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DynDOLOD 3 Alpha 95

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3 hours ago, LionCerieals said:

Using the latest DynDoLOD 3.0 or even the 2.98 build I'm getting this "This version of has expired." error when trying to run it through MO2.

I'm pretty sure I've installed all the requirements. 

I'm using AE on the latest patch with SKSE etc all up to date.

Does anyone have an idea how to fix this? 

image.png

Do not post screenshots of message prompts, click the "Copy message to clipboard" and paste the text as explained on the first post.

Read the first post how to always use the latest alpha version.

Since DynDOLOD 2.x does not have this message, it seems likely that the MO2 executable entry points to an old DynDOLOD 3 Alpha version and not to the folder were the latest DynDOLOD 3 Alpha or DynDOLOD 2.x is installed.

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Hi, i've been trying to create grass lods for my game but it never works out. Each time i generate the grass the lod grass seems to be different to the grass mod i use. Whatever grass mod i use the grass lod seems to be the same and i dont know why/how it is caused. Does anyone know what causes this/how to fix it?

LO, example picture and Grass in object ini below.

Spoiler

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Special Edition Patch.esp
DynDOLOD.esm
Treescale.esm
HappyLittleTrees.esp
S3DPlants.esp
Veydosebrom Regions.esp
Alternate Start - Live Another Life.esp
NAT-ENB.esp
DynDOLOD.esp

 

 

Spoiler

 

########################################################################################################################
#   Ray cast enabled                                                                                                   #
#                                                                                                                      #
# Use ray casting to detect where grass shouldn't grow (inside rocks or roads).                                        #
#                                                                                                                      #
#    Type: (boolean)                                                                                                   #
########################################################################################################################

RayCast = True

########################################################################################################################
#   Ray cast height                                                                                                    #
#                                                                                                                      #
# The distance above grass that must be free. 200 is slightly more than player height.                                 #
#                                                                                                                      #
#    Type: (float)                                                                                                     #
########################################################################################################################

RayCastHeight = 150

########################################################################################################################
#   Ray cast depth                                                                                                     #
#                                                                                                                      #
# The distance below grass that must be free.                                                                          #
#                                                                                                                      #
#    Type: (float)                                                                                                     #
########################################################################################################################

RayCastDepth = 5

########################################################################################################################
#   Ray cast collision layers                                                                                          #
#                                                                                                                      #
# Which collision layers to check when raycasting. Not recommended to change unless you know what you're doing. These  #
# are collision layer index from CK separated by space.                                                                #
#                                                                                                                      #
#    Type: (string)                                                                                                    #
########################################################################################################################

RayCastCollisionLayers = "1 2 13 20 31"

########################################################################################################################
#   Ray cast ignore forms                                                                                              #
#                                                                                                                      #
# Which objects will raycast ignore. This can be useful if you want grass to still grow from some objects (such as     #
# roads). The format is formid:formfile separated by ; for example "1812A:Skyrim.esm;1812D:Skyrim.esm" would add       #
# RoadChunkL01 and RoadChunkL02 forms to ignore list. Base forms go here not object references!                        #
#                                                                                                                      #
#    Type: (string)                                                                                                    #
########################################################################################################################

RayCastIgnoreForms = ""

########################################################################################################################
#   Super dense grass                                                                                                  #
#                                                                                                                      #
# Enable much more grass without having to change mod files.                                                           #
#                                                                                                                      #
#    Type: (boolean)                                                                                                   #
########################################################################################################################

SuperDenseGrass = False

########################################################################################################################
#   Super dense mode                                                                                                   #
#                                                                                                                      #
# How the super dense mode is achieved. Not recommended to change for normal play. This does nothing unless you enable #
# SuperDenseGrass setting. 7 is normal game (meaning nothing is actually changed), 6 or less would be much less grass, #
# 8 is dense, 9 is ?, 10+ is probably crash city.                                                                      #
#                                                                                                                      #
#    Type: (int32)                                                                                                     #
########################################################################################################################

SuperDenseMode = 8

########################################################################################################################
#   Profiler report                                                                                                    #
#                                                                                                                      #
# Whether to track how much time is taken to generate grass. Whenever you open console the result is reported. Try     #
# disabling all settings except profiler, go to game and in main menu 'coc riverwood', after loading open console to   #
# see normal game time. Then enable settings and check again how it changed. Remember to coc from main menu instead of #
# loading save because it might not be accurate otherwise.                                                             #
#                                                                                                                      #
#    Type: (boolean)                                                                                                   #
########################################################################################################################

