Jump to content

DynDOLOD 3.00 Alpha 169


sheson

Recommended Posts

22 minutes ago, FinalCraneFall said:

I still cannot get Occulation.esp. When I run Occulation only the output is DynDOLOD.esp.

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

If you want to generate an Occlusion.esp, check the boxes Occlusion Data and Plugin on the Advanced Mode options accordingly. https://dyndolod.info/Help/Occlusion-Data#Generation and https://dyndolod.info/Help/Occlusion-Data.

Link to comment
Share on other sites

so i followed all of your steps for setting up the mod. installed everything added the tools to vortex. i cant get it to launch im selecting the right edition. it keeps telling me a file is missing. i reinstalled the mod a few times to see if something was missed. this is the error message i keep getting for tex gen and dyndolod. ill post the log as well.

[Main Instruction]
Error: File not found C:\DynDOLOD 3\Edit Scripts\DynDOLOD\hardcoded\Skyrim.Hardcoded.dat.

TexGen_SSE_Debug_log.txt DynDOLOD_SSE_Debug_log.txt

Link to comment
Share on other sites

30 minutes ago, Ryliaya said:

so i followed all of your steps for setting up the mod. installed everything added the tools to vortex. i cant get it to launch im selecting the right edition. it keeps telling me a file is missing. i reinstalled the mod a few times to see if something was missed. this is the error message i keep getting for tex gen and dyndolod. ill post the log as well.

[Main Instruction]
Error: File not found C:\DynDOLOD 3\Edit Scripts\DynDOLOD\hardcoded\Skyrim.Hardcoded.dat.

TexGen_SSE_Debug_log.txt 1.5 kB · 0 downloads DynDOLOD_SSE_Debug_log.txt 1.53 kB · 0 downloads

The error message "file not found" is self explanatory. The file is required for the tools to function. The file is part of the DynDOLOD 3 Alpha download archive. As explained use 7-Zip from https://www.7-zip.org/ to unpack the entire archive keeping the file and folder structure intact. Make sure the archive downloaded completly.

https://dyndolod.info/Installation-Instructions
Install 7-Zip
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\.

Link to comment
Share on other sites

Hello, I have an interesting problem. In Markarth, if I go to the Cidhna Mine entrance, walk towards the loading zone, then turn around back towards the city, I get this weird object blocking my view. Clicking on it in the console says it is Tamriel_Underside and created/edited by DynDOLOD. I haven't added any mods that change landscape or objects

 

Here are screenshots: 

https://i.imgur.com/28BrmM2.png

https://i.imgur.com/23CPGkn.png

Link to comment
Share on other sites

9 hours ago, dragsville said:

Hello, I have an interesting problem. In Markarth, if I go to the Cidhna Mine entrance, walk towards the loading zone, then turn around back towards the city, I get this weird object blocking my view. Clicking on it in the console says it is Tamriel_Underside and created/edited by DynDOLOD. I haven't added any mods that change landscape or objects

 

Here are screenshots: 

https://i.imgur.com/28BrmM2.png

https://i.imgur.com/23CPGkn.png

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

After selecting the terrain underside and executing "disable" in the console everything is fine?

Link to comment
Share on other sites

I wrote a DynDOLOD 3 tutorial (sort of, not my proudest work) some time ago on a Chinese forum. Some Chinese players have been asking questions about DynDOLOD in that thread and I try my best to answer them. Yesterday someone encountered a strange visual glitch with lod trees which looked like this:

sodapdf-converted.thumb.jpg.2c7ab4e1101ff5de908837922a421c97.jpg

According to them, these strange black blocks would turn to normal lod trees when seen up close with tfc, but at a distance they would look like this. This only happened to snow pines, not other trees, apparently. They also claimed they ran DynDOLOD several times (with changed load order) and that was the first time they ever saw this. I'm not sure what could have caused this, so I figured I should ask here. The link to the logs: https://anonfiles.com/A0e1zfl1zd/Logs_0415_rar

Link to comment
Share on other sites

32 minutes ago, heheloveer said:

