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Everything posted by sheson
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The shader for the terrain LOD that used in the LOD area does not make use of mipmaps even if they are generated. That means mipmaps make no difference to how terrain LOD textures look in the LOD area since they are not used anyways. If you want to combat the tiling you need make changes to the full textures. You can test without baking normal maps to test if the issue is more related to the diffuse or the normal map full texture. If you want to report/troubleshoot an issue with object LOD / DynDOLOD see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug logs to upload. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshot of the full model with more informative console. Double check something is actually object/tree/terrain LOD by toggling it off/on with tll in console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
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The shader for the terrain LOD that used in the LOD area does not make use of mipmaps even if they are generated. I suppose further "shrinking" of the textures blends the different repeating pixels into one pixel / averages them out, thus the difference/tiling between them goes away.
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LOD fades -> barren field -> objects pop in
sheson replied to Gand's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs TexGen and DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console and how to make a close up screenshot of the LOD area with the tfc console command. See https://dyndolod.info/FAQ#Something-does-not-have-LOD Upload the mentioned DynDOLOD_SSE_Object_Report.txt. -
DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Add RealTimeLog=1 under [TexGen] or [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI respectively. Adding it at the bottom of the INI file for example. By the time the options window shows, the real time log file should be in the log folder already. -
A clean save is made after loading the game in an interior without the DynDOLOD plugins in the load order as explained in https://dyndolod.info/Help/Clean-Save You have not explained what the problem creating a clean save without DynDOLOD plugins in the load order is.
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Increase Grass/Foilage/Tree Density Further Away?
sheson replied to Sendit's question in DynDOLOD & xLODGen Support
Do not make duplicate posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs, debug logs and which LODGen log to upload when making posts. See https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards and https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List -
Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and the LOD model.
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DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs what to do in case the tool is being terminated prematurely and can not write the logs. -
DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
No realtime log has been provided, so it is not clear what is being worked on at the moment of the crash or if it happens always at the same time. c000001d from the event log is all I have to go on at the moment. This should not really be an issue caused by mods or the compiled program code itself when everything works normally. Typically the error and crash handlers catch all normal issues and write them to the log or at least a bugreport.txt. -
DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
No realtime log was provided. Playing a game is not the same as actual stresstesting with prime95 or OCCT. I typically suggest to let the OS handle page files / virtual memory. If that is already the case, you can test if setting the same amount as the main memory makes a difference. Switching hardware should not require reinstalling the OS. -
LOD fades -> barren field -> objects pop in
sheson replied to Gand's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Messages/Deleted-Reference Deleted references can cause CTD if they are referenced by other records or otherwise used indirectly. Unless a plugin in installed that uses any of the deleted records there won't be any issue. Update.esm, DLC/CC can change or new ones released with game updates and any old plugin made before is at risk using a record that all of sudden has been deleted. The large reference bugs workarounds requires deleted large references to be undeleted/disabled so the patch can be created without issue. -
LOD fades -> barren field -> objects pop in
sheson replied to Gand's question in DynDOLOD & xLODGen Support
Yes, this is basic known modding knowledge known since at least 2012. For example https://www.youtube.com/watch?v=fw3g_N1jcZQ -
Increase Grass/Foilage/Tree Density Further Away?
sheson replied to Sendit'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. The first screenshot seems to show what happens when generating grass LOD with mode 2 with DynDOLOD, while not setting DynDOLOD-Grass-Mode 2 in GrassControl.ini. https://dyndolod.info/Help/Grass-LOD#Gap-between-full-grass-and-grass-LOD See https://dyndolod.info/Help/Grass-LOD#Settings -
DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
There seem to be no realtime log included in any of the uploads. In any case, the exception c000001d from the Windows Event log hints at unstable hardware, overclocking, BIOS settings, memory timings or OS problems. Make sure the system is stable by running something like prime96/OCCT. -
Moved to a thread that most likely matches the problem. See 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 when making posts. Upload the mentioned DynDOLOD.log as well. An error message shows because there is an error that causes things to not work as expected. Fixing the cause of the error will make things works as intended and then there won't be an error message anymore. For things to work properly, the DynDOLOD plugins need to be loaded by the game.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs and debug log to upload when making posts. Is this post some really bad automatic translation based on poor understanding how the game works? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and https://dyndolod.info/FAQ#Performance DynDOLOD is a LOD patch generator that does not change how the game or LOD game works. If the game is overloaded with too much stuff, including too many complex/high resolution assets, meshes and textures that require lots of resources in the active cells or the LOD areas , the performance will suffer. That is a load order, settings hardware problem.