ProfilerReport = False

########################################################################################################################
#   Use grass cache                                                                                                    #
#                                                                                                                      #
# This will generate cache files in /Data/Grass/ and use those when we have them. Any time you change anything with    #
# your mod setup you must delete the contents of that directory so new cache can be generated or you will have bugs    #
# like floating grass or still grass in objects (that were changed by mods).                                           #
#                                                                                                                      #
#    Type: (boolean)                                                                                                   #
########################################################################################################################

UseGrassCache = True

########################################################################################################################
#   Extend grass distance                                                                                              #
#                                                                                                                      #
# Set true if you want to enable extended grass distance mode. This will allow grass to appear outside of loaded       #
# cells. Relevant ini settings:                                                                                        #
# SkyrimPrefs.ini [Grass] fGrassStartFadeDistance                                                                      #
#                                                                                                                      #
#    Type: (boolean)                                                                                                   #
########################################################################################################################

ExtendGrassDistance = False

########################################################################################################################
#   Extend grass count                                                                                                 #
#                                                                                                                      #
# Allow more grass to be made in total. This is needed if you use very dense grass or have large draw distance.        #
# Otherwise it will reach a limit and just stop making grass leaving weird empty squares.                              #
#                                                                                                                      #
#    Type: (boolean)                                                                                                   #
########################################################################################################################

ExtendGrassCount = True

########################################################################################################################
#   Ensure max grass types setting                                                                                     #
#                                                                                                                      #
# Makes sure that the max grass types per texture setting is set to at least this much. Can be useful to make sure     #
# your INI isn't being overwritten by anything. Most grass replacer mods require this. Set 0 to disable any            #
# verification.                                                                                                        #
#                                                                                                                      #
#    Type: (int32)                                                                                                     #
########################################################################################################################

EnsureMaxGrassTypesPerTextureSetting = 15

########################################################################################################################
#   Overwrite grass distance                                                                                           #
#                                                                                                                      #
# Overwrite fGrassStartFadeDistance from any INI. If this is zero or higher then the grass distance will always be     #
# taken from this configuration instead of any INI. This can be useful if you have a million things overwriting your   #
# INI files and don't know what to edit, so you can just set it here. For example 7000 is vanilla highest in-game      #
# grass slider. If you want to set higher you need to enable ExtendGrassDistance setting as well or it will not look   #
# right in-game. What the setting actually means is that grass will start to fade out at this distance. Actual total   #
# grass distance is this value + fade range value.                                                                     #
#                                                                                                                      #
#    Type: (float)                                                                                                     #
########################################################################################################################

OverwriteGrassDistance = 6000

########################################################################################################################
#   Overwrite grass fade range                                                                                         #
#                                                                                                                      #
# Overwrite fGrassFadeRange from any INI. If this is zero or higher then the grass fade range will always be taken     #
# from this configuration instead of any INI. This determines the distance it takes for grass to completely fade out   #
# starting from OverwriteGrassDistance (or fGrassStartFadeDistance if you didn't use the overwrite). If you want the   #
# grass fade out to not be so sudden then increase this value. Probably recommended to keep this at least half of the  #
# other setting.                                                                                                       #
#                                                                                                                      #
#    Type: (float)                                                                                                     #
########################################################################################################################

OverwriteGrassFadeRange = 18000

########################################################################################################################
#   Overwrite min grass size                                                                                           #
#                                                                                                                      #
# Overwrite iMinGrassSize from any INI. If this is zero or higher then the grass density setting (iMinGrassSize) will  #
# be taken from here instead of INI files. Lower values means more dense grass. 50 or 60 is normal mode with somewhat  #
# sparse grass (good performance). Lowering the value increases density! 20 is very high density. You should probably  #
# not set lower than 20 if you decide to change it. The grass form density setting itself still mostly controls the    #
# actual density of grass, think of iMinGrassSize more of as a cap for that setting.                                   #
#                                                                                                                      #
#    Type: (int32)                                                                                                     #
########################################################################################################################

OverwriteMinGrassSize = -1

########################################################################################################################
#   Global grass scale                                                                                                 #
#                                                                                                                      #
# Apply this scale to every piece of grass everywhere. For example 0.5 makes all grass pieces half the size it should  #
# be.                                                                                                                  #
#                                                                                                                      #
#    Type: (float)                                                                                                     #
########################################################################################################################

