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Posted (edited)

So that is weird .. I rerun dyndolod with the changes to go back to BC1/BC3 compressions  and now i see the Tamriel_Atlas and it has no trees in it ,no branches trunks or anything and apparently the .bto nif paths are pointing to 

textures\lod\treeaspenbranchcomplod0[1|2|3|4].dds directly. 

That means that if i disable the evt billboards i get PUPRLE BRANCHES for the aspens 3d lods !! Which also means i can replace the textures like you say without rerunning dyndolod which actually worked! 

 

So to sum it up I directly replaced the branch textures in billboards from those in textures\lod\rat in dyndolod resources (had to also rename them from treeaspenbranchcomp01lod.dds  to treeaspenbranchcomplod01.dds ) WITHOUT running dyndolod 

and these textures freaking show up!!!..Although they do seem a tiny bit off but that might be my idea its really still almost seamless transition.

 

Now though im concerned if that is the intented output i should be getting? Should the 3d lod nifs use the textures from the billboards ? I thought billboards were only for the creation. The same is happening for every tree with 3d lod ..they take their textures from billboards or even directly from enhanced vanilla mod under textures\lod\ and not the Atlas..

If single LOD textures are larger than the Max tile size setting, they might not be put on the atlas. It OK and will work - for a tiny performance impact.

Edited by sheson
Posted (edited)

For 2.54 I updated a few things around executing TexConv a bit to see if they might fix or otherwise help with access denied problems. At least there should be more to the error message that might help to learn more about the reason.

 

 

 

If all else fail use BC3 for Specular Normal and BC1 for everything else in TexGen.

 

In DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini use

 

StaticLODDiffuseFormat=200

StaticLODNormalFormat=200

TreeLODDiffuseFormat=202

TreeLODNormalFormat=200

Edited by sheson
Posted (edited)

If single LOD textures are larger than the Max tile size setting, they might not be put on the atlas. It OK and will work - for a tiny performance impact.

At first i thought it was because i indeed had some lod textures at 1024 resolution and the setting at 512.But after running multiple times with the setting at 2048 and most of my tree mods disabled except evt and its billboards i still didnt manage to get a Tamriel_Atlas with any tree texture on it except of course the flat one which has the 2d lods . Oh well it still works and if there isnt a performance hit im fine.Although i still am curious about it and that still doesnt explain why the original textures from RAT support of EVT dont show up on the 3d lods suddenly. 

Thx for the immediate help btw :D Your mod rocks!

Edited by Avead
Posted

At first i thought it was because i indeed had some lod textures at 1024 resolution and the setting at 512.But after running multiple times with the setting at 2048 and most of my tree mods disabled except evt and its billboards i still didnt manage to get a Tamriel_Atlas with any tree texture on it except of course the flat one which has the 2d lods . Oh well it still works and if there isnt a performance hit im fine.Although i still am curious about it and that still doesnt explain why the original textures from RAT support of EVT dont show up on the 3d lods suddenly. 

Thx for the immediate help btw :D Your mod rocks!

Thanks for letting me know. Maybe something else happens and I will keep an eye out if I can spot anything. As you said, it usually works well enough either way so no worries.

  • +1 1
Posted

I have the same problem as Avead RAT has no branches even bc1 still the same issue HELP!!!

The same answers I already gave to troubleshoot and solve it apply then.

  • +1 1
Posted

im gonna stick to the vanilla aspen it's working just fine. untill things gets sorted out.

It is great you sorted out the problems with the load order. I had no doubt the troubleshooting suggestions for the same problem would help.

Posted

Hey,

 

I just updated to version 2.53. I'm using DynDOLOD through Mod Organizer but when I'm running Dyndolod I get the following error:

[00:19:04.686]    Error: System Error.  Code: 5.
        Acces denied
[00:19:04.722]    
[00:19:04.723]    Exception in unit userscript line 331: One or more errors occurred
[00:19:04.723]    
[00:19:04.723]    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.
[00:19:04.723]    
[00:19:04.723]    If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/
[00:19:04.781]    Error: One or more errors occurred

 

Here are the to logs that are mentioned at the end:

 

https://www.dropbox.com/s/kh2b8dmdjffj0l6/bugreport.txt?dl=0

https://www.dropbox.com/s/ove6hsxkd0y81z5/DynDOLOD_SSE_log.txt?dl=0

 

Can someone help me with this? I really have no idea what to do-_- It worked fine up until now. TexGen also worked just fine

 

Posted

 

Hey,

 

I just updated to version 2.53. I'm using DynDOLOD through Mod Organizer but when I'm running Dyndolod I get the following error:

[00:19:04.686]    Error: System Error.  Code: 5.

        Acces denied

[00:19:04.722]    

[00:19:04.723]    Exception in unit userscript line 331: One or more errors occurred

[00:19:04.723]    

[00:19:04.723]    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.

