sheson Posted March 21, 2021 Author Posted March 21, 2021 On 3/21/2021 at 1:50 PM, Benna96 said: The "sides" I'm talking about are included in the texture, no mesh changes, just textures. In vanilla, roads use road01.dds, road01fallforest01.dds, or road01reach01.dds. The mod adds in roads using road01ea.dds, road01sp.dds, and road01wh.dds, by attaching alternate textures in an esp file. TexGen deals fine with all the textures after I added a txt file to generate lod for the new textures as well. The problem is, any road using road01ealod.dds, road01sp.dds, or road01whlod.dds, DynDOLOD renders as using road01lod.dds. Here's a screenshot. (And a higher quality version if needed). The lod, on the right, is using road01.dds, which has green in it. The actual road, on the left, is using road01wh.dds, which has... I guess it's more of a brown, in it. It seems to me like DynDOLOD is acting as if the road was never changed to another, all these roads were originally ones using road01.dds I think. The coloured part being in the middle is because of the lod texture being the road texture tiled 4 times by default. Making it just the road texture once puts the colour to the side and makes the issue less noticeable, as the stone part of the textures are mostly the same (road01sp is a lighter colour though). So, I can live with it, but it would be nice to know how to make DynDOLOD acknowledge these road changes. Expand That mod would need customized or updated LOD models to use the custom LOD textures atm, because the way Skyrim engine works there is no automatic texture replacement for LOD textures as there is for full textures. LOD will simply use the LOD texture that is defined in the LOD model. There are some workarounds in DynDOLOD to address these things for vanilla texture replacements, but they required manually labor. This will be better addressed in future DynDOLOD versions where eventually this should be more automatic. Use xLODGen to generate better terrain LOD meshes with protected cell borders.
Benna96 Posted March 21, 2021 Posted March 21, 2021 On 3/21/2021 at 2:44 PM, sheson said: That mod would need customized or updated LOD models to use the custom LOD textures atm, because the way Skyrim engine works there is no automatic texture replacement for LOD textures as there is for full textures. LOD will simply use the LOD texture that is defined in the LOD model. There are some workarounds in DynDOLOD to address these things for vanilla texture replacements, but they required manually labor. This will be better addressed in future DynDOLOD versions where eventually this should be more automatic. Use xLODGen to generate better terrain LOD meshes with protected cell borders. Expand So, the vanilla alternate textures work because they're hard-coded to, so to speak? The way I'm reading this, I could make it work if I make them use their own models, and lod models, instead of the defaults, correct? I was thinking I might try that, but wanted to hear from you before I went ahead and tried. Thank you.
sheson Posted March 21, 2021 Author Posted March 21, 2021 On 3/21/2021 at 2:58 PM, Benna96 said: So, the vanilla alternate textures work because they're hard-coded to, so to speak? The way I'm reading this, I could make it work if I make them use their own models, and lod models, instead of the defaults, correct? I was thinking I might try that, but wanted to hear from you before I went ahead and tried. Thank you. Expand Yes, vanilla textures are hardcoded via config files. You can copy the existing LOD models to new unique file names. Then use a tool to mass update the textures on the BSShaderTextureSet to the new ones and then add the LOD models to the base records in xEdit or CK the old way. In order for DynDOLOD to always use the defined LOD models from these base records (instead of the automatic filename matching which takes preference), add a file in Data\DynDOLOD\DynDOLOD_SSE_[pluginfilenameesp].INI (see DynDOLOD_Mod_Authors.html for the correct filename of the INI file) that contains [Skyrim Settings] DefaultLOD=1
Benna96 Posted March 21, 2021 Posted March 21, 2021 Thanks Sheson, they're working now 🙂 I think I'll look into xLodGen too.
Dreifels Posted September 17, 2021 Posted September 17, 2021 confusing ingame message v. 2.9.6 "DynDoLod cannot read file DynDoLod_none" ingame left up text line in window when I load save being in Vigilant/Coldharbour can't find error log,
sheson Posted September 17, 2021 Author Posted September 17, 2021 On 9/17/2021 at 3:32 PM, Dreifels said: confusing ingame message v. 2.9.6 "DynDoLod cannot read file DynDoLod_none" ingame left up text line in window when I load save being in Vigilant/Coldharbour can't find error log, Expand FAQ: Game: DynDOLOD could not read DynDOLOD_Worlds / DynDOLOD can not read data for [worldspace name] from DynDOLOD_Worlds / DynDOLOD_Worlds does not belong to these DynDOLOD plugins / DynDOLOD can not read bunchofnumbers from DynDOLOD_[worldspace name] / DynDOLOD_[worldspace name] does not belong to these DynDOLOD plugins / DynDOLOD can not read index data from DynDOLOD_[worlspace name] / DynDOLOD can not find [worldspace name] in DynDOLOD_Worlds / DynDOLOD can not find master data in DynDOLOD_[worldspace name] A: Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL/PapyrusUtil above. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[username]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors. The DynDOLOD generation log is saved to the ..\DynDOLOD\logs folder.