GlobalGrassScale = 1

########################################################################################################################
#   Only load from cache                                                                                               #
#                                                                                                                      #
# This will change how grass works. It means grass can only ever be loaded from files and not generated during play.   #
#                                                                                                                      #
#    Type: (boolean)                                                                                                   #
########################################################################################################################

OnlyLoadFromCache = True

########################################################################################################################
#   Skip pregenerate world spaces                                                                                      #
#                                                                                                                      #
# When pre-generating grass then skip worldspaces with this editor IDs. This can greatly speed up generating if we     #
# know the worldspace will not need grass at all.                                                                      #
#                                                                                                                      #
#    Type: (string)                                                                                                    #
########################################################################################################################

SkipPregenerateWorldSpaces = "DLC2ApocryphaWorld;DLC01Boneyard;WindhelmPitWorldspace"

########################################################################################################################
#   Only pregenerate world spaces                                                                                      #
#                                                                                                                      #
# If this is not empty then skip every worldspace that isn't in this list.                                             #
#                                                                                                                      #
#    Type: (string)                                                                                                    #
########################################################################################################################

OnlyPregenerateWorldSpaces = "Tamriel"

########################################################################################################################
#   DynDOLOD Grass Mode                                                                                                #
#                                                                                                                      #
# Enable grass compatibility mode with DynDOLOD Grass LODs. Valid values:                                              #
# 0 = Disabled                                                                                                         #
# 1 = Display grass only in active cells (without fade) and let DynDOLOD handle inactive cell Grass                    #
# 2 = Display grass only in active cells and large ref loaded cells (without fade) and let DynDOLOD handle grass       #
# outside of large ref cells                                                                                           #
#                                                                                                                      #
#    Type: (int32)                                                                                                     #
########################################################################################################################

DynDOLODGrassMode = 1

 

 

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8 hours ago, hekie12sdc said:

Hi, i've been trying to create grass lods for my game but it never works out. Each time i generate the grass the lod grass seems to be different to the grass mod i use. Whatever grass mod i use the grass lod seems to be the same and i dont know why/how it is caused. Does anyone know what causes this/how to fix it?

LO, example picture and Grass in object ini below.

  Reveal hidden contents

 

 

  Reveal hidden contents

 

https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD.

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Posted (edited)
On 7/24/2022 at 2:41 AM, sheson said:

I moved your posts to the DynDOLOD 3 Alpha thread. For future reference, read the first post where to post, which entire log and debug log to upload when making posts and to search this thread for similar problems. https://stepmodifications.org/forum/search/?q=texgen opengl memory&quick=1&type=forums_topic&item=16796

TexGen does not really use .Net, so it seems likely that the reboot cleared up the resources being used by several processes. Resources like video memory are controlled by the OS/drivers - which is what is telling TexGen it can not have any more memory.

i literally posted a link to the search for similar problems in the post . memory wasnt the only problem, just the first. the main error that kept popping up was framebuffer object unsupported, which there are literally no results for. i also did skim the op, but i didnt see the logs required, so thanks. 

That being said, since i suppose this is the place as texgen is part of dyndolod 3 alpha - texgen, as far as i can tell, is completely ignoring my configuration files. at least, when it opens, they are not listed in configurations loaded, and if i build in dyndolod anyways some models of grass lods are still missing

i followed the instructions here:

https://dyndolod.info/Help/TexGen-Configuration

to make a configuration file to force billboard generation i placed it in the dydndolod resources mod folder so it's loaded in \Data\DynDOLOD when texgen is launched through mo2

i have tried various naming conventions. first i tried 

DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp

this did not work

then i saw that texgen is loading SSE configuration files, so 

DynDOLOD_SSE_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp

then i tried removing the spaces, so 

DynDOLOD_SSE_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp

also DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp

i tried placing it in dyndolod\Edit Scripts\DynDOLOD\Configs

https://drive.google.com/file/d/1h3BMCRFlIcHG-RBV635KD3fyve1Vj4bo/view?usp=sharing - TexGen_TES5VR_log.txt

https://drive.google.com/file/d/1grRI0AbDvP-5h1m4331Gt4VOq4sXer3T/view?usp=sharing  - TexGen_TES5VR_Debug_log.txt

https://drive.google.com/file/d/1xtfh3yqUgzK_wiTjM1r7t-gmAmTF_hpg/view?usp=sharing - DynDOLOD_TES5VR_Debug_log.txt

