godescalcus Posted September 21, 2018 Posted September 21, 2018 (edited) Manage to go one step further, there's another green aspen mod, luxor's Natural Aspen Trees that requires RAT to be installed and recolors it. I "guessed" since the billboard "checksum" suffix is the same as RAT's, that would mean DynDOLOD would still be recognizing RAT's mesh replacers (which are untouched by luxor) and so, if set to generate 3d trees, it would use your static models provided in the resources for RAT. So I took luxor's treeaspenbranchcomp0*.dds, resized them to 512 and used nvdxt to adjust the alpha with 0.1 threshold, and renamed them adding the 'lod' suffix before .dds, so that they replace DynDOLOD's lod textures. I actually generated DynDOLOD without adjusting alpha, and the lod models were too thin. So I regenerated with the adjusted alpha and the result was better. This is where I'm at, now: LOD without alpha adjustment / Threshold 0.1 LOD models / When the full model kicks in: I see improvement when the alpha is adjusted but there's still a huge difference in how the lighting affects the trees, both stem and branches but especially the stem. Any ideas what this might be? What bark texture does dyndolod use on the static 3d with flat trunk? Could this be simply compensated for with reducing lighting when generating dyndolod, or is there a better way to improve it? Edited September 21, 2018 by godescalcus
sheson Posted September 21, 2018 Author Posted September 21, 2018 (edited) Manage to go one step further, there's another green aspen mod, luxor's Natural Aspen Trees that requires RAT to be installed and recolors it. I "guessed" since the billboard "checksum" suffix is the same as RAT's, that would mean DynDOLOD would still be recognizing RAT's mesh replacers (which are untouched by luxor) and so, if set to generate 3d trees, it would use your static models provided in the resources for RAT. So I took luxor's treeaspenbranchcomp0*.dds, resized them to 512 and used nvdxt to adjust the alpha with 0.1 threshold, and renamed them adding the 'lod' suffix before .dds, so that they replace DynDOLOD's lod textures. I actually generated DynDOLOD without adjusting alpha, and the lod models were too thin. So I regenerated with the adjusted alpha and the result was better. This is where I'm at, now: LOD without alpha adjustment / Threshold 0.1 LOD models / When the full model kicks in: I see improvement when the alpha is adjusted but there's still a huge difference in how the lighting affects the trees, both stem and branches but especially the stem. Any ideas what this might be? What bark texture does dyndolod use on the static 3d with flat trunk? Could this be simply compensated for with reducing lighting when generating dyndolod, or is there a better way to improve it?They use a rendered billboard trunk texture that I made years ago. I recently updated the too bright 3D tree LOD aspen tree trunks for another project. They will be part of the next DynDOLOD Resources SE version. In the meantime download this to get the updated RAT hybrids. Just overwrite the older meshes from DynDOLOD Resources SE 2.43. To save some time you can run DynDOLOD in expert mode and just Execute LODGen for Tamriel again to update only the object LOD meshes. Try removing or not generating mipmap with the LOD texture you created. It should help with the alpha. Edited September 21, 2018 by sheson
godescalcus Posted September 21, 2018 Posted September 21, 2018 Thank you! I actually removed two of the original texture's mipmaps when I resized so I ended up with the same 10 levels as your rat lod textures, if you say removing them all helps, I'll do it.
