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sheson

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Everything posted by sheson

  1. You did not provide the new DynDOLOD log and debug log or reported the folder size of the Tamriel meshes and texture folders. How much physical VRAM and main memory does the hardware have? Do you let the OS handle virtual memory / page file or set custom values? https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Do not post screenshots of the tools, unless it is about visual issues with the user interface. The used settings and options are typically documented in the debug log already. I suggest to follow and read the explanations of the DynDOLOD documentation instead of blindly following 3rd party "ultra recommendation". Keep the sane default settings and presets. See https://dyndolod.info/Help/Texture-Resolution Generate ultra tee LOD with billboards for LOD level 8 and 16. If there still is an issue, loading the game, hide LOD Level 32 meshes as a test. Upload new log and debug log.
  2. DynDOLOD works perfectly fine with heavy mods play lists as it being an integral part of every well made modding guide and mod list over the past decade proofs. It is used perfectly fine by millions of users. The errors still exist in plugins, mods and the load order regardless of using DynDOLOD or not. Many of the errors will cause problems and issues regardless sooner or later. Certain problems and errors prevent the tool from doing what you want the tool to do. It is fine not to use a tool, especially when its requirements are not met. Just be honest about the reason. It is not really that difficult to build a properly working load order when following proper modding practice as taught and explained by many modding guides since years. Either fix errors - especially the one reported by xEdit - in broken plugins or do not use badly made mods. This is rudimentary modding practice. When being able and willing to build a properly working, then using tools and patchers requiring that as a basis is easy and simple. Blaming the victim or messengers of problems caused by badly made mods or a users decisions to ignore problems and hope for the best is not going to solve or help anything. I suggest to follow a modding guide to learn proper modding practice and to build a stable working load order.
  3. 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: Clean and error check the load order with xEdit to find and fix unresolved form ID errors before generating LOD. ... See this video for help ... Start by checking the plugin and record with xEdit mentioned in the Error in ... message. In case the unresolved form ID is for a VMAD script property and the intended record can not be determined or the property has been removed from the script, remove the property from the properties listing via right click, Remove in xEdit. Remove the script property with the unresolved form ID as shown in the linked video and/or explained in the text.
  4. It means, that the entire LOD for that 3D tree LOD in the Tamriel worldspace uses about 200MB. That is OKish. Have you checked your video memory usage? Did you double the TexGen/DynDOLOD settings, despite presumably having a 1920x1080 resolution? Or do you have a large resolution than that? https://dyndolod.info/Help/TexGen The first time TexGen is started, some settings like the Base size, Units per pixel and the Max texture size are adjusted to the current game resolution as determined by the Prefs, Custom or Display Tweaks INI. Once the Start button is clicked, the current settings are saved as a preset to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_[GAME MODE]_TexGen_Default.ini for the next time TexGen is started. https://dyndolod.info/Help/Advanced-Mode The first time DynDOLOD is started, some settings like the Max tile size LOD, Max tile size full and the Max tile size billboard are adjusted to the current game resolution as determined by the Prefs, Custom or Display Tweaks INI. Once the OK button is clicked, the current settings are saved as a preset to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_[GAME MODE]_Default.ini for the next time DynDOLOD is started. All the default size values for textures seem to be doubled, which means you end up with a 16k object LOD texture atlas. I suggest to delete the mentioned preset files and keep the defaults (256 for object and stitched object LOD, 5.5 for Units pixel, max size LODs of 1024, max size full 256 etc.) if it defaults to the higher values, set them all to half in TexGen and DynDOLOD. If issue persists, check the folder sizes for the Tamriel meshes and textures folders in the output separately, upload new logs.
  5. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs and debug logs to upload when making posts. This is the DynDOLOD support forum. It is unclear what "this guide" refers to. If you have a problem following a third party guide, then you should be asking the author of the third party guide, use its forum for help. What are we supposed to look for in the screenshot from the third party guide? There is no need to copy and past INI settings, when posting the logs as explained. https://dyndolod.info/Help/Advanced-Mode#Grass-LOD The option is disabled if its requirements are not met. Hover the mouse pointer to see a tooltip with the number of found *.CGID grass cache files and grass LOD billboards. https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List Check in the mod manager that there are ..\Data\Grass\[Worldspace]*.CGID grass cache files for the worldspace in the load order. Double that check grass cache generation completed and generate all worldspaces and files (= cells) as desired. Make sure the default setting GrassGID=cgid in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini is still correct or is set to gid in case the grass cache files were renamed. There is typically no need to change the grass cache filenames to *.GID at the moment, so ignore such outdated 3rd party instructions. There should be no need to rename grass cache files when using NGIO NG and optional Grass Cache Helper NG in case seasons are used. Thus there is no need to change the GrassGID INI setting. Make sure the GrassGID INI setting is set to whatever the actual filename suffix is for the generated grass cache files. I suggest to follow up-to-date first party instructions.