https://drive.google.com/file/d/1mGE8TN7-C7cCLFTuuDWKBnrK4GSMIZFQ/view?usp=sharing - DynDOLOD_TES5VR_log.txt

https://drive.google.com/file/d/1XnTr0xcfBU_yFyB2lfa_6-Crz-XuedYh/view?usp=sharing - Bugreport.txt - i had some issues with processlasso probalance throttling dyndolod before, that was fixed, but there might be some stuff in here about that

i cleared most of these before the most recent run - but some of them were still too big to be uploaded here or to pastebin

i know grass lods arent supported in vr but it does the same thing in se. either texgen is not making billboards or dyndolod isnt using them

https://drive.google.com/file/d/1l-0tNEFCuEYiKBABHSd8uGILF1FynaQ2/view?usp=sharing - DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp.txt

tldr - some grass doesnt have billboards. made configuration files to force billboard creation. configuration is completely ignored

Edited by tooandrew

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7 hours ago, tooandrew said:

i literally posted a link to the search for similar problems in the post . memory wasnt the only problem, just the first. the main error that kept popping up was framebuffer object unsupported, which there are literally no results for. i also did skim the op, but i didnt see the logs required, so thanks. 

That being said, since i suppose this is the place as texgen is part of dyndolod 3 alpha - texgen, as far as i can tell, is completely ignoring my configuration files. at least, when it opens, they are not listed in configurations loaded, and if i build in dyndolod anyways some models of grass lods are still missing

i followed the instructions here:

https://dyndolod.info/Help/TexGen-Configuration

to make a configuration file to force billboard generation i placed it in the dydndolod resources mod folder so it's loaded in \Data\DynDOLOD when texgen is launched through mo2

i have tried various naming conventions. first i tried 

DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp

this did not work

then i saw that texgen is loading SSE configuration files, so 

DynDOLOD_SSE_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp

then i tried removing the spaces, so 

DynDOLOD_SSE_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp

also DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp

i tried placing it in dyndolod\Edit Scripts\DynDOLOD\Configs

https://drive.google.com/file/d/1h3BMCRFlIcHG-RBV635KD3fyve1Vj4bo/view?usp=sharing - TexGen_TES5VR_log.txt

https://drive.google.com/file/d/1grRI0AbDvP-5h1m4331Gt4VOq4sXer3T/view?usp=sharing  - TexGen_TES5VR_Debug_log.txt

https://drive.google.com/file/d/1xtfh3yqUgzK_wiTjM1r7t-gmAmTF_hpg/view?usp=sharing - DynDOLOD_TES5VR_Debug_log.txt

https://drive.google.com/file/d/1mGE8TN7-C7cCLFTuuDWKBnrK4GSMIZFQ/view?usp=sharing - DynDOLOD_TES5VR_log.txt

https://drive.google.com/file/d/1XnTr0xcfBU_yFyB2lfa_6-Crz-XuedYh/view?usp=sharing - Bugreport.txt - i had some issues with processlasso probalance throttling dyndolod before, that was fixed, but there might be some stuff in here about that

i cleared most of these before the most recent run - but some of them were still too big to be uploaded here or to pastebin

i know grass lods arent supported in vr but it does the same thing in se. either texgen is not making billboards or dyndolod isnt using them

https://drive.google.com/file/d/1l-0tNEFCuEYiKBABHSd8uGILF1FynaQ2/view?usp=sharing - DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp.txt

tldr - some grass doesnt have billboards. made configuration files to force billboard creation. configuration is completely ignored

As explained in the documentation for TexGen configuration files every non-alpha numeric character needs to be stripped from the plugin filename. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

As explained at https://dyndolod.info/Mods/Skyrim-VR, Skyrim VR uses the SSE game mode identifier for settings, configs and rules files.

Conveniently the debug log shows the lines for the possible stitched object LOD textures  configuration files for every plugin:

[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt>

The ones that start with DynDOLOD\ are looked for the in the game's data folder. Always use that location.
Replacing the noalpha/alpha/copy with "Billboards" results in the required filename:
DynDOLOD_SSE_TexGen_Billboards_folkvangrandoriginsofforestgrasspatchesp.txt to put into the the games data DynDOLOD folder, e.g. with the mod.

Always recalculate the object bounds with CK so stuff is picked up automatically. https://dyndolod.info/Help/Object-Bounds

If grass LOD generation is incomplete see  https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#No-Grass-LOD-Check-List

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Posted (edited)
3 hours ago, sheson said:

As explained in the documentation for TexGen configuration files every non-alpha numeric character needs to be stripped from the plugin filename. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

As explained at https://dyndolod.info/Mods/Skyrim-VR, Skyrim VR uses the SSE game mode identifier for settings, configs and rules files.

