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Everything posted by sheson
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Texconv is a command line tool from MS. A custom version of Texconv ships with xLODGen and DynDOLOD. Just continue adjust the gamma, brightness and contrast until you are satisfied. The linked noise texture is "neutral". once you are closer with the brightness, you can also experiment with different noise textures. It typically affects darker terrain more than brighter terrain (e.g. snow). Just keep in mind the full terrain uses a fundamentally different shader technique than LOD, it is probably not going to match as well as the vanilla full terrain shader in all lighting situations. The map uses it own overlays textures. See bottom of https://dyndolod.info/Mods/Maps-And-Map-Mods and https://dyndolod.info/Help/Snow-Ash-LOD-Shader The first screenshot shows all LOD being off. The remaining objects are full models. Large references in this case. https://dyndolod.info/How-LOD-Works
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages If there is an error prompt, read the entire message carefully. Many of them describe the problem in detail and offer hints for for a solution. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Old DynDOLOD files detected. Unpack the DynDOLOD Standalone archive into a new 'DynDOLOD' folder. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs 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.
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Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
If you like, redo the test with the released xLODGen beta 129. In particular it would be interesting to know if LODGenx64.exe compiled for .Net Framework 4.8 is still having issue unlike the .NET 6 version. -
Terrain LOD texture generation uses the landscape textures that are defined by the TXST texture set records, which are used by the LTEX landscape texture records, which are used by the LAND record layers - just as the terrain in the active cells. The TXTS records is what Faultier's PBR landscapes.esp changes. Make sure the changes are not undone by other plugins. If the used texture happens to be an sRGB texture, then it is converted with a fixed gamma to a linear texture by Texconv. It should be pretty close in terms of brightness and may only require a small additional adjustment when using a neutral noise.dds in the game. Make sure to not forget to install the output as a mod and to deploy.
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Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots#Rudimentary-Troubleshooting how to test if something is LOD with tll in console. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model(s) with more informative console to show its base record form ID and how to make a close up of the LOD model with tfc in console. Also upload D:\Games\DynDOLOD\Logs\DynDOLOD_SSE_Object_LOD.txt The logs show you generated 3D tree LOD with 3D tree LOD models in LOD level 4. So the LOD for whatever trees you are wondering about are most like 3rd party 3D tree LOD models from the mod you installed. I can not say anything about their quality or how they are supposed to look or if that is the best their author could achieve. You can also check DynDOLOD_SSE_Object_LOD.txt for a base record form ID of a tree to find out which LOD assets were used. Typically 3D tree LOD models use the full textures, which is then added to the object texture atlas by DynDOLOD, which means those LOD assets used in LOD Level 4 does not rely on anything that TexGen generates. That would only be the billboards in the higher LOD levels that are further away, but you do not seem to be asking about them. -
Upload the SSELODGen_log.txt when asking questions about terrain LOD generation. Make sure to use the latest xLODGen terrain LOD beta version. https://dyndolod.info/Mods/Community-Shaders#PBR Since LOD shaders are still vanilla, they do not support parallax and/or PBR textures. A simple conversion of PBR sRGB diffuse textures is done by xLODGen, TexGen and DynDOLOD on the fly. Terrain LOD generation with xLODGen uses Texconv to convert sRGB textures to linear before using them LOD texture generation. The gamma is fixed. In case of terrain LOD consider using the gamma (brightness, contrast) settings for each LOD level for fine tuning. Remember to use a neutral noise texture.
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If you require help with xEdit scripting, then you might want to check #xEdit-Scripting channel on the xEdit discord.
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Settings for standard tree LOD are irrelevant if standard tree LOD is not generated and disabled in the game.
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See https://dyndolod.info/Mods/Community-Shaders#Tree-LOD-Lighting Note that ultra tree LOD with BillboardX already utilizes HD tree LOD billboards that have normal map textures and typically has better visual results. When using ultra tree LOD, the standard tree LOD is disabled and the Tree LOD Lighting shader is obviously not affecting anything. 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.
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Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
It is not possible to check HD Tree without Tree being checked. If there is no HD tree LOD billboard it will use the standard billboard. The settings change from multi threading to single threading. That does not change what is generated. If there is a problem with the generated output, then report it. -
Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Help/TexGen#Grass-HD-Grass-Tree-HD-Tree-Rendered HD Tree LOD billboards are for the optional ultra tree LOD generation. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards HD LOD billboards are diffuse and normal map *.DDS textures that show the rendered 3D model from a front and a side view. They can only be used with ultra tree LOD and DynDOLOD 3. https://dyndolod.info/Help/Ultra-Tree-LOD#Requirements Ultra tree LOD requires tree LOD billboards generated by TexGen. ... Consider generating HD Tree LOD billboards with normal map textures for better looking tree LOD that reacts more naturally to lighting than standard tree LOD. https://dyndolod.info/Help/Ultra-Tree-LOD#Generating While Billboard1 is suitable for standard tree LOD billboards and HD tree LOD billboards, consider using Billboard4 with HD tree LOD billboards for even better visuals. -
Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
I added a retry of the same command after a brief time if this error happens. Whatever the OS is unhappy about clears up in the meantime... I dot not like that this way we might never find out what the issue really is in this case... -
Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
Do the same with this test version https://mega.nz/file/EZBkhDzK#Y134Dju7ZsZqpC3utCM9i68vXcQ0kltifay5_XHgzWk -
The debug log only ever contains the last session. The one you uploaded just shows loading the plugins. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The message should have had a link Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/Exceptions as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages If you scroll to Access violation https://dyndolod.info/Messages/Exceptions#Access-violation This could be caused by invalid or corrupt plugins. Check the DynDOLOD log for unresolved form ID and Ignoring Cell error messages in particular. Clean and error check the load order with xEdit. Fix all unresolved form ID errors in particular. The log shows several of these messages: <Error: Ignoring Cell Fabled Forests - Exclude Towns Villages Inns AIO.esp "EditorID" [CELL:"FormID"] (in Tamriel "Skyrim" [WRLD:0000003C] at -x,y)> Those cells likely have a problem reported by the xEdit error check that need to be fixed. Also see https://dyndolod.info/Generation-Instructions#Prerequisites. If the error persists after fixing those cells, upload new logs.