  6. This test version should fix that Texconv error https://mega.nz/file/RdIn2LjY#4N99nK71ncRxJ8LBF4_I6SzQV3VtO5EnrOtia5So-Ac TexGen should now also generate all remaining rendered object LOD textures and also use PBR textures for rendered billboards / 3D LOD trunk generation if ParallaxGen_Diff.json contains the CRC32 of the original full model tree for current the patched version.
  7. 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 answers for https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size, in particular how to check the ModelsUsed log for a list of meshes and their total contibution to the object LOD meshes file sizes. Only you can fix a problem that is caused by your load order and settings that only you know.
  8. Make a copy of the special render NIF from ..\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\LOD\*lod.NIF to ..\Data\DynDOLOD\Render\Objects\LOD\Customlod.NIF The \Skyrim\ folder is optional if the NIF resides in the data folder. Make sure to use a somewhat unique filename. For example include (an abbreviation) of the mod name for example. Modify the custom NIF, and update the texture until it renders what you need. Use Preview in TexGen to check it is found and looks as desired. Run TexGen to generate the rendered object LOD textures in the TexGen output folder as ..\Textures\LOD\Customlod.dds Make a copy of the LOD model(s) and change its filename to the editor ID of the base record that defines the texture replacement(s). For example, the vanilla base record 0061925 has alternate texture. The base records Editor ID is "DirtCliffsCornerIn01PineForest03" DynDOLOD will check if there are LOD models like DirtCliffsCornerIn01PineForest03_lod_0.nif in the load order and use it instead of the default dirtcliffscornerin01_lod_0.nif. Update the new LOD model to use the rendered texture created above. You can search the DynDOLOD_SSE_Debug_log.txt for message like [BuildBaseRecords] <Debug: Looking for ... by searching for the base record form ID to see what LOD model filenames it is looking for. You can check the DynDOLOD_SSE_Object_Report.txt what LOD model where found/used by a base record. If something does not work as explained/expected let me know.
  9. According to the timestamps of the provided logs, you ran TexGen after you ran DynDOLOD. TexGen 3.0 Alpha-180 x64 - Skyrim Special Edition (SSE) (C4127BD7) starting session 2024-09-06 13:22:47 DynDOLOD 3.0 Alpha-180 x64 - Skyrim Special Edition (SSE) (D0994457) starting session 2024-09-06 12:04:38 TexGen reports file not found errors: <Error: File not found textures\Landscape\Grass\SphagnumDrJ_D.dds. Used by Meshes\landscape\grass\sphagnumdrj_d.nif Freak's Floral Fields.esp SphagnumDrJ_D [GRAS:28000846]> https://dyndolod.info/Messages/File-Not-Found-Textures This results in DynDOLOD log showing: [01:57] <Warning: Root block is NiNode in Meshes\landscape\grass\sphagnumdrj_d.nif Freak's Floral Fields.esp SphagnumDrJ_D [GRAS:28000846]> https://dyndolod.info/Messages/Billboard-For-Model-Does-Not-Contain-Texture If you have problems with grass LOD, I would suggest to fix such issue in the load order first. Then run TexGen before running DynDOLOD in order to have the correct grass LOD billboards generated for the current load order. Install them as a mod overwriting everything before generating grass LOD with DynDOLOD. See https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List. Some of the steps should help troubleshooting this. You should only have grass cache files for the default season without any season identifier. The same cgid file for a cell is used for all object LOD generation. Grass LOD should always look the same, regardless of the season. If you check a cgid for a cell that has grass LOD with SnowGrass02_000F17FE billboard with a hex editor, you should find that it contains the model path Landscape\Grass\SnowGrass02.nif. If the cgid file does not, then you need to update LOD with the new grass cache. If Grass LOD billboards fade to nothing, it is either because the full grass is not using the same grass cache anymore that was used to generate the grass LOD, or the full grass NIF / textures are transparent.
  10. Focus so far was to make sure all LOD uses the right textures as needed. Still working on completing the automatic creation of pbr versions for the rendered object LOD textures for all cases, like wrbuildingslod01.dds All stitched object LOD textures, like the farmhouses, should be covered,. We still have to determine what the "correct" algorithm and gamma value is for the sRGB to Linear. Since we just take the sRGB diffuse and normal map and use them with the standard shader without being able to use the _p.dds and _rmaos.dds we need to find the best approximation. Play around with the gamma setting in the TexGen/DynDOLOD INI for the farmhouses until you find the "correct" value and report it. Take note if changing gamma adversely affects tree LOD billboards or not. If required, they can get a dedicated different gamma setting. Right now it is just baseMap.rgb = pow(baseMap.rgb, vec3(1.0 / gamma)); with gamma defaulting to 2.2. Any input to make it match/work better is welcome. If anyone knows (OpenGL) shader programming, they can play around with the frag shaders in ..\DynDOLOD\Edit Scripts\DynDOLOD\Shaders\ to test what might work best. Closing/Opening the Previews in TexGen will compile the shader. Full textures converted to linear is done with Texconv which use the more elaborate algorithm with 2.4. It won't be affected by the gamma setting atm. If we know the best method from above, I will try to add it to Texconv. Most of the linear.dds textures won't be used actually. They are just created as a back up just in case. Eventually I might just have them resized to the max tile size full or make create a dedicated INI setting for them. Test landscape with xLODGen terrain LOD generation. It uses texconv exclusively. That will help to demine if its algorithm is better/worse needs adjusting, like being able to change the hardcoded values etc.