Conveniently the debug log shows the lines for the possible stitched object LOD textures  configuration files for every plugin:


[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt>

The ones that start with DynDOLOD\ are looked for the in the game's data folder. Always use that location.
Replacing the noalpha/alpha/copy with "Billboards" results in the required filename:
DynDOLOD_SSE_TexGen_Billboards_folkvangrandoriginsofforestgrasspatchesp.txt to put into the the games data DynDOLOD folder, e.g. with the mod.

Always recalculate the object bounds with CK so stuff is picked up automatically. https://dyndolod.info/Help/Object-Bounds

If grass LOD generation is incomplete see  https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#No-Grass-LOD-Check-List

I got the billboard generation to work but it still doesnt appear in game with a new dyndolod build. Regenerated grass cache to no avail.

Edit: just saw the thing about object bounds in the other thread. Will try setting that up tomorrow

Edit2: forgive how dense i am. My reading comprehension is clearly not what it once was

Edited by tooandrew

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34 minutes ago, tooandrew said:

I got the billboard generation to work but it still doesnt appear in game with a new dyndolod build. Regenerated grass cache to no avail.

Edit: just saw the thing about object bounds in the other thread. Will try setting that up tomorrow

If grass LOD generation is incomplete see https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#No-Grass-LOD-Check-List

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How should I go about troubleshooting this issue: textures/lod/mountainslablod.dds generated by TexGen doesn't match the full model textures at all.

Relevant excerpt of load order (next overwrites previous):

  • DynDOLOD Resources Alpha 27
  • Majestic Mountains
  • Majestic Mountains DynDOLOD 3 LOD Pack
  • TexGen Output

mountainslablod.dds as generated byTexGen is overwriting MM DynDOLOD 3 LOD Pack's version (which itself looks good and matches the full model textures), and is looking like a brighter version of DynDOLOD Resources Alpha's vanilla texture.

TexGen's debug log tells me:

Creating <path>\TexGen_Output\textures\lod\mountainslablod.dds from 9 textures

I don't know where to go from there. Before you ask: yes, TexGen is run with the same load order as above and same as used in-game.

Also noteworthy, for example with meshes/lod/rockl05_lod_0.nif:

  • DynDOLOD Resources's version uses the full model texture textures/landscape/mountains/mountainslab02.dds and it looks correct in NifSkope.
  • MM DynDOLOD 3 LOD Pack's version uses the lod texture textures/lod/mountainslablod.dds and it looks wrong in NifSkope (due to the texture mismatch and overwriting by TexGen).

There are related, repeated questions on the MM comments section that remain unanswered. Could we perhaps get a definitive answer:

  • Is MM DynDOLOD 3 LOD Pack still relevant and up to date, or is it obsolete and should no longer be used?
  • Which should overwrite what between DynDOLOD Resources Alpha and MM DynDOLOD 3 LOD Pack?

Full DynDOLOD logs here: https://drive.google.com/file/d/1FRT_3cHSuexygEYiytyw-5RTk3SHhH4L/view?usp=sharing

Thanks.

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3 hours ago, Mousetick said:

How should I go about troubleshooting this issue: textures/lod/mountainslablod.dds generated by TexGen doesn't match the full model textures at all.

Relevant excerpt of load order (next overwrites previous):

  • DynDOLOD Resources Alpha 27
  • Majestic Mountains
  • Majestic Mountains DynDOLOD 3 LOD Pack
  • TexGen Output

mountainslablod.dds as generated byTexGen is overwriting MM DynDOLOD 3 LOD Pack's version (which itself looks good and matches the full model textures), and is looking like a brighter version of DynDOLOD Resources Alpha's vanilla texture.

TexGen's debug log tells me:


Creating <path>\TexGen_Output\textures\lod\mountainslablod.dds from 9 textures

I don't know where to go from there. Before you ask: yes, TexGen is run with the same load order as above and same as used in-game.

Also noteworthy, for example with meshes/lod/rockl05_lod_0.nif:

  • DynDOLOD Resources's version uses the full model texture textures/landscape/mountains/mountainslab02.dds and it looks correct in NifSkope.
  • MM DynDOLOD 3 LOD Pack's version uses the lod texture textures/lod/mountainslablod.dds and it looks wrong in NifSkope (due to the texture mismatch and overwriting by TexGen).

