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DynDOLOD Beta for Skyrim Special Edition, Skyrim VR and Enderal SE 2.98


sheson

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Hi Sheson, I was looking through some of the DynDOLOD resource files for SE and noticed a discrepancy in one of the included meshes. Just wanted to know if it was intended or an error if anything and if it will cause any issues, pic showing this attached below.

 

btTcTBG.png

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Hi Sheson, I was looking through some of the DynDOLOD resource files for SE and noticed a discrepancy in one of the included meshes. Just wanted to know if it was intended or an error if anything and if it will cause any issues, pic showing this attached below.

 

btTcTBG.png

Which version of DynDOLOD Resources SE are you using? Did you notice any problems when this mesh is used? Typically DynDOLOD/Game/NifSkope "normalize" the texture paths.

Edited by sheson
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Which version of DynDOLOD Resources SE are you using? Did you notice any problems when this mesh is used? Typically DynDOLOD/Game/NifSkope "normalize" the texture paths.

I am using the latest version (2.82) for both DynDOLOD and the Resource files. The only reason I was looking through the nifs was cause I noticed some issues (purple textures) for a particular DynDOLOD generated object (Meshes\Terrain\Tamriel\Objects\Tamriel.4.32.16.bto) associated with that file in my game. But right now I am testing a clean save with only DynDOLOD to see if it still persists and if the issue is caused by some other mod's lod files.

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Pay attention to the installation instructions:
 
From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation.

 

I had never a problem with it before, while it was 'inside' the Skyrim folders (cause Skyrim is installed on an SSD), but I'm going to put it into another folder/partion/hdd or ssd.

 

 

It could also mean that there is a problem reading the mentioned *.BTO files. Did the LODGen process finish before it started occlusion calculations? The command prompt windows closed?

 

Check the DynDoLOD\Logs\LODGen_SSE_Tamriel_log.txt file end with Code: 0 and no error.

 

Yes, that was given.

 

 

Consider to leave occlusion calculations disabled  in DynDOLOD and instead calculate them directly with xLODGen.

 

I'll try this

and will look up whats possible messing up with the pagefile -> it is and was managed by windows.

 

Edit:

Seems, that it has to do with Occlusion calculations. Disabled them in the DynDOLOD_SSE.ini and DynDOLOD run through it.

After that I calculated them via xLODGen which worked out as intended

Although There were 3 messages about *.bto files which could not be loaded -> out of memory. but xLODGen finished the process wihout any further errors or problems and created the occlusion.esp.

 

Edited by PRieST
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Hey sheson,

I'm having a little issue when generating hybrid tree LODs using Myrkvior in LE. Since you're involved with the mod now, thought I'd ask here instead of posting on the mod page.

 

The far away billboards don't seem to match up with the hybrid trees. Not just the color (tried increasing brightness to 21), the shape and size as well. Also, once those billboards transition into hybrid trees, a few of them seem to be invisible and only gradually start coming into view as you move closer towards them. I didn't have this issue with EVT. I'm not using any billboard mods other than Indistinguishable Vanilla Billboards (though almost all of its files are overwritten by Myrkvior's anyway in MO2). I even tried generating LOD with IVB disabled but no luck.

 

Here's a short clip showing the issue - https://streamable.com/4ft5lo.

If the video doesn't work for some reason, here are couple of pics: 

https://i.postimg.cc/TRgyhHLK/enb-2020-05-12-03-51-10-26.jpg

https://i.postimg.cc/qJrNKXyj/enb-2020-05-12-03-51-14-00.jpg

DynDOLOD log file - https://pastebin.com/getjMNv0

 

Apologies if I'm missing something obvious or if this has already been posted. My Google search results turned up nothing useful. I'm using the latest DynDOLOD version (2.82).

 

Thanks.

Edited by XenolithicYardZone
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I had never a problem with it before, while it was 'inside' the Skyrim folders (cause Skyrim is installed on an SSD), but I'm going to put it into another folder/partion/hdd or ssd.

