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Everything posted by sheson
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Also upload the DynDOLOD log as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Also upload the DynDOLOD debug log as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Also upload the BackportedESLSupport.log as mentioned in https://stepmodifications.org/forum/topic/19336-not-initializing-no-mcm-dyndolodesm-dyndolodesp-or-occlusionesp-not-found/?do=findComment&comment=277854
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Snowy Pine billboards look terrible, can't figure out why
sheson replied to jmeyer73's question in DynDOLOD & xLODGen Support
I do not know why you believe that. I suggest to use the preview button in TexGen to see the result of different settings. Then make sure that the TexGen output is installed and overwrites everything. Then check the billboard textures in that TexGen output with in an image viewer (there is one build into MO2). Those will be the billboards DynDOLOD will use when it generates the LOD patch. -
Snowy Pine billboards look terrible, can't figure out why
sheson replied to jmeyer73's question in DynDOLOD & xLODGen Support
Happy Little Trees Add-On - DynDOLOD 3 contains 3D tree LOD assets. 3D tree LOD is only used in LOD Level 4 because "Level0" is set for the tree mesh rule. Tree LOD billboards are rendered by TexGen from full models and full textures. They are used in LOD level 8/16 because BillboardX is set for them in tree mesh rule. Their brightness can be changed in TexGen and/or DynDOLOD billboard brightness setting. If/What version of 3D tree LOD models are installed is irrelevant for tree LOD billboards generation and their brightness. -
Snowy Pine billboards look terrible, can't figure out why
sheson replied to jmeyer73's question in DynDOLOD & xLODGen Support
The "quality" version of treepineforest05_187F28FCpassthru_lod and treepineforestsnow04_27AAF40Dpassthru_lod.nif use textures\landscape\trees\northern hemispheres\pineatlas.dds for the crown. This texture is the same as the one used by the full models. This texture is not affected by TexGen, especially not by the render settings for HD tree LOD billboards. If changes to the HD Tree settings in TexGen have an effect, then it means billboards were changed. According to the logs, billboards are used for the higher 8/16 LOD levels. I already explained how to change the brightness of 3D tree LOD assets. In case https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness does not work because of the explained technical reasons, then you will have to edit the NIFs or textures directly. -
Snowy Pine billboards look terrible, can't figure out why
sheson replied to jmeyer73's question in DynDOLOD & xLODGen Support
I was referring to this screenshot https://imgur.com/sxyjwOg. The new screenshot shows a different scene, so it is still unclear if the red line separates LOD from full models or if it separates two LOD levels. In that case changing billboard brightness in DynDOLOD and/or TexGen will affect those, using different Billboard1-6 settings for LOD Level 8 and 16 will also have an effect. Billboard 4 should typically have the best results. Consider using the same BillboardX for the 8/16 LOD levels. In any case. the new screenshot shows that the tree LOD matches the full models pretty well and there is no darker trees further away. So the problem seems to be fixed? -
If you have you the same problem the same answers apply. I suggest to read the parts about what can be checked or done about the game not loading plugins and which logs to upload when making posts. Click and read the link https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs already provided once or twice in the posts above.
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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/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Launch the game via skse[64|vr]_loader.exe. Start a new game or load a (clean) save game that was made in an interior and exit to an exterior worldspace for which LOD was generated. Wait for the onscreen message 'DynDOLOD successfully initialized' and/or check the DynDOLOD SkyUI MCM Main page for the last message. https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting Make sure that the DynDOLOD DLL papyrus scripts really overwrite the ones in DynDOLOD Resources. Make sure that nothing else overwrites the DynDOLOD DLL papyrus scripts. In case of in-game issues or messages, check the DynDOLOD FAQ. Test if the problem exists in a new game (coc whiterun from console in main menu for example). Check the papyrus log and c:\Users\[USERNAME]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for error or clues. If the problem persists make a post on the official DynDOLOD support forum. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs. Upload the DynDOLOD log, debug log and the papyrus log as explained.