poop4 Posted September 21, 2018 Posted September 21, 2018 i've got a very heavily modded game and i'm trying to add the new Voyage of the Dreamborne Isles mod to it (https://www.nexusmods.com/skyrimspecialedition/mods/20048) if i just add it to my load order, old saves CTD and new characters ILS. without DynDOLOD, everything is fine. i redid my LOD with Voyage installed, everything processed fine, but i get the same CTDs and ILSs.am i reaching some limit? i haven't tried doing a new DynDOLOD with just Voyage, since it takes forever to do redo it, and i thought i'd ask here first to see if there's a wiser plan of action.P.S.Voyage includes DynDOLOD resources (LODs and settings) am i doing something wrong with those? any help would be greatly appreciated
sheson Posted September 21, 2018 Author Posted September 21, 2018 (edited) i've got a very heavily modded game and i'm trying to add the new Voyage of the Dreamborne Isles mod to it (https://www.nexusmods.com/skyrimspecialedition/mods/20048)if i just add it to my load order, old saves CTD and new characters ILS. without DynDOLOD, everything is fine. i redid my LOD with Voyage installed, everything processed fine, but i get the same CTDs and ILSs.am i reaching some limit? i haven't tried doing a new DynDOLOD with just Voyage, since it takes forever to do redo it, and i thought i'd ask here first to see if there's a wiser plan of action. P.S.Voyage includes DynDOLOD resources (LODs and settings) am i doing something wrong with those? any help would be greatly appreciated I believe this might be related to https://forum.step-project.com/topic/13673-error-dyndolod-can-not-find-master-data-in-dyndolod-wyrmstoothworldjson/ because the mod is ESP (rather than an ESM) and the current version of DynDOLOD is not dealing with this properly. Can you check if Dreamborne Islands.esp ends up as a master in DynDOLOD.esm? If possible open load order in xEdit and check if DynDOLLOD.esm contains any of the [+] Worldspaces aaatestworld01, aaacratercity, aaariverheadWORLDSPACE or aaaSunchamberWORLD There is not really anything you can do about the problem, but wait for the next version which I hope to release soon. Unlike the linked thread, this mod was never flagged as ESM in the first place - could be fine doing that or not. Until then do not select those worldspaces when generating LOD. Edited September 21, 2018 by sheson
poop4 Posted September 21, 2018 Posted September 21, 2018 yeah, that's what it is. doesn't show Dreamborne as a master or any worldspaces in DynDOLOD.esm. any idea why just adding Dreamborne (with pre-dreamborne DynDOLOD) makes the game crash or ILS?
sheson Posted September 22, 2018 Author Posted September 22, 2018 (edited) yeah, that's what it is. doesn't show Dreamborne as a master or any worldspaces in DynDOLOD.esm. any idea why just adding Dreamborne (with pre-dreamborne DynDOLOD) makes the game crash or ILS? Just adding the mod to your existing load order should not cause any problems. Post load order to modwat.ch. When does the problem happen exactly, what are the steps? Do you have SSE Engine Fixes? Have you tested with [MemoryManager] enabled=true? Edited September 22, 2018 by sheson
poop4 Posted September 22, 2018 Posted September 22, 2018 i do have SSE Engine Fixes. i tried it with MemoryManager enabled, no change. if i load an old save, it CTDs almost immediately. if i start a new game, ILS. if i disable either DynDOLOD or Dreamborne, everything is fine.lots of these esps are esl-ified https://modwat.ch/u/poop4/pluginsi'm not a huge fan of Loot, but i ran it just to see... no change. i really appreciate your time, thank you
poop4 Posted September 22, 2018 Posted September 22, 2018 UPDATE: i disabled every mod not needed by DynDOLOD, added Dreamborne, and it works. so now it's just a matter of narrowing it down, i guess
Dreifels Posted September 25, 2018 Posted September 25, 2018 just got from Steam the Skyrim SE update, I also installed the last SKSE64_1_5_39 and PapyrusUtil SE-3-5 for SKSE64 2.0.8 & SSE 1.5.50 When I start, I get ingame message with "DynDOLOD requires PapyrusUtil64 3.3 or newer". ????
sheson Posted September 26, 2018 Author Posted September 26, 2018 just got from Steam the Skyrim SE update, I also installed the last SKSE64_1_5_39 and PapyrusUtil SE-3-5 for SKSE64 2.0.8 & SSE 1.5.50 When I start, I get ingame message with "DynDOLOD requires PapyrusUtil64 3.3 or newer". ???? The message is self explanatory and has been asked and answered before. The typical mistake is that another mod is overwriting with older files.