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DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
The provided debug log only shows the tool being started and then closed. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bgreport.txt to upload when making posts. It also explains what to do in case the tool is being terminated prematurely and can not write the logs. Reinstalling the game makes no sense. -
LOD fades -> barren field -> objects pop in
sheson replied to Gand's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire last session of the DynDOLOD log and entire debug log to upload when making posts. https://dyndolod.info/Messages Warning messages inform about issues that should be fixed. If they are ignored there might be visual or game play issues.| Error messages inform about issues that need to be fixed. If they are ignored the process might not be able to complete successfully and/or just like with warnings, there might be visual or game play issues including CTD. https://dyndolod.info/Messages/Deleted-Reference The mentioned plugin(s) needs to be cleaned. Deleted references can cause CTD if they are referenced by other records or otherwise used indirectly. https://dyndolod.info/Messages/File-Not-Found-Meshes In the worst case scenario missing meshes cause CTD. Provide the missing mesh if it is required. https://dyndolod.info/Messages/File-Not-Found-Textures In the worst case scenario missing textures cause CTD. Very rare. Typically not the case with missing normal maps. Provide the missing texture if it is required. See https://dyndolod.info/Help/Large-References and https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds https://dyndolod.info/Messages/Root-Block Dynamically enabling models with a root node block type other than BSFadeNode, BSLeafAnimNode or BSTreeNode causes CTD, hence the NIF is ignored for dynamic LOD. A NiNode root node block type can be converted or changed with NifSkope. -
https://dyndolod.info/Messages/Textures-Do-Not-Match There are outdated LOD models in the load order or full models have been replaced without providing updated LOD models. If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason. ... If there are no obvious differences of the textures between full models and LOD models, then noting else needs to be done. https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block A LOD model might be using animation or other features that are not supported by object LOD. Either create a dedicated object LOD model without animation or in order to keep the animation create the appropriate mesh mask rules to use the full model for dynamic LOD or create a dedicated dynamic LOD model instead. Texture paths and filenames can be edited and controller blocks removed with NifSkope. Typically is up to mod author to provide proper models and LOD models. https://dyndolod.info/Messages/Duplicate-Reference A duplicate reference adds the same model at the same position, rotation and scale as another reference. Showing the same model twice with exactly the same properties is just wasting resources, in case of animated objects or trees it might even be visually noticeable. LOD is only generated for the first encountered reference. The duplicate reference can be removed with xEdit. Typically it would be up to the mod to remove duplicate references. https://dyndolod.info/Messages Warning messages inform about issues that should be fixed. If they are ignored there might be visual or game play issues. These are easily fixable issues that are not game breaking and the visual impact is probably minimal. In fact the rope should be removed from the "LOD" model - which is not really a LOD model, just stripped down version full model. The catapult has lots of orphaned nodes that could be removed, too. The mod should address these in the next update but the are not urgent by any means. I would be more concerned about the performance impact such "LOD" models could potentially mean if they were used a lot.
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Crash and problems with DynDOLOD removed
sheson replied to MonolithK's question in DynDOLOD & xLODGen Support
There is no reason to not set Maxstdio to the supported maximum. When troubleshooting remove everything that is not required for the crash to happen until only the parts remain that are absolutely required for the crash to happen. Only then start changing parts or records of the remaining things to narrow it down. -
Moved to the approriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Do not post screenshots of text. Post the text instead. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Read the message, it tells you what the problem is. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Fatal: Error loading plugin list: <EDirectoryNotFoundException: The specified path was not found [E:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\]> Read the installation instructions https://dyndolod.info/Installation-Instructions For Steam versions of the game, use the game launcher to set the current location of the game in the Windows Registry. See Windows Registry Key for more. See Skyrim Special Edition GOG / Skyrim Anniversary Edition GOG in case the GOG version of the game is used. In case the Steam version is being used read all of https://dyndolod.info/Messages/Windows-Registry-Key The Fatal: Error loading plugin list: <EDirectoryNotFoundException: The specified path was not found [C:\Path\To\Old\Game\Data\]> message means the Windows Registry information is out of date. In case the GOG version is being used, read this page https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG and also the linked page https://dyndolod.info/Help/Command-Line-Argument
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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 TexGen log and debug log to upload when making posts. https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate and install terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, as the terrain LOD meshes are used to optimize object LOD meshes. https://dyndolod.info/Help/TexGen TexGen generates textures from full textures. For rendered textures and LOD billboards it uses full models or special models. TexGen does not care about terrain LOD meshes or terrain LOD textures or grass cache files. Any existing old files in the output folder will be overwritten by the new files with the same path and filename.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs and debug log to upload when making posts. https://dyndolod.info/Help/Terrain-Underside#Updating The old DynDOLOD output is still active as a mod and when you install the new out as a mod to the mod name for the for the already existing output, MO2 will ask you to replace, merge or rename. Select merge. No idea about Vortex but since you use it, you should know how it works. Files can also be moved from the output folder to the mod folder with a file manager like Explorer, simply overwrite any existing old files with the ones from the new output. To update object LOD meshes with doublesided flag, edit the export file(s) for the desired worldspace to update, insert the exact same line e.g. DoubleSidedTextureMask=mountain,mtn as you set it in the DynDOLOD INI to the top of the export file, start in expert mode and "Execute LODGen". See https://dyndolod.info/Help/Expert-Mode#Execute LODGen See https://dyndolod.info/Mods/Waterfalls. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console when reporting visual issues in the game. For a stable load order, all plugins containing deleted references should be cleaned. https://dyndolod.info/Messages/Deleted-Reference DynDOLOD only reports plugins with deleted large references since that hinders the LOD patch generation. Crashes because of deleted references or issues from ITMs / conflicts in other plugins are typically not erroneously attributed to DynDOLOD. A stable and properly made load order is the requirement the game to work and also for the LOD patch generating. How to do this is explained by proper modding guides since decades. As explained in https://dyndolod.info/Generation-Instructions#Prerequisites, it is best to do whatever needs to be done for load order to work properly before generating the LOD patch. Undeleting deleted references afterwards is fine. Removing ITMs should not cause issues either, but the ITM record might have been copied to the LOD patch plugins. In the unlikely case that is an issue it can be manually resolved in xEdit. Also see https://dyndolod.info/Updating
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No. The only connection between terrain LOD meshes generated by xLODGen and object LOD meshes generation by DynDOLOD is this: https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate and install terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, as the terrain LOD meshes are used to optimize object LOD meshes.
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Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
FYI There is not need to enable realtime log if normal log, debug log and bugreport.txt are saved without issue. The last session showed not a OpenGL error but a Range check error, which is something else.

