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Posted

Hi sheson,

 

i recently started to use the imperial forts exterior meshes from the mod "Enhanced textures detail (UV-tweaks) and it greatly improved the texture sharpness for me. However, i cant seem to create matching lod for the now smaller texture patterns. From what i understand, dyndolod contains prefabricated lod meshes for imperial forts, since they are vanilla objects. So i created a custom rule for the dungeons/imperial/exterior folder to make dyndolod use the new meshes and the results were quite unfortunate :D. Since i dont have lod meshes for the mentioned mod, i tried to load the full models for lod. While the game now actually showed the smaller texture pattern for lod, it flickered like crazy when walking towards the fort. Could you please tell me how it has to be done? Thanks in advance.

Posted (edited)

Hi sheson,

 

i recently started to use the imperial forts exterior meshes from the mod "Enhanced textures detail (UV-tweaks) and it greatly improved the texture sharpness for me. However, i cant seem to create matching lod for the now smaller texture patterns. From what i understand, dyndolod contains prefabricated lod meshes for imperial forts, since they are vanilla objects. So i created a custom rule for the dungeons/imperial/exterior folder to make dyndolod use the new meshes and the results were quite unfortunate :D. Since i dont have lod meshes for the mentioned mod, i tried to load the full models for lod. While the game now actually showed the smaller texture pattern for lod, it flickered like crazy when walking towards the fort. Could you please tell me how it has to be done? Thanks in advance.

DynDOLOD uses the vanilla LOD models. DynDOLOD Resource contains a few updates and new models for things that didn't have LOD before.

 

Using the full models directly without taking care of the moss and other decals is probably what is causing the visual issues. A method would be to everything from the full model that can be used in LOD and then overwrite the LOD models with this new version.

 

Best would be to update those LOD models, but things are complicated by the fact that the vanilla LOD already uses a mini atlas, so re-uving them is made more complicated by that. With some knowledge and use of Bender or 3DMax and then NifkSope that can be accomplished.

 

First I would try the easiest route, update the mini atlas textures imperialfortlod.dds/imperialforticelod.dds to double up their 4 source textures - can be done manually or by updating the TexGen rules. Though this might also affect LOD meshes that are not updated by the mod. So then it is a question of updating a few LOD meshes to also use the different LOD textures.

 

Anyway you look at it, it requires some dedication and time.

Edited by sheson
Posted

DynDOLOD uses the vanilla LOD models. DynDOLOD Resource contains a few updates and new models for things that didn't have LOD before.

 

Using the full models directly without taking care of the moss and other decals is probably what is causing the visual issues. A method would be to everything from the full model that can be used in LOD and then overwrite the LOD models with this new version.

 

Best would be to update those LOD models, but things are complicated by the fact that the vanilla LOD already uses a mini atlas, so re-uving them is made more complicated by that. With some knowledge and use of Bender or 3DMax and then NifkSope that can be accomplished.

 

First I would try the easiest route, update the mini atlas textures imperialfortlod.dds/imperialforticelod.dds to double up their 4 source textures - can be done manually or by updating the TexGen rules. Though this might also affect LOD meshes that are not updated by the mod. So then it is a question of updating a few LOD meshes to also use the different LOD textures.

 

Anyway you look at it, it requires some dedication and time.

Thanks for the quick reply. I will take a look at the mini atlas. I am not yet experienced with mesh editing, just recently started to tinker with nifscope. 

Posted (edited)

hi, im having a strange issue with the newest version of Texgen for DynDOLOD, its saying that my load order is locked, i have not exceeded the 253esp limit and Bashed Patch is not active, however i do have a count of 344 esp+esm+esl files 

i can link a pastebin of the log, but i dont think it will be useful since there is no error message [here]
 

 

Finally here is my https://modwat.ch/u/xepherxv

 

Edit1: its worth mentioning that i do NOT have any active ES*'s that have missing masters, however there are some files that are INACTIVE that have missing masters, i will try removing them and trouble shoot

Edit2: this did not work, BUT i did notice that it successfully loaded every mod before desplaying the issue, with the last loaded mod being paper world map patch.

Edited by Xepherxv
Posted

hi, im having a strange issue with the newest version of Texgen for DynDOLOD, its saying that my load order is locked, i have not exceeded the 253esp limit and Bashed Patch is not active, however i do have a count of 344 esp+esm+esl files 

 

i can link a pastebin of the log, but i dont think it will be useful since there is no error message [here]

 

 

Finally here is my https://modwat.ch/u/xepherxv

 

Edit1: its worth mentioning that i do NOT have any active ES*'s that have missing masters, however there are some files that are INACTIVE that have missing masters, i will try removing them and trouble shoot

 

Edit2: this did not work, BUT i did notice that it successfully loaded every mod before desplaying the issue, with the last loaded mod being paper world map patch.

From the log:
 
[00:00:13.386]  [00:12] Background Loader: [undriel_FallingGildergreenPetals.esl] File loaded (CRC32:72B50264)
[00:00:13.386]  [00:12] Background Loader:
[00:00:13.387]  [00:12] Background Loader:
 
 
FAQ: TexGen.exe/DynDOLOD.exe:
 
A: ESL plugins can only add new records with form IDs between xxxxx800 and xxxxxFFF, but the plugin defines a form id outside these limits. See https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/. The plugin needs to be fixed. Broken plugins cause issues in the game. 
 