I wrote a DynDOLOD 3 tutorial (sort of, not my proudest work) some time ago on a Chinese forum. Some Chinese players have been asking questions about DynDOLOD in that thread and I try my best to answer them. Yesterday someone encountered a strange visual glitch with lod trees which looked like this:

sodapdf-converted.thumb.jpg.2c7ab4e1101ff5de908837922a421c97.jpg

According to them, these strange black blocks would turn to normal lod trees when seen up close with tfc, but at a distance they would look like this. This only happened to snow pines, not other trees, apparently. They also claimed they ran DynDOLOD several times (with changed load order) and that was the first time they ever saw this. I'm not sure what could have caused this, so I figured I should ask here. The link to the logs: https://anonfiles.com/A0e1zfl1zd/Logs_0415_rar

Looks like 3rd party billboard texture that does not have an alpha channel. Log shows that there are third party billboards installed. TexGen output should overwrite anything else.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game Screenshots
...
When making screenshots of things in the game, open console and click the object in question to show its reference form ID.
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.
If making screenshots of the LOD area, also make screenshots of the close-up object as explained above.

The base record form ID is part of the billboard filename. Check TexGen log if it generated a billboard for it.

Could also be the trunk billboard for a 3D tree LOD model. Then look up the base record form id in DynDOLOD_SSE_Object_Report.txt ro see what 3D tree LOD model was used. Then check if/why TexGen did not generate that trunk billboard texture.

Link to comment
Share on other sites

22 minutes ago, sheson said:

Looks like 3rd party billboard texture that does not have an alpha channel. Log shows that there are third party billboards installed. TexGen output should overwrite anything else.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game Screenshots
...
When making screenshots of things in the game, open console and click the object in question to show its reference form ID.
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.
If making screenshots of the LOD area, also make screenshots of the close-up object as explained above.

The base record form ID is part of the billboard filename. Check TexGen log if it generated a billboard for it.

Well, I did tell them to remove all 3rd party billboards and to overwrite everything with TexGen output, though I'm not sure how much they listened. They said they didn't install the billboards provided on S3D Trees' page but I just found out the 3D lod resources on that page also contain billboards (with wrong file paths) for some unfathomable reason. In any case I just told them to find the form ID of that tree type and check it against the TexGen logs, though I'm not sure when they will reply.

In the meantime I want to ask, if 3rd party billboards are typically overwritten by TexGen output, in what cases would the 3rd party billboards be used by DynDOLOD?

Link to comment
Share on other sites

42 minutes ago, heheloveer said:

Well, I did tell them to remove all 3rd party billboards and to overwrite everything with TexGen output, though I'm not sure how much they listened. They said they didn't install the billboards provided on S3D Trees' page but I just found out the 3D lod resources on that page also contain billboards (with wrong file paths) for some unfathomable reason. In any case I just told them to find the form ID of that tree type and check it against the TexGen logs, though I'm not sure when they will reply.

In the meantime I want to ask, if 3rd party billboards are typically overwritten by TexGen output, in what cases would the 3rd party billboards be used by DynDOLOD?

MO2, right window, data tab, any files in textures\terrain\lodgen\ other than from TexGen Output should be removed.

For any case there are 3rd party billboards for which TexGen does not automatically create billboards. Like shrubs, bushes, objects bounds too small etc.

Link to comment
Share on other sites

5 hours ago, sheson said:

MO2, right window, data tab, any files in textures\terrain\lodgen\ other than from TexGen Output should be removed.

For any case there are 3rd party billboards for which TexGen does not automatically create billboards. Like shrubs, bushes, objects bounds too small etc.

It's been a long time since I last used that feature of MO2 and it's indeed useful in this case, thanks for the reminders.

I just had a conversation with that user and it seems TexGen did generate that particular billboard, though it most likely overwrote the 3rd party billboard which has a wrong file path. Not sure how this affected things. They seemed to have some trouble understanding not everything included in a zip file named "3D tree lod resources" is a 3D tree lod resource, but now hopefully they have already deleted those pesky 3rd party billboards (and nothing else) and is running TexGen/DynDOLOD anew. If the problem still persists, I'll ask them to check the object report and see if there's anything useful there.

Link to comment
Share on other sites

I'm getting a lot of LOD which won't go away in Whiterun Exteriors.

Can you please help me figure out what might be wrong?