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Moved to the appropriate thread for the error message. Use search 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. FAILED [compress] (8007000E: Not enough memory resources are available to complete this operation. Use the Click on this link for additional explanations and help for this message link shown in the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open further help: https://dyndolod.info/Help/Texconv 8007000E - Texconv ran out of memory. Let the OS handle virtual memory settings. Check FAQ answers for High memory usage.
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Snowy Pine billboards look terrible, can't figure out why
sheson replied to jmeyer73's question in DynDOLOD & xLODGen Support
The performance version has no vertex colors, which equals vertex colors being all white. They can not go any higher, thus that feature multiplying the vertex colors can not be used to make them brighter, only darker. -
Verify your assumptions by checking the NIF yourself. This is a result of automatic texture replacements based on changed full models. You are using a waterfall mod (probably Realistic Water Two 5.7.1) that was recently updated for which updated LOD assets have not been created/released yet. Next DynDOLOD Resources SE should contain the updated LOD assets. See https://dyndolod.info/Mods/Waterfalls
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Run this test version https://mega.nz/file/wZwCFJhB#Z2VjOUNVKQpvcMt2RdVlYLTECo0owVZvKwwReEUWv3c If there is still a problem, upload new logs and a screenshot of that STAT base record in xEdit.
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The logs show that it is stuck on something it does after exporting terrain height. I am really just interested in problems with the latest alpha and the requested tests and their results, so there is no need to run older versions. https://dyndolod.info/FAQ#BSOD-Blue-Screen-Of-Death BSOD are a hardware, BIOS setting, OS or driver problem. For example, problems with overclocking, memory timings, cooling, unstable power supply etc. Searching the Internet for the BSOD code should help troubleshooting. Delete old logs, run this test version https://mega.nz/file/wZwCFJhB#Z2VjOUNVKQpvcMt2RdVlYLTECo0owVZvKwwReEUWv3c and upload new log and debug log if issues persists.
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Snowy Pine billboards look terrible, can't figure out why
sheson replied to jmeyer73's question in DynDOLOD & xLODGen Support
Assuming the red line separates full models from LOD. The darker LOD trees go away with tll in console, while the bright full model trees in the foreground remain. If that is not the case, report that and ignore below. You seem to be using the Happy Little Trees 3D LOD - Performance version for the first LOD level 4. The brightness of the crowns can not be increased by any settings in TexGen or DynDOLOD. You would have to edit the NIFs or the diffuse textures as reported by DynDOLOD_SSE_Object_Report.txt for them directly. For example: TreePineForest05 [TREE:00051126] Meshes\landscape\trees\treepineforest05.nif [CRC32:187F28FC] using textures\landscape\trees\northern hemispheres\pineatlas.dds, textures\landscape\trees\northern hemispheres\pineatlas_n.dds, textures\landscape\trees\northern hemispheres\pinebark.dds, textures\landscape\trees\northern hemispheres\pinebark_n.dds Level0: meshes\dyndolod\lod\trees\treepineforest05_187f28fcpassthru_lod.nif [CRC32:B6E863C7] using textures\lod\happylittletrees\pineforest05.dds, textures\lod\happylittletrees\pineforest05_n.dds, textures\dyndolod\lod\trees\treepineforest05_187f28fc_trunk_1.dds, textures\dyndolod\lod\trees\treepineforest05_187f28fc_trunk_1_n.dds, textures\dyndolod\lod\trees\treepineforest05_187f28fc_trunk_2.dds, textures\dyndolod\lod\trees\treepineforest05_187f28fc_trunk_2_n.dds Maybe test the Happy Little Trees 3D LOD - Quality version. If they are used, you can change increase the crown brightness via an INI setting https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness. This setting can only make be used to make the crowns of the performance version darker. -
Delete log folder and run this test version https://mega.nz/file/1YBEnIhC#aMSqSq3y89SvUl4vLICxWh6sLPYkEqTgGIx5w-n89ds Upload new DynDOLOD log and debug log if issue persists.