[00:19:04.723]    

[00:19:04.723]    If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/

[00:19:04.781]    Error: One or more errors occurred

 

Here are the to logs that are mentioned at the end:

 

https://www.dropbox.com/s/kh2b8dmdjffj0l6/bugreport.txt?dl=0

https://www.dropbox.com/s/ove6hsxkd0y81z5/DynDOLOD_SSE_log.txt?dl=0

 

Can someone help me with this? I really have no idea what to do-_- It worked fine up until now. TexGen also worked just fine

 

Look backward in this thread or use search. Why not check latest version 2.54?

Posted

Hey sheson,

 

i got a problem with the whiterun castle lod. For some reason a part of it doesnt seem to be static (only windows are there) and i cant see it from big distances. When i walk closer towards it, it pops in. Here is a screenshot: https://imgur.com/a/Z5rgQBa . Could this be caused by dyndolod, or is it some kind of conflict?

Posted

Hey sheson,

 

i got a problem with the whiterun castle lod. For some reason a part of it doesnt seem to be static (only windows are there) and i cant see it from big distances. When i walk closer towards it, it pops in. Here is a screenshot: https://imgur.com/a/Z5rgQBa . Could this be caused by dyndolod, or is it some kind of conflict?

 

You probably modified the DynDOLOD INI for a second run for Open Cities but did not revert the changes when doing another 1st/single run. Another reason could be that DynDOLOD Resources Core Files are not fully installed  - incomplete archive download or unzipping silently failed.

 

If is none of that, go close once the full model loaded, get its reference form id and check via xEdit if a plugin overwrites it or the base record.

Posted

You probably modified the DynDOLOD INI for a second run for Open Cities but did not revert the changes when doing another 1st/single run. Another reason could be that DynDOLOD Resources Core Files are not fully installed  - incomplete archive download or unzipping silently failed.

 

If is none of that, go close once the full model loaded, get its reference form id and check via xEdit if a plugin overwrites it or the base record.

Ok thanks, gonna check it.

Posted

Hello there,

 

somehow DynDOLOD doesn't feel like spicing up my distant objects:

 

Before running DynDOLODhttps://puu.sh/Cbisn/44e01cc9cc.jpg

After running DynDOLODhttps://puu.sh/Cbion/f0f925a86a.jpg

 

These are my settings:

https://puu.sh/CbmeG/c596568e43.png

https://puu.sh/CbmdC/fac3869829.png

 

My setup is Lexy's famous LOTD running Enhanced Landscapes, Enhanced Vanilla Trees (classic version converted via CK).

Early on I'm having "Indistinguishable Billboards for Skyrim SE" with Enhanced Landscapes, EVT and their appropriate Billboards coming right after in my load order.

 

Is there a problem related to my Billboards used or does the problem lie somewhere else? I even tried a step-by-step guide for creating LODs with Enhanced Landscapes and EVT:

https://www.nexusmods.com/skyrimspecialedition/articles/570

 

Unfortunately it didn't change anything.

 

Thanks in advance!

Posted

Hello there,

 

somehow DynDOLOD doesn't feel like spicing up my distant objects:

 

Before running DynDOLODhttps://puu.sh/Cbisn/44e01cc9cc.jpg

After running DynDOLODhttps://puu.sh/Cbion/f0f925a86a.jpg

 

These are my settings:

https://puu.sh/CbmeG/c596568e43.png

https://puu.sh/CbmdC/fac3869829.png

 

My setup is Lexy's famous LOTD running Enhanced Landscapes, Enhanced Vanilla Trees (classic version converted via CK).

Early on I'm having "Indistinguishable Billboards for Skyrim SE" with Enhanced Landscapes, EVT and their appropriate Billboards coming right after in my load order.

 

Is there a problem related to my Billboards used or does the problem lie somewhere else? I even tried a step-by-step guide for creating LODs with Enhanced Landscapes and EVT:

https://www.nexusmods.com/skyrimspecialedition/articles/570

 

Unfortunately it didn't change anything.

 

Thanks in advance!

If you have a problem with objects (structures, dirtcliffs, rocks, roads etc. you should try to make a comparision screenshot of LOD and not focus on full model trees in the foreground.

 

The tree LOD generation is the same as xEdit/xLODGen and depends on the billboards you installed and the brightness setting in the advanced options.

 

FAQ: Game: Tree LOD too bright/dark
 
A: To make tree LOD brighter/darker, click the advanced button in the wizard for more options, including setting tree LOD brightness. To just update tree LOD select desired worlds top left, uncheck 'Generate static LOD', uncheck 'Create texture atlas', uncheck 'Generate DynDOLOD', then click OK. 
 
 
FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees 
 
A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. 
 
A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log.

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