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Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Copy and paste text instead of making screenshots of text. Text can be indexed and searched so posts can be found more easily. If the option Copy message to clipboard is available on a message prompt, use it to copy and paste the text. Screenshots of text means it can not be searched, copied or pasted. Screenshots of text means the text can not be read by screen readers. Screenshots of text makes it hard to read on small screens. Text needs less space compared to images. Copy pasting text is easier to do than taking screenshots and uploading images. See posts above. Try the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/2/#findComment-282545If it still has the same OpenGL error, add RenderTexturesSingleThread=1 under [TexGen] to TexGen_SSE.ini and try again. That should hopefully let it run through for now. -
Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
Repeat the all worldspaces run with this test version https://mega.nz/file/EA5nVD5Q#eOdKKpx3M-MofTaPxNuTQyGnCK9i7iDqwmm9yCt_4J4 and upload new logs and temp folder. -
Great! Thanks for letting us know.
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Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
Use this test version of xLODGen https://mega.nz/file/FM4zTILS#MTDiFNgQMngoSyHWNO1f7L9erSNFtgWk7y8kM6hKreI Delete all old logs. Only select Lucky38World and only select to generate terrain LOD diffuse and normal textures. In case that runs through without error, select all wolkdspaces. This version should not delete any of the temporary *.txt files in C:\users\migu\Temp\FNVEdit\Texconv_*.txt as long as the tool is still open. Put them all into an archive and then once you closed the tool and it also wrote the FNVLODGen_log.txt add that and bugreport.txt to the archive to upload as well. -
Waterfall LOD Not Obscured by Fog and Other Weather
sheson replied to LF111's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Help/LODGen LODGen.exe/LODGenx64.exe require .NET Framework 4.8 to be installed, which is typically included in Windows 10/11. LODGenWin.exe/LODGenx64Win.exe require .NET Desktop Runtime 6 to be installed. The .NET Desktop Runtime version is preferred over the .NET Framework version. A check at startup determines if it can be used or else automatically falls back to the .Net Framework 4.8 version. To know which version is being used, check the log for the line: External: C:\Modding\DynDOLOD\Edit Scripts\[LODGen|LODGenx64|LODGenWin|LODGenx64Win].exe The log you uploaded shows it was using the LODGenx64Win.exe instead of LODGenx64.exe to generate the LOD meshes. External: C:\Skyrim DynDOLOD\DynDOLOD\Edit Scripts\LODGenx64Win.exe, Version: 3.0.31.0, Date: 2024-10-09 19:00:00 Renaming should not be needed. -
Try with this test version https://mega.nz/file/dEJDSY7S#06hp-aoTY6VJLJatn_qK3x491l8AABYaHENwiV2oyPc
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Those EditorID changes seem to be to cell records and not wrld worldspace records. Occlusion generation uses the record and data from the winning plugins. Make sure the winning plugin contains all the desired records, data and conflict resolution you desire. Occlusion generation will only update the records and data that are relevant for LOD occlusion and nothing else. Use the appropriate and specialized tools or scripts to merge and conflict resolve the entire load order. Feature requests should go towards tools that already do similar or related work to the desired feature.
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Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
Great. Now generate terrain LOD meshes for all worldspaces to see if it has no errors as well. -
Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
Download this .NET 6 version of LODGenx64 https://mega.nz/file/gIBgjTTL#cLvVIkbIHdN9qNdoefVhvl9BDQfOrKh5KWbdQxHiIPE Rename it to LODGenx64.exe and place it into the Edit Scripts folder. Then do the same run as before, delete old logs, run xLODGen and just select the one worldspace and terrain LOD meshes selected. Once the LODGen part starts to show in the messages log you will see it reporting .NET Version: 6.0.x instead of .NET Version: 4.8 Upload new FNVLODGen_log.txt -
It might be possible this happens because the LOD patch is outdated because the load order changed or plugins got updated. You or a mod you installed added a mesh mask rule that instructs the full model of chest01\chest01 and similar to be used for LOD. I suggest to remove those rules, then generate LOD again. They also do not really make sense in the grand scheme of things. The Papyrus log does not show any log messages from the DynDOLOD scripts registering the MCM initializing. I suggest to investigate and fix the cause stacks being dumped. That many script errors make me wonder if maybe some requirement is missing or the quality of some mods.