 

Yes, that was given.

 

I'll try this

and will look up whats possible messing up with the pagefile -> it is and was managed by windows.

 

Edit:

Seems, that it has to do with Occlusion calculations. Disabled them in the DynDOLOD_SSE.ini and DynDOLOD run through it.

After that I calculated them via xLODGen which worked out as intended

Although There were 3 messages about *.bto files which could not be loaded -> out of memory. but xLODGen finished the process wihout any further errors or problems and created the occlusion.esp.

 

xLODGen presses on, while DynDOLOD will stop.

 

The occlusion might be wrong for the affected cells. You might end up seeing holes in the LOD far away. If you spot no issues then don't worry about it.

 

Test if you can open the mentioned *.BTO in NifSkope.

 

Either way, if you could zip them and upload somewhere for me to check,  that would be great.

Edited by sheson
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Hey sheson,

I'm having a little issue when generating hybrid tree LODs using Myrkvior in LE. Since you're involved with the mod now, thought I'd ask here instead of posting on the mod page.

 

The far away billboards don't seem to match up with the hybrid trees. Not just the color (tried increasing brightness to 21), the shape and size as well. Also, once those billboards transition into hybrid trees, a few of them seem to be invisible and only gradually start coming into view as you move closer towards them. I didn't have this issue with EVT. I'm not using any billboard mods other than Indistinguishable Vanilla Billboards (though almost all of its files are overwritten by Myrkvior's anyway in MO2). I even tried generating LOD with IVB disabled but no luck.

 

Here's a short clip showing the issue - https://streamable.com/4ft5lo.

If the video doesn't work for some reason, here are couple of pics: 

https://i.postimg.cc/TRgyhHLK/enb-2020-05-12-03-51-10-26.jpg

https://i.postimg.cc/qJrNKXyj/enb-2020-05-12-03-51-14-00.jpg

DynDOLOD log file - https://pastebin.com/getjMNv0

 

Apologies if I'm missing something obvious or if this has already been posted. My Google search results turned up nothing useful. I'm using the latest DynDOLOD version (2.82).

 

Thanks.

 

A brightness of 21 should be very obvious, also when checking the billboards in the atlas Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Alpha.dds. Make sure the LOD output is not overwritten by anything.

Make sure to use Billboard2 for the tree rule as explained in the Myrkvior instructions. Then there shouldn't be much need for changing brightness of the billboards.

 

Remove the mipmaps from textures\dyndolod\lod\k747treelod1.dds and Textures\DynDOLOD\lod\dyndolodtreelod.dds, that should help with the thing 3D tree LODs in the distance.

 

Some billboard *.TXT seem to have wrong heights. I will have to look into that, but it might take some time.

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A brightness of 21 should be very obvious, also when checking the billboards in the atlas Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Alpha.dds. Make sure the LOD output is not overwritten by anything.

Make sure to use Billboard2 for the tree rule as explained in the Myrkvior instructions. Then there shouldn't be much need for changing brightness of the billboards.

 

Remove the mipmaps from textures\dyndolod\lod\k747treelod1.dds and Textures\DynDOLOD\lod\dyndolodtreelod.dds, that should help with the thing 3D tree LODs in the distance.

 

Some billboard *.TXT seem to have wrong heights. I will have to look into that, but it might take some time.

Billboard2 helped a lot with the brightness issue. Thanks.

 

I tried removing the mipmaps in GIMP, but it didn't seem to do much with that cluster of hybrid trees at the very back. I tried it with the existing LOD output and also generated new LOD output with those edited files. I mean those trees at the back are there, but compared to the ones just a little further, they look like faint, green patches that aren't connected until you move closer. 

 

Height issue still remains as you mentioned. Sure, whenever you find the time. Its not a gigantic issue.

