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Posted

Hello! I'm running into a small issue which I've only noticed on the Western Watchtower and have recreated on two computers. It's kinda driving me a little nuts. Here's a blown-up image which hopefully illustrates the problem: imgur

 

It looks like either the windowframe is clipping through the banner, or the original darker non-moving banner is still somehow visible from a distance and shows up as a rectangular object on the lighter-colored banner that the USSEP places there. This happens in my primary mod setup with around 180 plugins, but I was able to recreate it using just DynDOLOD (w/ requirements) and the USSEP.

 

Am I doing something wrong? Is this something fixable or am I only noticing it now and it's a permanent problem?

 

I'm not sure how helpful they are, but here are my logs from the setup with just DynDOLOD and USSEPdropbox

This is related to decal fading. The moss of the full model has the decal flag set, which gives it z priority over other things when further away. That is done so it doesn't z-fight with the texture of the wall of the tower.

 

Unfortunately that also results in the wierdness with the banner. This problem is pronounced by the fact that the tower is a large reference and now possibly loads further away than the "normal" 2 to 3 cells. Yes Skyrim SE engine makes some things worse as I keep mentioning.

 

So you could try to lower the large reference distance so the full model is loaded later or set the banner (not a large reference) to not have LOD either. To make the banner not have LOD. Remove the mesh rule for skyrim.esm;000eb82e near the bottom of the advanced window.

Posted

This is related to decal fading. The moss of the full model has the decal flag set, which gives it z priority over other things when further away. That is done so it doesn't z-fight with the texture of the wall of the tower.

 

Unfortunately that also results in the wierdness with the banner. This problem is pronounced by the fact that the tower is a large reference and now possibly loads further away than the "normal" 2 to 3 cells. Yes Skyrim SE engine makes some things worse as I keep mentioning.

 

So you could try to lower the large reference distance so the full model is loaded later or set the banner (not a large reference) to not have LOD either. To make the banner not have LOD. Remove the mesh rule for skyrim.esm;000eb82e near the bottom of the advanced window.

Aha! Thank you so much, now I will give this advice a shot and see what I can accept. It's funny because the problem isn't noticeable with the Imperial Legion banner because of the darker color, but the USSEP replacing it casts a light on this problem. Thanks a lot for your help. :)

Posted

Hi,

 

I upgraded Dyndolod from 2.36 to 2.39 and Dyndolod Resources from 2.36 to 2.38 and my Dyndolod output shrinked from ~950mb zipped to ~770mb zipped with the same options. Is that normal or did something went wrong?

This depends also on the mods in the load order. For the vanilla game it should be more or less the same.

Posted (edited)

This depends also on the mods in the load order. For the vanilla game it should be more or less the same.

 

But shouldn't be the DynDOLOD generation on the same load order output the same size between the DynDOLOD versions? I only updated DynDOLOD Resources and the exe and didn't touch my other mods. Still the output was smaller.

Edited by Ihtien
Posted (edited)

But shouldn't be the DynDOLOD generation on the same load order output the same size between the DynDOLOD versions? I only updated DynDOLOD Resources and the exe and didn't touch my other mods. Still the output was smaller.

That depends on the mods in the load order and if there were updates for them.

Edited by sheson
Posted (edited)

Hi, Sorry for my bad English. I've a problem. 

I can see some "big yellow grass" far away. But when I go near to them. They don't disappear. So I can see those big-tall-ugly-cross-yellow-grass clearly in a short distance. I think they should be removed when I'm close enough to them.

Edited by Elzee
Posted

Hi, Sorry for my bad English. I've a problem. 

I can see some "big yellow grass" far away. But when I go near to them. They don't disappear. So I can see those big-tall-ugly-cross-yellow-grass clearly in a short distance. I think they should be removed when I'm close enough to them.

Sounds you have billoards installed for bushes. Probably from SFO. Generate tree LOD for the current load order if such tree LOD is wrong. If you do not want LOD for certain trees (or bushes) at all, do not install billboards for them when generating tree LOD.

 

The log lists in detail for which trees and bushes it found billboards and for which it didn't.

Posted

Hello Sheson, and first of let me give a huge thanks for all your hard work! 

 

Michael of gamerpoets refered me here after I asked him about a dyndolod issue that Im having where I get dyndolod to read my created billboards. I have followed michaels video about  billboard creation but failed to get it working even with that. I will happily provide you with any info you deem necessarry like the dyndolod report for example. But in short here's what dyndo tells me: 
"KingsTree01_0014F9A6 [TREE:D2000800] LOD not found Textures\Terrain\LODGen\Treeswinedave.esp\KingsTree01_0014F9A6_00000800.dds>"

This is written for each and every model I use in my mod which leads me to believe I have made a mistake somewhere that I cannot seem to comprehend

 

I hope you can help me as my mod severely lacks dyndolods grace! 

 

ps my mod: https://www.nexusmods.com/skyrim/mods/91775

Posted

Hello Sheson, and first of let me give a huge thanks for all your hard work! 

