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Posted
  On 8/4/2019 at 8:12 PM, Soulmancer said:

Gotcha... Thanks... So essentially my MO2 install / overwriting order should look like

 

USSEP

Particle Patch

DynDoLod Resource Pack

 

Then the others I mentioned below that to win overwriting assets.

 

-ELFX exteriors

-EVT

-HD lod textures (for noble skyrim)

-majestic mountains

-Underground - dungeon texture overhaul

 

And Lastly the TexGen Lod's below everything once generated... then I profit?

Yup that should work. If you use any mods adding large new worlds, typically have them before DynDOLOD Resources.

Posted

Got it all set up now n happy with the result thanks.

 

once I have DynDoLod_Output mod installed and the two plugins enabled, do I still leave the TexGen_Output and DynDoLod Resources installed/enabled?

Posted
  On 8/5/2019 at 3:53 PM, Soulmancer said:

Got it all set up now n happy with the result thanks.

 

once I have DynDoLod_Output mod installed and the two plugins enabled, do I still leave the TexGen_Output and DynDoLod Resources installed/enabled?

Yes.

Posted

Hello Sheson,

 

i recently ran into a problem with DynDoLod and snowy farmhouse lods. Here are 2 Screenshots showing the problem: With DynDoLodhttps://imgur.com/qhpTaEf / Without DynDoLodhttps://imgur.com/z4C2WRv

The wooden walls appear to be straight up white when DynDoLod is active. When turned off, they look much closer to the actual lod texture. I noticed this, when i started tinkering with the projected snow texture and it looks like as if this projected snow texture is applied to the wooden walls when using DynDoLod. The regarding object lod mesh is refering to a texture atlas which is containing only non snowy farmhouse lods (there are no snowy farmhouse lods in any generated atlas, even tho texgen created them). Is DynDoLod using the projected snow texture to show snowy farmhouse lods and if thats the case, is there an option to use the lod texture only?

Posted
  On 8/5/2019 at 9:25 PM, Tacocat said:

Hello Sheson,

 

i recently ran into a problem with DynDoLod and snowy farmhouse lods. Here are 2 Screenshots showing the problem: With DynDoLodhttps://imgur.com/qhpTaEf / Without DynDoLodhttps://imgur.com/z4C2WRv

The wooden walls appear to be straight up white when DynDoLod is active. When turned off, they look much closer to the actual lod texture. I noticed this, when i started tinkering with the projected snow texture and it looks like as if this projected snow texture is applied to the wooden walls when using DynDoLod. The regarding object lod mesh is refering to a texture atlas which is containing only non snowy farmhouse lods (there are no snowy farmhouse lods in any generated atlas, even tho texgen created them). Is DynDoLod using the projected snow texture to show snowy farmhouse lods and if thats the case, is there an option to use the lod texture only?

DynDOLOD does not change how LOD works.

 

The object LOD textures which are used are defined in the LOD models of the farmhouses. These object LOD textures are updated by TexGen from the currently installed full textures. If LOD textures seem different,  then a mod is changing them. farmhouselod01snow or farmhousesnowlod01 are not used by the vanilla game. They are used by specific farmhouse replacer mods. They do not change the wall textures though.

 

The game defines to apply the snow LOD shader onto those LOD models. The snow LOD shaders themselves have nothing to do with LOD generation in any way and are not changed by DynDOLOD.

If the snow LOD shaders behave differently, then a plugin or an INI setting is changing them.

Posted
  On 8/6/2019 at 7:10 AM, sheson said:

DynDOLOD does not change how LOD works.

 

The object LOD textures which are used are defined in the LOD models of the farmhouses. These object LOD textures are updated by TexGen from the currently installed full textures. If LOD textures seem different,  then a mod is changing them. farmhouselod01snow or farmhousesnowlod01 are not used by the vanilla game. They are used by specific farmhouse replacer mods. They do not change the wall textures though.

 

The game defines to apply the snow LOD shader onto those LOD models. The snow LOD shaders themselves have nothing to do with LOD generation in any way and are not changed by DynDOLOD.

If the snow LOD shaders behave differently, then a plugin or an INI setting is changing them.

Thanks for the clarification. I will try to figure out what else could mess with the lod.

Posted (edited)
  On 8/6/2019 at 3:34 PM, Tacocat said:

Thanks for the clarification. I will try to figure out what else could mess with the lod.

In case it is not the snow LOD shader, you will find the list of texture used on the atlas in DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_tamriel_textures_used.txt

 

Or you can also check the DynDOLOD_SSE_atlas_map_tamriel.txt in the same folder. The first column is the texture. The next two numbers its resolution and the 3rd and 4th number its position on the atlas in pixel.

 

With the path/filename you should be able to find the mod that supplies the texture via MOs data tab in the right window.

