugins or properly build load orders do not have unresolved form ID errors usually. Ignoring such errors because they do not seem to cause issues in the game or they do not prevent DynDOLOD from creating a LOD patch is not really proper modding practice. To know if an unresolved form ID reported by xEdit can be ignored or is a soft error (the unresolved form ID is actually resolved in the game once everything is loaded) depends on the specific error and involved plugins/load order.
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https://dyndolod.info/Official-DynDOLOD-Support-Forum Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Log which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console. What rudimentary troubleshooting have you done that makes you believe this has something to do with DynDOLOD? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
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Game Crashing At the same Address?
sheson replied to Sham111111's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. What are we supposed to look for in the screenshot in addition to the explanation that it is possible to interact with those Khajit? There does not seem to be any More Informative Console data or anything else. Is Bjorn one of those Khajits? Cleaning plugins will not fix missing triangles in plugins. Check the mentioned navmesh records in xEdit to verify they are not overwritten by outdated plugins. Make sure the LOD patch was generated for the current load order. Test with a new game. -
The two grasses use different full textures. The mod the complex grass texture comes from was not mentioned. I assume it is Cathedral landscapes Complex Grass for ENB. The reason it is not detected is because the lower left corner is not a plain normal vector 0.0, 0.0, 1.0. However that requirement by TexGen is wrong. It just needs to be a valid normal vector. Will be fixed next version. In the meantime you can just paint the corner R=127, G=127, B=255.
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Moved to a similar thread. It is unclear what an "unresolved reference" is. No logs or actual error messages were provided. If you mean a reference that has no base record because that entry has an unresolved form ID, that error will cause the game to CTD. There is nothing new about unresolved form IDs causing problems in the LOD patch generation process or the game. https://dyndolod.info/Messages#Warning-and-Error-Messages Some errors stop the process with a dedicated pop-up window with further details and a Click on this link for additional explanations and help for this message link which directly opens a listed message below. Problems that stop the process are because of errors in the setup, mods, load order, unknown situations, bugs with the tools or third party issues (like OS, antivir, drivers, crapware, hardware etc.) that prevent a successful or safe LOD patch generation. As explained in the Generation Instructions, finalize the load order, install mods, sort and resolve conflicts. DynDOLOD does not do a comprehensive check of the entire load order or of all assets. It only checks records and assets that are potentially eligible for LOD or which are used by records or assets eligible for LOD Not all unresolved form ID errors stop the process. Some are just printed to the (debug) log. For example, this is the case if a script does not have the property that is unresolved or if the script with unresolved form IDs on a base record is being replaced by a script on a reference. DynDOLOD only checks a small subset of records that are relevant to its patch generation and there is no intention to do anything beyond what is needed for LOD generation. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Read additional explanations and help for a message by clicking on the Click on this link for additional explanations and help for this message link of the message. That will open a corresponding page on this website with further explanations and help for the message. Clicking the link opens https://dyndolod.info/Messages/Unresolved-Form-ID See this video for help (ignore the old cleaning instructions as that was already done). The linked video shows how to mark several plugin in the left window and check them all for errors. The DynDOLOD instructions explain to Clean and error check the load order with xEdit, which links to https://tes5edit.github.io/docs/7-mod-cleaning-and-error-checking.html, which has a table of contents: 7.4.13 Checking For Errors. It links to https://tes5edit.github.io/docs/7-mod-cleaning-and-error-checking.html#CheckingForErrors Cleaning ITMs and UDRs does not fix unresolved form ID errors. The tool to find and fix unresolved form ID errors is xEdit. It already puts out a list of all unresolved form ID errors for all all marked plugins and all records. The main reason is outdated plugins, however each case is best looked at seperately to learn about the details. If you have questions how to use xEdit or suggestions how to improve it or its error checking, use the xEdit discord. Building a working load order is the responsibility of the user. How to do that is taught for example by many modding guides and videos. How to use tools like xEdit is explained in its manual and also by guides/videos. These are a requirement for tools like DynDOLOD to work and to be used and existed long before DynDOLOD was conceived.
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Regarding xLODGen, at the moment there is no difference in the result if baking speculars for terrain LOD in Skyrim. It would require a custom shader to utilize it. Someone made that for FNV. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Messages/Large-References-Found-In-Non-Master-Plugin Large reference data defined in non master flagged plugins (ESM) is not used by the game. This is most likely an unintentional wild edit. The data can be removed from the worldspace record with xEdit. Uncheck Hide "never shown" in the xEdit Options, General tab in order to have the Large References data shown. The data unnecessarily uses file space and might increase game loading times and/or processing times in xEdit. If large reference data lists references in other plugins that are also not overwritten by the current plugin, then the data may have accidently been copied from another plugin when the worldspace space record was copied as overwrite. See https://dyndolod.info/Help/Grass-LOD#Performance The actual performance impact depends on the load order, hardware, settings etc. The only way to find out is to test. See https://dyndolod.info/Help/xLODGen#Generating-Terrain-LOD-Meshes Typically use a Quality of 0 to 10 for LOD32 and set Optimize Unseen to 550 to improve coastlines on the map.