Velezarius2 Posted December 23, 2021 Posted December 23, 2021 (edited) Hello! I have been using DynDOLOD for a long time and everything has always been fine in the Skyrim SE game... But when I started using 2.98, problems started. DynDOLOD.log: DynDOLOD Plugin 2.45.0 for Skyrim Script Extender 64 2.0.17 for Skyrim Special Edition 1.5.97.0 Reading file C:\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_worlds.txt Reading file C:\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_Tamriel_objects.txt Reading file C:\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_Tamriel.txt GetIntArray: empty array for key 11612 in section index in file Tamriel Edited December 23, 2021 by Velezarius2
sheson Posted December 23, 2021 Author Posted December 23, 2021 On 12/23/2021 at 12:08 AM, Velezarius2 said: Hello! I have been using DynDOLOD for a long time and everything has always been fine in the Skyrim SE game... But when I started using 2.98, problems started. DynDOLOD.log: DynDOLOD Plugin 2.45.0 for Skyrim Script Extender 64 2.0.17 for Skyrim Special Edition 1.5.97.0 Reading file C:\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_worlds.txt Reading file C:\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_Tamriel_objects.txt Reading file C:\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_Tamriel.txt GetIntArray: empty array for key 11612 in section index in file Tamriel Expand This thread is for Skyrim/Enderal but it seems you you are using Skyrim Special Edition? FAQ: DynDOLOD can not read data for [worldspace name] from DynDOLOD_Worlds A: Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL/PapyrusUtil above. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[username]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors. Make sure the DynDOLOD DLL scripts overwrite DynDOLOD Resources. Does this happen with a new game?
Velezarius2 Posted January 2, 2022 Posted January 2, 2022 I apologize for not immediately answering your recommendations and questions. I have generated DynDOLOD many times for a new game, and for pure preservation, and with a library, and with just papyrus - there are always errors in "DynDOLOD_Tamriel.json": "Error: Parse error on line 2064: ...28017", "c28017"], }, "intList": { " ----------------------^ Expecting 'STRING', got '}' " "Error: Parse error on line 1999: ...25457", "c25457"], }, "intList": { " ----------------------^ Expecting 'STRING', got '}' " etc.
sheson Posted January 2, 2022 Author Posted January 2, 2022 On 1/2/2022 at 1:22 PM, Velezarius2 said: I apologize for not immediately answering your recommendations and questions. I have generated DynDOLOD many times for a new game, and for pure preservation, and with a library, and with just papyrus - there are always errors in "DynDOLOD_Tamriel.json": "Error: Parse error on line 2064: ...28017", "c28017"], }, "intList": { " ----------------------^ Expecting 'STRING', got '}' " "Error: Parse error on line 1999: ...25457", "c25457"], }, "intList": { " ----------------------^ Expecting 'STRING', got '}' " etc. Expand Upload the complete json file that you believe has problems. Upload the entire DynDOLOD log of the generation that you believe created the problematic json files.
Velezarius2 Posted January 2, 2022 Posted January 2, 2022 (edited) Hello! I apologize for my "English" - I write through an automatic translator. Here are three files: DynDOLOD_Tamriel.json, LODGen_SSE_Tamriel_log.txt, DynDOLOD_SSE_log.txt https://ufile.io/uo3jfqdx https://ufile.io/tonmei0g https://ufile.io/7kh4s6di Edited January 2, 2022 by Velezarius2
sheson Posted January 2, 2022 Author Posted January 2, 2022 On 1/2/2022 at 8:03 PM, Velezarius2 said: Hello! I apologize for my "English" - I write through an automatic translator. Here are three files: DynDOLOD_Tamriel.json, LODGen_SSE_Tamriel_log.txt, DynDOLOD_SSE_log.txt https://ufile.io/uo3jfqdx https://ufile.io/tonmei0g https://ufile.io/7kh4s6di Expand The list has to be incomplete for it to have trailing comma. Is there a bugreport.txt in the same folder as the DynDOLOD.exe? If so upload that, please. If there is no bugreport.txt, upload DynDOLOD_Output\skse\plugins\DynDOLOD_Data\DynDOLOD_Tamriel.txt
Velezarius2 Posted January 2, 2022 Posted January 2, 2022 There is no bug report. DynDOLOD_Tamriel.txt: https://ufile.io/7kh4s6di
sheson Posted January 3, 2022 Author Posted January 3, 2022 On 1/3/2022 at 12:00 AM, Velezarius2 said: https://ufile.io/1rgxb8rk Expand Thanks. Unfortunately this didn't reveal anything new what the problem could be. Please install the latest DynDOLOD 3 Alpha and check if the json is OK.
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