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do i need rerun dyndolod when i update skyrim to the latest version? i updated all my plugins so theres no errors about them and also the dyndolod dll and still keep getting ctds, just trying to know if it could be dyndolod or not

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do i need rerun dyndolod when i update skyrim to the latest version? i updated all my plugins so theres no errors about them and also the dyndolod dll and still keep getting ctds, just trying to know if it could be dyndolod or not

Depends if the update changed plugins and what those changes are.

 

Instead of asking questions that can only have theoretical answers I suggest to troubleshoot. It is easy. Disable all of DynDOLOD output. If that makes a difference, generate LOD from scratch.

 

Read the FAQ/readme for CTD.

Edited by sheson
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Billboard2 helped a lot with the brightness issue. Thanks.

 

I tried removing the mipmaps in GIMP, but it didn't seem to do much with that cluster of hybrid trees at the very back. I tried it with the existing LOD output and also generated new LOD output with those edited files. I mean those trees at the back are there, but compared to the ones just a little further, they look like faint, green patches that aren't connected until you move closer. 

 

Height issue still remains as you mentioned. Sure, whenever you find the time. Its not a gigantic issue.

Downlod https://mega.nz/file/tFAzma7Q#pEc60vL7pFeZ6RsV9SnqC8zvFC5DwM23rVCm7-THnCg

 

It contains two different versions of those texture. If you could test if either makes a difference. There should be no need to generate LOD. Those textures are typically used directly from the *.BTO

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Downlod https://mega.nz/file/tFAzma7Q#pEc60vL7pFeZ6RsV9SnqC8zvFC5DwM23rVCm7-THnCg

 

It contains two different versions of those texture. If you could test if either makes a difference. There should be no need to generate LOD. Those textures are typically used directly from the *.BTO

Test 1 is much better than test 2 which doesn't seem to make any noticeable difference.

 

Comparison 1:

Test 1 - https://i.postimg.cc/tpcSYCYT/Test1-1.jpg

Test 2 - https://i.postimg.cc/6WzzwBkB/Test2-1.jpg

 

Comparison 2:

Test 1 - https://i.postimg.cc/PXdKBCF6/Test1-2.jpg

Test 2 - https://i.postimg.cc/Pfxy5BHY/Test2-2.jpg

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Test 1 is much better than test 2 which doesn't seem to make any noticeable difference.

 

Comparison 1:

Test 1 - https://i.postimg.cc/tpcSYCYT/Test1-1.jpg

Test 2 - https://i.postimg.cc/6WzzwBkB/Test2-1.jpg

 

Comparison 2:

Test 1 - https://i.postimg.cc/PXdKBCF6/Test1-2.jpg

Test 2 - https://i.postimg.cc/Pfxy5BHY/Test2-2.jpg

Thanks. I will include test 1 then in the next version of things.

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Hey I've been having troubles getting Dynolod to run. The issues seems to be something wrong Beyond Skyrim Bruma, but I've been able to use run it with Bruma before in the past. Can anybody give me some advice?

 

https://pastebin.com/UfvM7sVa

Read the log messages and follow their suggestins:

 

Exception in unit prepare line 581: Can not copy [REFR:0D083B46] (places CYRFarmhouseDoor01 "Door" [DOOR:0D07EC12] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -1,-1) from BSHeartland.esm into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 14062)

 

Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors.

 

Checking the FAQ finds this:

 

FAQ: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp

A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option.

A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help.

 

Searching the forum finds these threads with exactly the same error caused by broken Bashed Patch:

 

https://forum.step-project.com/topic/14984-can-not-copy-refr07083b46-places-cyrfarmhousedoor01-door

https://forum.step-project.com/topic/14952-error-can-not-copy-refr0e083b46-places-cyrfarmhousedoor01

https://forum.step-project.com/topic/14566-can-not-copy-refr0d083b46-places-cyrfarmhousedoor01-door-door0d07ec12

Edited by sheson
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