There are related, repeated questions on the MM comments section that remain unanswered. Could we perhaps get a definitive answer:

  • Is MM DynDOLOD 3 LOD Pack still relevant and up to date, or is it obsolete and should no longer be used?
  • Which should overwrite what between DynDOLOD Resources Alpha and MM DynDOLOD 3 LOD Pack?

Full DynDOLOD logs here: https://drive.google.com/file/d/1FRT_3cHSuexygEYiytyw-5RTk3SHhH4L/view?usp=sharing

Thanks.

Have you by chance disabled or renamed the MajesticMountains_Landscape.esm file? Because that's your issue, if so. TexGen contains special rules to handle Majestic Mountains that are loaded when that plugin is enabled.

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My guess is that it's dependent upon the MM version being used. the texture looks right, but the tone looks different. I assume what comes with MM is Darkside or default. I use Lightside, so the texture is lighter, but it looks same with same file name:

image.png

My TexGen one (right) matches the tone of Lightside, but the left one (from the MM LOD pack) does not.

image.png

Never noticed that this texture has 'M M' in the rock :P

PS: I keenly await a response and evaluation of this, because I recall being confused by the MM LOD pack at one point, and I'm way too lazy right now to troubleshoot.

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17 hours ago, sheson said:

im stumped. all the grass has object bounds via ck now, texgen has configuration files, all the billboards are showing up in texgen preview and it's still not displaying in game. some kinds of grass goes out as far as the eye can see, others pop up as i approach.  i tried disabling ignorelargebillboards, i tried halving the MinGrassModelHeight and  MinGrassModelVolume

i wanted to add GRAS to basesignatures but dyndolod errors out when i do that.

also at one point it made a dyndolod.esm that had ai-overhaul.esp as a master, so that's weird.

when i recal'd bounds with ck it said some of them did not have normal maps https://pastebin.com/u7CPVTS2 - could this be why?  does anyone have any more ideas or am i just crap out of luck on this one?

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2 hours ago, DoubleYou said:

Have you by chance disabled or renamed the MajesticMountains_Landscape.esm file? Because that's your issue, if so. TexGen contains special rules to handle Majestic Mountains that are loaded when that plugin is enabled.

Thanks for the tip. MajesticMountains_Landscape.esm is enabled at all times and has not been renamed.

 

42 minutes ago, z929669 said:

My guess is that it's dependent upon the MM version being used. the texture looks right, but the tone looks different. I assume what comes with MM is Darkside or default. I use Lightside, so the texture is lighter, but it looks same with same file name:

image.png

My TexGen one (right) matches the tone of Lightside, but the left one (from the MM LOD pack) does not.

MM LOD Pack's FOMOD has options for 'Main' (normal), Darkside and Lightside to go along with the full model textures in the main mod. You may have chosen different options between the two?

Here are my mountainslablod.dds, DynDOLOD Resources > MM LOD Pack > TexGen:

image.pngimage.pngimage.png

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Hmmm.... Mine matches nearly perfectly (close enough that you would never be able to tell). Perhaps rerun TexGen? 

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1 hour ago, Mousetick said:

Thanks for the tip. MajesticMountains_Landscape.esm is enabled at all times and has not been renamed.

 

MM LOD Pack's FOMOD has options for 'Main' (normal), Darkside and Lightside to go along with the full model textures in the main mod. You may have chosen different options between the two?

Here are my mountainslablod.dds, DynDOLOD Resources > MM LOD Pack > TexGen:

image.pngimage.pngimage.png

You were correct. I had tested the diffs over a year ago and never changed back to Lightside/ Wow. Never noticed this in game, lol.

Here's mine, same order:

image.pngimage.pngimage.png

I have the same LO as you  (with my full mod list aside)

Obviously, the LOD texture has no bearing on TexGen. I'm really not well versed on how DynDOLOD works with these resources.

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1 hour ago, DoubleYou said:

Hmmm.... Mine matches nearly perfectly (close enough that you would never be able to tell). Perhaps rerun TexGen? 

Good for you :) I've had this issue for some time and have run several versions of TexGen since it started. Anyway I just reran it now just in case. No improvement, but I confirmed that the config files are loaded:

Loading configuration files
	...
	<path>\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_majesticmountains_landscapeesm.txt
	<path>\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_majesticmountains_landscapeesm.txt
	...

 

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