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Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
The uploaded DynDOLOD log, debug log and bugreport.txt are from February, with Alpha version 185 and show a successful generation. Use the latest version. If there are issue with the latest version, upload that log, debug log and bugreport.txt. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the entire DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Ensure that the directory structure is preserved. See Updating how to update existing installation and save games. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The log and debug log are saved when the program shuts down. Do not interrupt the shut down process so it can write the log files. While the new log is appended to older logs, the debug log is replaced every time. Keep a copy somewhere else for future references if required. If there are no logs or debug logs because the tool is being terminated prematurely, check the Windows Event log for related messages. Add RealTimeLog=1 under [TexGen] or [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI respectively. Then execute the tool again to generate the real-time debug log in the Logs folder in real time and upload the entire file. -
Game Crashing At the same Address?
sheson replied to Sham111111's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Check-the-FAQ -> https://dyndolod.info/FAQ#ILS-or-CTD https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting What makes you believe the crashes have anything to do with the DynDOLOD output? They all seem related to NPCs, which DynDOLOD does not touch. The navmesh errors are probably because of an an outdated or wrong version of Update.esm for cceejsse002-tower.esl and Dawnguard.esm for cceejsse005-cave.esm. Update.esm and Dawnguard esm do not seem to be the latest versions shipping with 1.6.1770. See https://dyndolod.info/Messages/Duplicate-Reference See https://dyndolod.info/Updating and follow instructions properly when updating the output. -
Vigilant and ACMOS / object LOD level 32
sheson replied to Neuf55551's question in DynDOLOD & xLODGen Support
Explain exactly what it is you applied and what issue(s) were not solved? If you do not generate any LOD files for a worldspace with xLODGen and DynDOLOD or do not have them activated, then whatever issue you have in the game has nothing to do with them. The worldspace should be using the LOD meshes and textures shipping with the mod, typically inside its BSA files. Learn how MO2 works. If a mod is not active, its files are not in the load order and they do not have any effect on the game. Use MO2 right window Data tab to verify which mod, BSA or lose files any files in the actual data folder comes from. Make sure to enable the archive parsing in menu Tools, Settings, Workarounds tab. Also check all possible INIs, Skyrim.INI, SkyrimCustom.INI and every *.INI in the data folder to make sure a specific setting is what you want it to be. You need to decide if you want to use object LOD level 32 or 16 for the maps. The default 16 should work with all mods and whatever LOD files ship with them. If it doesn't, then it is not 16 or there are still incomplete LOD files active. If you decide to use object LOD level 32, then you need to follow the instructions of ACMOS and use the object level 32 BTO I made for zCHMolagWorld instead of generating LOD for it. Possible other worldspace of Vigilant, too. A quick test showed that the map works with it. I do not provide support for modding guides. If Vigilant and A Clear Map Overhaul is part of the guide, then it should have specific instructions for them that you should follow. If those instructions do not work, then you need to ask the guide author(s). -
Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. Use the Click on this link for additional explanations and help for this message link of the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, which should open the page https://dyndolod.info/Messages/Exceptions. Scroll down to Item not found: Always use the latest version of DynDOLOD/TexGen as explained above. This is a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.
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LegacyoftheDragonborn.esm might be the wrong version for FDILOTDPatch.esp or vice versa. Is FDILOTDPatch.esp from Immersive Fort Dawnguard that was last updated December 2020? You are trying to use that with Legacy of the Dragonborn SSE from January 2025? The reference the plugin tries to patch does not exist in LegacyoftheDragonborn.esm anymore. You should not install such outdated patch plugins. Instead use the patch for Immersive Fort Dawnguard that is included in the Legacy of the Dragonborn Patches (Official). Finalize and error check the load order before generating a LOD patch as explained in the instructions.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload when making posts. Also upload DynDOLOD_SSE_ModelsUsed_Falskaar.txt, DynDOLOD_SSE_Object_Report.txt and LODGen_SSE_Falskaar_log.txt from the logs folder. Upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Falskaar.txt See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size Might be related to grass LOD. What is the total file size of the grass cache files for Falskaar?
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Vigilant and ACMOS / object LOD level 32
sheson replied to Neuf55551's question in DynDOLOD & xLODGen Support
Cell coordinates 0, 0 are typically the center of a worldspace. The vigilant worldspaces were added to the worldspace ignore list for a reason. For now I would just delete the generated LOD level 4, 8, and 16 object LOD files so it uses the ones shipping with the mod. That will only leave the map empty. Once you go there in the story, change the uLockedObjectMapLOD INI setting back to 16 for the time being. Or one can make a LOD level 32 BTO from the 4 object LOD level 16 files shipping with the mod in NifSkope with just copy/pasting the BSMultiBoundNode blocks. See the BTO I attached. It should work as is. zCHMolagWorld.32.0.0.7z -
Vigilant and ACMOS / object LOD level 32
sheson replied to Neuf55551's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Updating this applies also: In case a new mod contains a plugin that adds new objects to a worldspace or a new worldspace, start DynDOLOD with the existing DynDOLOD output in the load order. The existing DynDOLOD plugins need to load after any other plugins of the same type (e.g. DynDOLOD.esm after the highest priority ESM, DynDOLOD.esp with the highest priority possible). In case Occlusion.esp exists, it needs to load after DynDOLOD.esp. Select the worldspaces affected by the plugin and generate LOD as usual. Then install the DynDOLOD output, overwriting the existing DynDOLOD output. This might not carry forward all changes made to existing worldspace or cell records made by new plugins. In that case resolve conflicts by manually forwarding conflicting records or consider generating from scratch.