Edited by sheson
Posted
  On 8/6/2019 at 4:12 PM, sheson said:

In case it is not the snow LOD shader, you will find the list of texture used on the atlas in DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_tamriel_textures_used.txt

 

Or you can also check the DynDOLOD_SSE_atlas_map_tamriel.txt in the same folder. The first column is the texture. The next two numbers its resolution and the 3rd and 4th number its position on the atlas in pixel.

 

With the path/filename you should be able to find the mod that supplies the texture via MOs data tab in the right window.

Checked the DynDOLOD_SSE_tamriel_textures_used.txt here is what it contains: https://pastebin.com/6UxREnsE . I cant find snow farmhouse textures in this list, is this to be expected or did something fail?

Posted
  On 8/6/2019 at 7:11 PM, Tacocat said:

Checked the DynDOLOD_SSE_tamriel_textures_used.txt here is what it contains: https://pastebin.com/6UxREnsE . I cant find snow farmhouse textures in this list, is this to be expected or did something fail?

This is somewhat expected because it is only used by a specific mod (I am actually not sure anymore which it was, it was from Skyrim times)

 

You should check the usual farmhouselod01.dds. Maybe a mod overwrites it. If it is the one from TexGen, then you need to check which mod changes the full texture.

 

The farmhouselod01.dds is made of these textures:

 

textures\architecture\farmhouse\farmhouse01.dds
textures\architecture\farmhouse\thatch03.dds
textures\architecture\farmhouse\woodwall01.dds
textures\architecture\farmhouse\thatch02.dds
textures\architecture\farmhouse\stonewall01.dds
textures\architecture\farmhouse\roof01.dds
textures\architecture\farmhouse\woodpost02.dds
textures\architecture\farmhouse\woodwalkway01.dds
 
If they look fine you need to re-run TexGen and either generate LOD again or just update the object LOD texture atlas as explained in the TexGen manual
Posted

Maybe the third time is the charm...

 

Hello Sheson,

 

I'm getting an error about "reachclifftree01_000b8a76.dds: Not a valid DDS texture." Attached are my bug report and log files.

 

I'm using Open Cities Skyrim, Immersive Citizens, Immersive College of Winterhold, and Realistic Water 2. I've disabled OCS and the various patches the other mods have for it before running TexGen, which ran just fine. I then tried running DynDOLOD and selecting everything but generate DynDOLOD. I'm using the 2.69 versions of both DynDOLOD and the resources (I've used your mod in LE, so I'm familiar with how to use it...mostly). I'm also using vanilla LOD tree resources; I can get you a link if the one I'm using is the wrong one.

 

Another issue I ran into on a previous playthrough was a consistent CTD just east of the upper exit of Bleakfalls Barrow between it and Agnes' house. I can't give you an exact cell reference because I deleted that playthrough due to another mod causing an issue. I'll try to take a screenshot near where it happens if that will help. Thanks.

DynDOLOD_SSE_log.txtFetching info...

bugreport.txtFetching info...

Posted
  On 8/11/2019 at 4:21 AM, Gulfwulf said:

Maybe the third time is the charm...

 

Hello Sheson,

 

I'm getting an error about "reachclifftree01_000b8a76.dds: Not a valid DDS texture." Attached are my bug report and log files.

 

I'm using Open Cities Skyrim, Immersive Citizens, Immersive College of Winterhold, and Realistic Water 2. I've disabled OCS and the various patches the other mods have for it before running TexGen, which ran just fine. I then tried running DynDOLOD and selecting everything but generate DynDOLOD. I'm using the 2.69 versions of both DynDOLOD and the resources (I've used your mod in LE, so I'm familiar with how to use it...mostly). I'm also using vanilla LOD tree resources; I can get you a link if the one I'm using is the wrong one.

 

Another issue I ran into on a previous playthrough was a consistent CTD just east of the upper exit of Bleakfalls Barrow between it and Agnes' house. I can't give you an exact cell reference because I deleted that playthrough due to another mod causing an issue. I'll try to take a screenshot near where it happens if that will help. Thanks.

 

FAQ: DynDOLOD.exe: Error [preparing|creating] textures for atlas: Error loading textures\*.dds: Not a valid DDS texture 

 
A: The mentioned texture is corrupted and needs to be fixed or replaced. This sometimes seems to happen with specific MO2 versions under Windows 10, the exact cause is currently unknown. 
 
A: 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. 
  • +1 1
Posted

RTFM, eh?  :redface:

 

Anyway, it looks like that particular texture is from Vanilla Skyrim LOD Billboards if anybody else asks about it. I'll try re-installing it to see if the error goes away; otherwise I'll try a different LOD texture mod.

Posted

I can't edit my post, but I wanted to say that re-installing the Vanilla LOD Billboards mod did the trick. Thanks again, Sheson. You're still not getting my firstborn because I need him for child labor tax reasons, but you do have my thanks.  :clap:

Posted
  On 8/12/2019 at 4:31 AM, Soulmancer said:

Just to confirm DynDoLod only just objects and trees right? it does not do terrain LOD? I need to use SSELodGen for that?

Yes

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