DaveyBo Posted September 26, 2018 Posted September 26, 2018 Hi I got problems after generating Dyndolod with Blended / Real and Better Roads. I got an iddemiate CTD when starting a new game and goind outside. My Plug-In-List *Lanterns Of Skyrim - All In One - Main.esm*Unofficial Skyrim Special Edition Patch.esp*DynDOLOD.esm*Alternate Start - Live Another Life.esp*TerrainLodRedone.esp*SMIM-SE-Merged-All.esp*Cutting Room Floor.esp*Blacksmith Forge Water Fix SE USSEP.esp*The Paarthurnax Dilemma.esp*Forge Water Fix - CRF Patch.esp*BetterQuestObjectives-CRFPatch.esp*Whiterun Forest Borealis.esp*Enhanced Landscapes Oaks Standalone.esp*Bent Pines.esp*SRG Enhanced Trees Activator.esp*Better Dynamic Snow.esp*SkyUI_SE.esp*icepenguinworldmapclassic.esp*EzEWorldMapSE.esp*BetterQuestObjectives.esp*BetterQuestObjectives-PaarDilemmaPatch.esp*BetterQuestObjectives-AlternateStartPatch.espBetterQuestObjectives - BCS Patch.esp*BetterQuestObjectives-DBForevertoMisc.esp*Missing Apprentices CRF Quest Fix.esp*dD - Realistic Ragdoll Force - Realistic.esp*BlendedRoads.esp*Real Roads.esp*Skyrim Better Roads and Bridges - All In One - Merged.esp*Skyrim Better Roads - EastMarch.esp*Skyrim Better Roads - The Rift.esp*Skyrim Better Roads - Winterhold.esp*DynDOLOD.esp Without the roads installed, created Dyndolog works fine. Dyndolod_SSE.log didn't show any missing nif's, SSEEdit didn't find any errors or UDRs, but Papyrus Log shows: attached file.What does this mean? I can't attach Dyndolod_SSE.log, as it is about 2 MB size. Any other way to share it? GreetingsPapyrus0.txt
sheson Posted September 26, 2018 Author Posted September 26, 2018 (edited) Hi I got problems after generating Dyndolod with Blended / Real and Better Roads. I got an iddemiate CTD when starting a new game and goind outside. My Plug-In-List *Lanterns Of Skyrim - All In One - Main.esm*Unofficial Skyrim Special Edition Patch.esp*DynDOLOD.esm*Alternate Start - Live Another Life.esp*TerrainLodRedone.esp*SMIM-SE-Merged-All.esp*Cutting Room Floor.esp*Blacksmith Forge Water Fix SE USSEP.esp*The Paarthurnax Dilemma.esp*Forge Water Fix - CRF Patch.esp*BetterQuestObjectives-CRFPatch.esp*Whiterun Forest Borealis.esp*Enhanced Landscapes Oaks Standalone.esp*Bent Pines.esp*SRG Enhanced Trees Activator.esp*Better Dynamic Snow.esp*SkyUI_SE.esp*icepenguinworldmapclassic.esp*EzEWorldMapSE.esp*BetterQuestObjectives.esp*BetterQuestObjectives-PaarDilemmaPatch.esp*BetterQuestObjectives-AlternateStartPatch.espBetterQuestObjectives - BCS Patch.esp*BetterQuestObjectives-DBForevertoMisc.esp*Missing Apprentices CRF Quest Fix.esp*dD - Realistic Ragdoll Force - Realistic.esp*BlendedRoads.esp*Real Roads.esp*Skyrim Better Roads and Bridges - All In One - Merged.esp*Skyrim Better Roads - EastMarch.esp*Skyrim Better Roads - The Rift.esp*Skyrim Better Roads - Winterhold.esp*DynDOLOD.esp Without the roads installed, created Dyndolog works fine. Dyndolod_SSE.log didn't show any missing nif's, SSEEdit didn't find any errors or UDRs, but Papyrus Log shows: attached file.What does this mean? I can't attach Dyndolod_SSE.log, as it is about 2 MB size. Any other way to share it? GreetingsFAQ: Skyrim: ILS or CTD A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used to verify it doesn't cause CTD. Set ExpandSystemMemoryX64=false in enblocal.ini A: If heap memory is not the cause of CTD see ..DynDOLOD\ Docs\ DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. Upload big log files to a file service or paste to pastebin. Was DynDOLOD_Worlds.json set to true before recording that Papyrus log? What is Real Roads.esp? Is it a manual conversion? Maybe something went wrong when converting meshes. Why not use the 3D option of Blended Roads? Edited September 26, 2018 by sheson
DaveyBo Posted September 27, 2018 Posted September 27, 2018 This is an oldrim mod I didn't convert... my bad, sry. DynDOLOD_Worlds.json was set to true. Sometimes it is the easiest thing that you can forget :-/What do you mean with the 3D Option? The really Blended roads?
sheson Posted September 27, 2018 Author Posted September 27, 2018 This is an oldrim mod I didn't convert... my bad, sry. DynDOLOD_Worlds.json was set to true. Sometimes it is the easiest thing that you can forget :-/What do you mean with the 3D Option? The really Blended roads?So after removing the Skyrim mod everything works as expected? Blended Road has an install option that is similar to what Real Roads did AFAIK.
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