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DynDOLOD Resources SE version information not found
sheson replied to jjensson's question in DynDOLOD & xLODGen Support
Search the forum for the error message to find similar quesitons and answers as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Moved the post to appropriate thread for that error message. See questions and answers above. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log to also upload in addition to the debug log. Typically upload logs as files to a text sharing service of a file upload service instead of pasting them into message, which means large downloads and walls of text for anyone accessing this page. There should have been a message window, with a big link Click on this link for additional explanations and help for this message to open https://dyndolod.info/Help/DynDOLOD-Resources as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages. On that page scroll down to the Troubleshooting section and go through that entire check list. If the version information or a required resource file can not be found, it means that the file with the version information or the resource file which are installed with the DynDOLOD Resources can not be found in the data folder (the standard OS functions which are used to check if a file exists returns a file not found error). https://dyndolod.info/Installation-Instructions Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. The log reports that the tool looks in G:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\ Make sure that is the same data folder MO2 maps the active mods to. -
https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. Doing this, does not fix the error. Doing this, means TexGen does not generate the correct LOD textures for actual the load order. It is possible that there will be further issues. Corrupt or invalid textures typically crash the game. I suggest to fix the actual problem with the texture properly instead of ignoring the problem.
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Snowy Pine billboards look terrible, can't figure out why
sheson replied to jmeyer73's question in DynDOLOD & xLODGen Support
Can you also post a screenshot of the DynDOLOD SkyUI MCM Settings page? https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings -
No LOD when in Whiterun, bare area outside walls
sheson replied to duy123a's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Help/Child-Parent-Worldspace-Copies The vanilla game deliberately omits references in the child worldspace outside the walls to lessen resource usage. It can make for barren views when peaking over the walls. DynDOLOD can make copies of references which have been added to a child worldspace only to the parent worldspace and vice versa to ensure better visual continuity. The Parent > child option copies references that have LOD from the parent worldspace to the child worldspaces. Generation Settings To globally enable or disable copying of references from parent worldspaces to child worldspaces, use the Parent > child checkbox in the advanced mode settings. See below how to enable or disable copying of references to specific child worldspaces individually. https://dyndolod.info/Help/Advanced-Mode#Parent-gt-Child The Parent > child option copies references that have LOD from the parent worldspace to the child worldspaces. See Child/Parent Worldspace Copies for more. -
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug log to upload when making posts. https://dyndolod.info/Help/Texconv 80004005 - The texture is not a valid file format or corrupted and needs to be converted or replaced. Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is. If the mentioned texture is part of the DynDOLOD output, delete the entire output from former session before trying again. Enable archives parsing under the MO2 menu, Tools, Settings, Workarounds tab. You can also use the xEdit Asset Browser that is started with CTRL+F3 and enter the filename into the filter field to see which containers (BSA files, data = loose) contains them. The textures most likely ships with Vigilant SE.
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DynDOLOD shows the same value as the game has stored which you have verified with the console command. The console command shows the same value regardless of DynDOLOD being active in the load order or not, correct?
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Double check for SkyrimCustom.ini etc. Maybe there is an issue with MO2 or the general setup of the game. I would enable its debug log and check it for the requests to *.INI.
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That explains why the DynDOLOD SkyUI MCM Settings page reports that number, since that is what the INI setting is set to. Seems likely you are not editing the correct INIs on both those accounts. Since you are starting from MO2, make sure to use its build-in INI Editor under menu Tools. Tools Plugin, INI Editor which should edit the correct INIs, typically in the profile folder.
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This warrants its own thread. I will have a look at this and see what we can do. Just to make sure, there is currently no plan to add PBR shader support to object LOD, right? We just want LOD to work as is by just "adjusting" the textures. This only is about the diffuse texture. 2. TexGen works of config text files to stitched textures and special NIFs to render stuff. 3. DynDOLOD uses info from TexGen config files to support and create stitched textures based for TextureSets on the fly as needed. UPDATE: See https://dyndolod.info/Mods/Community-Shaders#PBR for current information and instructions for xLODGen terrain LOD, TexGen and DynDOLOD. In case of issue, questions or feedback make post to this thread.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making post. Also upload the papyrus log. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting What does console getini "fBlockLevel0Distance:TerrainManager" report when checking on main menu after launching the game?

