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Everything posted by sheson
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"Cranking all the settings to the max" instead of setting sane and logical values for the 3 object LOD levels would be one method to cause LOD issues. Assuming the generated LOD meshes have no issues themselves, the most likely reason is either INI setttings or mods that change how the engine works like Seasons of Skyrim DLL.
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Moved to the DynDOLOD 3 Alpha thread. 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. See https://dyndolod.info/Help/Grass-LOD#Settings In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.
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Is "this issue was occurring before I even added this mod" referring to the LOD patch output generated by the TexGen/DynDOLOD tools? What are the LOD distance settings shown in the DynDOLOD SkyUI MCM Settings page? Provide a screenshot for example. Test what happens if you specifically set uLockedObjectMapLOD=16 in all INIs that might change it? The EditorID is a row near the top of the worldspace record. It is unlikely that it is not Tamriel in this case, since terrain LOD still shows. Check a couple of the generated BTOs in NifSkope they show/contain the expected object LOD.
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Do not post screenshots of text. Post the text instead as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Having said this, I can not help with issues of 3rd party websites. Yes, the logs verify that object LOD32 was generated. Double check the object LOD files are installed as a mod in MO2, that the mod is active and none of its files are overwritten by other mods. Read all answers for https://dyndolod.info/FAQ#Entire-LOD-missing. Start with the first answer about the LOD distances. Test what happens if you specifically set uLockedObjectMapLOD=16 in A Clear Map of Skyrim.ini
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Moved to a thread with a similar problem. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. See posts above. Read my signature and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and use a free file service to upload large logs. Also upload the DynDOLOD debug log as explained. See all answers for https://dyndolod.info/FAQ#Entire-LOD-missing.
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Moved to an appropriate thread. See posts and answers above. See 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. Also upload the DynDOLOD DLL log as explained. The title said DynDOLOD can not find DynDOLOD.esm, while in the post it says Skyrim is giving that message, so which is it?
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Thanks. No, that is alright. Just use TexGen as usual, in case of problems upload new logs.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how check the windows event log for related messages and how to upload the real time log when making posts.
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You can leave LOD resources from other mods enabled. Also leave terrain LOD meshes and textures enabled.
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It is OK to do whenever you find the time. Run again with StitchThreads=4. Upload new logs.
- 147 replies
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Moved to the DynDOLOD 3 alpha thread. See 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. https://dyndolod.info/Help/Grass-LOD Grass LOD is generated for LOD level 4 only. https://dyndolod.info/Help/Object-LOD#Settings The distances of the object LOD levels can be controlled with below INI settings - either in the DynDOLOD SkyUI MCM or the Prefs INI, through the game launcher. Use BethINI to set sensible values to start with. [TerrainManager] fBlockLevel0Distance=max distance for object LOD Level 4 in game units Increase fBlockLevel0Distance to increase how far grass LOD shows.
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The CRC32 of the LOD model is irrelevant. That is why it is not used or mentioned in these explanations.
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The terrain LOD meshes and textures for Tamriel generated without issues to the dedicated data folder several times. That indicates the output was not installed as a mod or then not activated/deployed or overwritten by another mod.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD and TexGen logs and debug logs to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Do not post screenshots of text. Copy and post the text instead. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text However, there is no reason to post stuff from the summary, since that information is already part of the DynDOLOD log. Make a useful screenshot of a full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
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The question does not make sense. https://dyndolod.info/Help/Ultra-Tree-LOD Ultra tree LOD or LOD trees in object LOD are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system. The LOD for the trees can be 3D tree LOD models, tree LOD billboards or a mixture of both - hybrid tree LOD models. https://dyndolod.info/Help/Object-LOD Object LOD is the combined meshes and textures for objects that do not change and are not animated, like buildings or landscape features like mountains and rocks. There are 3D/hybrid tree LOD models, which can be used to generate LOD for trees in object LOD, which is called ultra tree LOD. We simply call them 3D tree LOD models nowadays, since the hybrid part is just one method of optimization done by whoever creates them. https://dyndolod.info/Help/3D-Tree-LOD-Model In order to match 3D tree LOD models to full models, the filenames of the 3D tree LOD models contain the CRC32 checksum of the full model.
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No SSELODGen_log.txt was provided xLODGen works perfectly fine when following the instruictions. See the first post and the Readme.txt included in the download archive and https://dyndolod.info/Help/xLODGen Pay attention to the log messages. After generation install the meshes and textures generated to the dedicated output folder as a mod and make sure they overwrite everything else. See https://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightness. There is typically no need to change any brightness settings when generating LOD from the landscape full textures and using an appropriate noise.dds overlay.
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Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
Please run this test version https://mega.nz/file/9QRCWKhT#Oa7KmQjKNXkjPIZd_wWDQv2uYPkP0Rvjx5reKquJJQI and upload new logs. -
Well yes. You can use the output and continue as usual. if time permits, could you run with this test version https://mega.nz/file/9QRCWKhT#Oa7KmQjKNXkjPIZd_wWDQv2uYPkP0Rvjx5reKquJJQI with the RenderSingle=0 and StitchThreads=0 (or the settings removed) and just GLDebug=1 and upload the new log and debug? It would still expected to fail, it is about gathering additional information.
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You already answered your question. It follows the simple logic of matching ABCD1234 = ABCD1234 as is already explained. https://dyndolod.info/Help/3D-Tree-LOD-Model In order to match 3D tree LOD models to full models, the filenames of the 3D tree LOD models contain the CRC32 checksum of the full model. With both the filename and the CRC32 checksum, shared archives of 3D static LOD models for trees can be created without having to worry about load order or overwrite order as each version will have a unique LOD filename. For example, the filename for a full model tree with the filename treepineforest01.nif and a CRC32 checksum of 8E204123 becomes treepineforest01_8E204123passthru_lod.nif. Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt for the 3D tree LOD model filenames that are being looked for. There will be an entry like 3D LOD model not found treeaspen01_XXXXXXXX. That means the filename should be treeaspen01_XXXXXXXpassthru_lod.nif. Translate these sentences with deepl if required. Checking the log makes it easy to find the required filename or to test if it worked.
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Yes of course. Updating the atlas textures for all worldspaces will be much quicker. Great. Thanks for letting us know.
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This seems to be a bug with the alpha threshold adjustment. Download this test version https://mega.nz/file/0MQiUbaT#ldl240hkprEZogE9gxrjOUxYEVzpWtqloNelG7qMbQY Keep the old DynDOLOD output mod. Start in expert mode. See https://dyndolod.info/Help/Expert-Mode Select the desired worldspaces and click Rebuild Atlas. Then install the newly generated textures overwriting the old ones in the existing DynDOLOD output. You should notice the leaves to be thicker than before.
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Edit C:\Games\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini. Add these settings under [TexGen] GLDebug=1 RenderSingle=1 StitchThreads=1 Delete old logs. Run. Upload new logs.
- 147 replies
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The .txt files are only used by the DynDOLOD.DLL, so their content does not matter. I still wonder if any of the navmesh, NPC crashes can be made to happen without any DynDOLOD output, scripts and Resources at all and then again if they still happen with all other mods/DLLs restored or vice versa.
- 440 replies
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Read the first post, the entire page https://dyndolod.info/Official-DynDOLOD-Support-Forum and my signature.