 

Michael of gamerpoets refered me here after I asked him about a dyndolod issue that Im having where I get dyndolod to read my created billboards. I have followed michaels video about  billboard creation but failed to get it working even with that. I will happily provide you with any info you deem necessarry like the dyndolod report for example. But in short here's what dyndo tells me: 

"KingsTree01_0014F9A6 [TREE:D2000800] LOD not found Textures\Terrain\LODGen\Treeswinedave.esp\KingsTree01_0014F9A6_00000800.dds>"

This is written for each and every model I use in my mod which leads me to believe I have made a mistake somewhere that I cannot seem to comprehend

 

I hope you can help me as my mod severely lacks dyndolods grace! 

 

ps my mod: https://www.nexusmods.com/skyrim/mods/91775

 

since I posted this the great zilav has helped me understand what I was missing :)

Posted

When I run TexGen64 and Dyndolodx64 the program automatically detects the Oldrim folder and not the Special Edition folder, is this normal?

Posted

When I run TexGen64 and Dyndolodx64 the program automatically detects the Oldrim folder and not the Special Edition folder, is this normal?

Nevermind, I miss edit the shortcut to -sse

Posted (edited)

Entering/exiting buildings results in a very high chance of CTD in Riften with DynDOLOD enabled for me. High preset with some options checked ""Candles" and "FXGlow". "Generate static LOD", "Generate DynDOLOD" "Windows", "High", "Fake lights in child worlds" "Create texture atlas". Someone else reported it here, and sadly I am seeing the same: https://forum.step-project.com/topic/13092-lexys-legacy-of-the-dragonborn-special-edition/?p=224597

 

The exact settings this guide uses are here: https://wiki.step-project.com/User:DarkladyLexy/Lexys_LOTD_SE_Finishing_Line (I did not disable tree LOD or use ultra trees, so that's not the cause)

Edited by tyrindor
Posted (edited)

Entering/exiting buildings results in a very high chance of CTD in Riften with DynDOLOD enabled for me. High preset with some options checked ""Candles" and "FXGlow". "Generate static LOD", "Generate DynDOLOD" "Windows", "High", "Fake lights in child worlds" "Create texture atlas". Someone else reported it here, and sadly I am seeing the same: https://forum.step-project.com/topic/13092-lexys-legacy-of-the-dragonborn-special-edition/?p=224597

 

The exact settings this guide uses are here: https://wiki.step-project.com/User:DarkladyLexy/Lexys_LOTD_SE_Finishing_Line (I did not disable tree LOD or use ultra trees, so that's not the cause)

If you have problems with or questions about third party guides you need to discuss them with the authors of those guides. I can not support third party guides.

 

I suggest to read the FAQ about CTD and the readme to find out if an invalid NIF causes problems. Obviously skip the parts about memory meant for Skyrim. I suggest to use SSE Engine Fixes.

 

If there are problems with LOD meshes or data from plugins being copied into the DynDOLOD plugins usually results into 100% reproducible CTD.

 

As always, basic troubleshooting starts with using such a 100% reproducible error and then eliminating everything from the load order that doesn't cause the problem.

Starting with disabling the DynDOLOD.esp, then hiding the meshes folder etc.

 

It is very unlikely for anything LOD related including data in DynDOLOD plugins to cause any problems when entering a building. In all the past years turning turning LOD off never caused any problems.

Edited by sheson
Posted (edited)

If you have problems with or questions about third party guides you need to discuss them with the authors of those guides. I can not support third party guides.

 

I suggest to read the FAQ about CTD and the readme to find out if an invalid NIF causes problems. Obviously skip the parts about memory meant for Skyrim. I suggest to use SSE Engine Fixes.

 

If there are problems with LOD meshes or data from plugins being copied into the DynDOLOD plugins usually results into 100% reproducible CTD.

 

As always, basic troubleshooting starts with using such a 100% reproducible error and then eliminating everything from the load order that doesn't cause the problem.

Starting with disabling the DynDOLOD.esp, then hiding the meshes folder etc.

 

It is very unlikely for anything LOD related including data in DynDOLOD plugins to cause any problems when entering a building. In all the past years turning turning LOD off never caused any problems.

 

Sorry, it only happens when exiting buildings.

 

Disabling the .esp and the problem stops. I manually checked "enabled DynDOLOD" in MCM, but I keep getting a message in the corner saying the .esp is missing. I assume this means it's not one of the meshes because they are still loaded? The crash happens ~80% of the time when leaving Haelga's Bunkhouse in Riften. Though, I've had various crashes througout the world when exiting buildings. It didn't always do this, started around beta 2.38/2.39.

Edited by tyrindor
Posted (edited)

Sorry, it only happens when exiting buildings.

 

Disabling the .esp and the problem stops. I manually checked "enabled DynDOLOD" in MCM, but I keep getting a message in the corner saying the .esp is missing. I assume this means it's not one of the meshes because they are still loaded? The crash happens ~80% of the time when leaving Haelga's Bunkhouse in Riften. Though, I've had various crashes througout the world when exiting buildings. It didn't always do this, started around beta 2.38/2.39.

If the CTD happens a second or two after loading the world, read the FAQ and readme about how to find invalid NIFs.
 
If the CTD happens whil the game is still loading or in case all NIFs are fine, then the quicketst troubleshooting is to remove chunks of data from the ESP until only the record causing the CTD is left. I can explain in more detail once we know if that is that is what we need to do.
Edited by sheson

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