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DynDOLOD 3.00 Alpha 169


sheson

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7 hours ago, ethqnm said:

Getting the white mountain LODs issue. Tried using vanilla snow shaders/disabling other mods but no difference.

There's mentions about how vertex color alpha controls the snow LOD shader.

Am I blind, or is this missing from some of the generated .btos? I have included one that I generated that should have snow on all of the mountain parts. Here are the logs if that helps at all.

https://ufile.io/f/gbdwc

Tamriel.4.12.-16.bto 1.38 MB · 1 download

You installed the Majestic Mountains DynDOLOD V3.0 LOD Pack (all versions), right? Are any of them being overwritten by other mods?

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5 hours ago, koopastroopas said:

Hello Sheson, today I updated to the new upload of Dyndo on Nexus. I am getting this tree floating in the sky outside of Whiterun. I use Happy Little Trees mod and I haven't ever had an issue like this before. I have ran Texgen and Dyndo multiple times now with HD(ultra) Lod settings and default settings but the problem remains. If I disable the tree, it more often than not comes back lolimage.thumb.jpeg.f6b047ec0d4a396d376446c7624ba5b2.jpeg

Read the first post which log and debug log to upload when making posts.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make screenshots with useful information in them.

https://dyndolod.info/FAQ "Out of place or floating objects"
Wild edit added by a plugin. Get the plugin and reference form ID via the console in the game. Check the DynDOLOD log messages for Potentially wild edit reference with z = 0.0. Look up the form id in xEdit and remove the reference, clean the plugin afterwards. Notify mod author. If the reference is added by a DynDOLOD plugin, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this reference originates.
Check the log messages for deleted references. Check plugins for errors and clean them from ITMs or deleted references. See xEdit Cleaning and Error Checking.

https://dyndolod.info/Messages/Potentially-Wild-Edit-Reference
https://dyndolod.info/Messages/Deleted-Reference

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1 hour ago, mrshadoo said:

Read the first post which debug log to also upload when making posts.

Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt

Also upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Falskaar.txt

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3 hours ago, sheson said:

Read the first post which debug log to also upload when making posts.

Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt

Also upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Falskaar.txt

sorry I missed those out ! https://www.mediafire.com/file/vasqn3kim3kku1y/LODS.rar/file

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2 hours ago, mrshadoo said:

Everything looks in order with the ultra tree LOD generation.
Double check the generated object LOD meshes in \Meshes\Terrain\Falskaar\Objects\*.bto from the DynDOLOD output are installed, active and not being overwritten by anything else.

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2 hours ago, floskan said:

The latest version of texgen gives me an error telling me that a texture is missing from a completely vanilla Fallout 4 installation, while it works perfectly with earlier versions.

TexGen_FO4_log.txt 7.47 kB · 2 downloads

TexGen_FO4_Debug_log.txt 25.7 kB · 0 downloads

It should be using FlatWhite01_d.DDS instead. Will be fixed next version.

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Hello! I am trying DynDOLOD for the first time for a few season mods that I want to add to my Skyrim SE mod list. I've watched the step-by-step videos, and installed everything correctly (to my knowledge) and I am getting a lot of Warning messages when I run DynDOLOD. I don't when running TexGen, which make my think I'm doing something wrong... The warning messages are for different mods that I have installed and all start with "Overwritten large reference in [name of mod]". Is this normal or am I doing something wrong? It's all mods that add new textures to the game, but I want to make sure I'm running this correctly so I don't super mess up my mod list. 

 

Any advice would be much appreciated!

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58 minutes ago, AutumnFox94 said:

Hello! I am trying DynDOLOD for the first time for a few season mods that I want to add to my Skyrim SE mod list. I've watched the step-by-step videos, and installed everything correctly (to my knowledge) and I am getting a lot of Warning messages when I run DynDOLOD. I don't when running TexGen, which make my think I'm doing something wrong... The warning messages are for different mods that I have installed and all start with "Overwritten large reference in [name of mod]". Is this normal or am I doing something wrong? It's all mods that add new textures to the game, but I want to make sure I'm running this correctly so I don't super mess up my mod list. 

 

Any advice would be much appreciated!

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts.

Check https://dyndolod.info/Messages for the explanations of log messages, warning and errors and the severity and if they require action. For example https://dyndolod.info/Messages/Overwritten-Large-Reference

Check the summary (..\DynDOLOD\Summary\DynDOLOD_Index.html) which consolidates many of the same log messages into an easier to browse format with the explanations. https://dyndolod.info/Help/Summary-Of-Messages

The well known large reference bugs caused by plugins are explained at https://dyndolod.info/Help/Large-References, including explanations for mod authors how to make plugins that do not cause the bugs (ignored by some mod authors for over half a decade) and a link to the experimental workarounds https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

If further explanations for a problem or how to solve them are needed, ask specific questions and provide the logs as explained in the first post.

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10 hours ago, sheson said:

You installed the Majestic Mountains DynDOLOD V3.0 LOD Pack (all versions), right? Are any of them being overwritten by other mods?

That works but it's a band-aid fix for I'm trying to do. I have some of the meshes painted white (R=1,B=1,G=1) but DynDOLOD appears to delete them with the generated .btos, which throws out the vertex color alphas as well.

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2 hours ago, ethqnm said:

That works but it's a band-aid fix for I'm trying to do. I have some of the meshes painted white (R=1,B=1,G=1) but DynDOLOD appears to delete them with the generated .btos, which throws out the vertex color alphas as well.

Why is using the LOD models included in the Majestic Mountains DynDOLOD V3.0 LOD Pack (all versions) a band-aid fix? Why are they being overwritten or changed? There is something you are not telling us.

If the vertex RGB colors of a combined supermesh are all > 0.9 they are optimized away by LODGen. So far regardless of alpha channel values, since LOD models using the HD snow/ash shader always have vertex colors with at least one color channel less than 0.9.

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Howdy, I use DynDOLOD for a long time and never had any issues, yesterday I've changed my combination of textures (Replaced many with Parallax versions) and generated a new output from DynDOLOD, since then all games saved with this new output causes a crash on loading the save. Here is the crash log (It has the call stack and load order afterwards):

https://pastebin.com/y44VhsTQ

It is a very strange issue, because I can load or start any games without a problem, the LODS are working amazingly, and even if I make the save inside a small cell where there are no LODs, I still get the crash issue when loading it. When I turn off my new DynDOLOD output, I can save and reload without an issue.

The new output was generated using the exact same parameters as my previous output.

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