Spoiler

271730252_SkyrimSE2023-04-1514-33-14-26.thumb.jpeg.6a1a98bd799215108f3a46e98aff109b.jpeg191018807_SkyrimSE2023-04-1514-32-38-56.thumb.jpg.69e88a50ea2b3f231517b7deef92822e.jpg1380273958_SkyrimSE2023-04-1514-29-36-21.thumb.jpg.308c7577647e1f583c3460398cdc93a0.jpg

 

After setting uLargeRefLODGridSize to 5 and disabling reference fix in MCM, the draw bridge LOD becomes funny. Others stay the same.

image.thumb.jpeg.0bcda3a88a80e1bc88fc523d0408dbba.jpeg

I get it consistently by:

Alternate start -> Riverwood inn -> run to Whiterun -> find a lot of LOD on top of the models

The affected models are very consistent across new character and DynDOLOD regeneration

 

Things I've tried:

I confirmed DynDOLOD_SSE.ini had always been Expert=1 and Level32=1

Turned down the fBlockLevel0Distance setting in SkyrimPref.ini

Set uLargeRefLODGridSize to 5 and deselected reference fix in DynDOLOD MCM

        The LODs along the river unloads properly, but others still have the issues.

 

I know it's DynDOLOD related because disabling the DynDOLOD output folder in MO2 solves the problem. 

 

Log file Upload files for free - Logs.zip - ufile.io

Bug report file https://ufile.io/5az7qzs0

 

 

 

Link to comment
Share on other sites

9 hours ago, yxzhang said:

I'm getting a lot of LOD which won't go away in Whiterun Exteriors.

Can you please help me figure out what might be wrong?

  Hide contents

271730252_SkyrimSE2023-04-1514-33-14-26.thumb.jpeg.6a1a98bd799215108f3a46e98aff109b.jpeg191018807_SkyrimSE2023-04-1514-32-38-56.thumb.jpg.69e88a50ea2b3f231517b7deef92822e.jpg1380273958_SkyrimSE2023-04-1514-29-36-21.thumb.jpg.308c7577647e1f583c3460398cdc93a0.jpg

 

After setting uLargeRefLODGridSize to 5 and disabling reference fix in MCM, the draw bridge LOD becomes funny. Others stay the same.

image.thumb.jpeg.0bcda3a88a80e1bc88fc523d0408dbba.jpeg

I get it consistently by:

Alternate start -> Riverwood inn -> run to Whiterun -> find a lot of LOD on top of the models

The affected models are very consistent across new character and DynDOLOD regeneration

 

Things I've tried:

I confirmed DynDOLOD_SSE.ini had always been Expert=1 and Level32=1

Turned down the fBlockLevel0Distance setting in SkyrimPref.ini

Set uLargeRefLODGridSize to 5 and deselected reference fix in DynDOLOD MCM

        The LODs along the river unloads properly, but others still have the issues.

 

I know it's DynDOLOD related because disabling the DynDOLOD output folder in MO2 solves the problem. 

 

Log file Upload files for free - Logs.zip - ufile.io

Bug report file https://ufile.io/5az7qzs0

Verify this is object LOD that goes away by typing tll in console.
Set uLockedObjectMapLOD=16 in all INIs that set it to 32, including A Clear Map of Skyrim.ini

If that does not change anything, test if it also happens without  Season Of Skyrims switching LOD files.

Link to comment
Share on other sites

17 hours ago, heheloveer said:

It's been a long time since I last used that feature of MO2 and it's indeed useful in this case, thanks for the reminders.

I just had a conversation with that user and it seems TexGen did generate that particular billboard, though it most likely overwrote the 3rd party billboard which has a wrong file path. Not sure how this affected things. They seemed to have some trouble understanding not everything included in a zip file named "3D tree lod resources" is a 3D tree lod resource, but now hopefully they have already deleted those pesky 3rd party billboards (and nothing else) and is running TexGen/DynDOLOD anew. If the problem still persists, I'll ask them to check the object report and see if there's anything useful there.

Welp, it seems the user deleted the 3rd party billboards and got rid of the wrong path file errors but the problem persisted. They were frustrated and decided to switch to HLT, which has full DynDOLOD 3 support thanks to z929669. This time they encountered no such problem and thus the case is closed. We'll never get to know where exactly did the problem lie, but I guess it can't be helped.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.