  11. Great. Now we have the warning message: <Warning: File not found textures\.dds. Used by meshes\lod\winterhold\winterholdtgc\whhouse03tgc_lod_0.nif The Great City of Winterhold v4.esp WHHouse03TGC_Snow [STAT:1303B440]> Thanks for all the testing under adverse circumstances.
  12. Seems to be a hash collision. If you don't mind, run this version https://mega.nz/file/ZcB1GboD#eTKlnClC5mj2zmk-yJbrq7EE7wiSiUymH_Qq50BNOi4 Let me know if it still warns about the texture and LOD mesh in the log or is hopefully silent now.
  13. You are still using xEdit 4.0.4 which does not new plugins with version 1.71. Can you update to 4.1.5f and run the script again?
  14. Yes, but that does not explain why xEdit actually finds the texture in the resources. Here it just silently ignores the texture since it does not exist. If you do not mind, could you load the entire load order into xEdit and run this script List Assets.pas Close xEdit, then upload the SSEEdit_log.txt.
  15. No log files were provided. See https://dyndolod.info/Mods/Waterfalls For best visuals and performance typically do not install any 3rd party LOD resources - remove them if necessary. See https://dyndolod.info/FAQ#Object-LOD-model-and-full-model-show-at-the-same-time-causing-texture-flicker Could also be large reference bugs. See https://dyndolod.info/Official-DynDOLOD-Support-Forum Disabling something is typically a troubleshooting step and not a fix, especially when trying to circumvent errors or problems. Research the issue and report problems to the official DynDOLOD support forum, so they can be properly troubleshooted and fixed, whatever their reasons are.
  16. Those have full filenames. Run this version https://mega.nz/file/xd412DIB#xct3pfmG_Y3rbzs0Y-ALe6ymYsgDCmLv5au3FefcSvM Upload the new log and debug log, even if it happens to run through.
  17. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Do not post screenshots of the tools, unless it is about visual issues with the user interface. The used settings and options are typically documented in the debug log already. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting To test if something is tree LOD, object LOD (includes ultra tree LOD and grass LOD) or terrain LOD, disable all LOD with tll in console. Whatever remains is added by plugins, including dynamic LOD. Report the result of the tll test. The LOD flag changes full model loading behavior if large references are disabled. It does not affect LOD generation with DynDOLOD. Typically the 2 modified base records are not used in the waterfalls shown in the screenshot.
  18. 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. See https://dyndolod.info/Messages/File-Not-Found-Textures treepineforestbarkcompsnow_p.dss looks like a typo, it probably should be treepineforestbarkcompsnow_p.dds
  19. With DynDOLOD disabled, open console and click the crows to get their reference form ID. Best with More Informative Console.
  20. Can you check the G:\Mods\...DynDoLOD\DynDOLOD_Output\ folder if such a texture exists?
  21. Provide a useful screenshot of a crow reference that show without DynDOLOD output enabled but not with it enabled with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
  22. Try if it works with this test version https://mega.nz/file/9ZhhlbDT#9JFQzURpLIMPRV1IMuCQHgsSOnBnK586kgWcqY8ITiU If you still have the output generated with/for DynDOLOD DLL NG there is no need to generate again, just replace DynDOLOD DLL NG and Scripts Alpha 32 with this.
  23. So if coc riverwood is fine that means coc whiterun and then walking to Riverwood is not? Fast traveling to Riverwood making any difference?
  24. There might be a problem with (old?) LODGen log files being blocked by other processes, which could be "hidden" LODGenx64Win.exe from an former unsucessful session which are only shown in task manager for example. [38:36] <Error: LODGenx64Win.exe failed to generate object LOD for arnimaDUPLICATE003. Can not delete E:\Skyrim Tools\DynDOLOD_300_A180\Logs\LODGen_SSE_arnimaDUPLICATE003_log.txt> Since it saysWaiting for LODGenx64Win.exe generating object LOD for Tamriel AUT, check E:\Skyrim Tools\DynDOLOD_300_A180\Logs\LODGen_SSE_Tamriel_AUT_log.txt is accessible. I suggest to restart Windows, delete the log folder to hopefully clear that up. Each LODGenx64Win.exe that is being started has a command prompt window to which it writes its log messages. You should be able to bring them up from the taskbar to see what they currently do. The ones for Tamriel can take a while. Also see https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory as they might be relevant.
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