  • +1 1
Posted

I have done something wrong and DynDOLOD SSE keeps crashing during generation. It happens at the same time on consecutive runs. I searched for the error and ended up here. I searched for the hex value mentioned in the error in SSEEDIT and came up with nothing? 

 

Here's a link to the log https://pastebin.com/8uXh6bq0

 

Thankyou.

Posted

I have done something wrong and DynDOLOD SSE keeps crashing during generation. It happens at the same time on consecutive runs. I searched for the error and ended up here. I searched for the hex value mentioned in the error in SSEEDIT and came up with nothing? 

 

Here's a link to the log https://pastebin.com/8uXh6bq0

 

Thankyou.

You may want to test with x64 version to see if it maybe runs out of memory trying to load a huge texture (it says 44739372 bytes, which would be 42MB). 

 

It could a broken file with wrong header info trying to read past the real file size. It should be one of the texture listed in ..DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_tamriel_textures_used.txt

 

If you can not find it, post bugreport.txt as suggested.

Posted

You may want to test with x64 version to see if it maybe runs out of memory trying to load a huge texture (it says 44739372 bytes, which would be 42MB). 

 

It could a broken file with wrong header info trying to read past the real file size. It should be one of the texture listed in ..DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_tamriel_textures_used.txt

 

If you can not find it, post bugreport.txt as suggested.

Switching to the x64 version fixed it. I had the same problem on LE so tried the x64 version also - which fixed it. Thankyou!

Posted

I have a problem with Dyndolod on Skyrim VR. I use the newest version of VR und SKSE, have the newest papyrusutils for VR downloaded on nexus and even tried the Dyndolod DLL instead of papyrusutils. I downloaded the Resources and the Standalone of the first post of this thread.

 

After I generate the LOD and the plugins and activate them in Mod Organizer, I start game, but once I load a save, I get the message "Dyndolod requieres plugins generated by version 2.45 or higher" or something like that - even though I clearly use version 2.54 of both the standalone and the resources. Just for trying, I used any combination of the normal .exe and the x64 exe of both texgen and Dyndolod. I deleted the old version of dyndolod completely before unzipping the standalone from this thread to the directory where the old version was before.

 

At this point, I have no idea what to try anymore, so I asked here.

Posted

I have a problem with Dyndolod on Skyrim VR. I use the newest version of VR und SKSE, have the newest papyrusutils for VR downloaded on nexus and even tried the Dyndolod DLL instead of papyrusutils. I downloaded the Resources and the Standalone of the first post of this thread.

 

After I generate the LOD and the plugins and activate them in Mod Organizer, I start game, but once I load a save, I get the message "Dyndolod requieres plugins generated by version 2.45 or higher" or something like that - even though I clearly use version 2.54 of both the standalone and the resources. Just for trying, I used any combination of the normal .exe and the x64 exe of both texgen and Dyndolod. I deleted the old version of dyndolod completely before unzipping the standalone from this thread to the directory where the old version was before.

 

At this point, I have no idea what to try anymore, so I asked here.

PapyrusUtil VR is not supported at the moment as I have currently no equipment or means to test or troubleshoot. It probably should work, but if they do not you are on your own. In case of issues use DynDOLOD DLL.

 

Did you generate both a DynDOLOD.esm and DynDOLOD.esp or only the DynDOLOD.esp?

 

Are you sure the generated output including the txt files in the SKSE folder are installed correctly and not overwritten by anything?

 

Please upload/post a screenshot of the DynDOLOD SKyUI MCM Information page.

 

Enable papyrus logging in Skyrim.INI and post/pastebin/upload the log

Posted (edited)

Okay, didn't really know how make screenshots in VR, I hope this is readable:

https://imgur.com/a/twRIJFU

 

The log (i notice there a some errors from mods I should already have uninstalled...but that shouldn't have anything to do with dyndolod, I hope) is attached.

 

I must say, I am currently uncertain if dyndlod doesn't actually work. In the MCM Menu, it says it is sucessfully initialized.

 

Oh, and yes, I generated both esp and esm. Mod Organizer says the contents of the mod where I put the output in is not overwritten by another mod.

Edited by Malak
Posted

Uhm, well, attaching doesnt work it seems and I can not edit my post after a certain time frame? Well, here is a pastebin:

https://pastebin.com/G95UZQbP

In MO you can hover the plugins to see their descriptions. It should say Version 2.45 at the end for both.

Or for example in LOOT it should say 2.45 for both obviously.

 

You can see from the screenshot the reported versions of the plugins are "empty".

I suppose this can happen when the SKSE VR installation is incomplete. Make sure to install all its papyrus scripts *.pex correctly and none of them are overwritten. Particularly Game.pex which has the function to read the description from a plugin.

Posted

Hm, except for ObjectsUtil.pex, which is overwritten by papyrus, every script is there.

 

However, there indeed seems to be some conflict here. I made a new MO profile, disabled all mods in the left tab (except Papyrus, SkyUI, Dyndo Resources and Billiboards) and regenareted the LOD. Now it works - in the info menu, it shows esm version 2.45, although the esp version is still empty. Well, it seems I must now undergo the troublesome task to find the conflict by trial and error.

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