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DynDOLOD 3.00 Alpha 169


sheson

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The grass lod reflects light much more strongly than the actual grass. Here are screenshots taken at the same time of day (morning), one facing East and the other facing West.

Here we are facing east (towards the sun)
image.thumb.jpeg.b41c73fa852648479153606b0b1a62b9.jpeg
 As can be seen, it is quite difficult to distinguish between the grass lod (left) and the actual grass (right)

Here we are facing west (away from the sun)
image.thumb.jpeg.f11f094d435b52e7afdc09ea5af1e7bd.jpeg
 For some reason, the lod grass reflects the light shining on it much more than the actual grass.

Moreover, as the day progresses, the shadows recede from the normal grass, and they have similar brightness
 to the grass lod again.
https://imgur.com/VWNZiMc

I am not sure what is the reason for this. if this is due to the inability for shadows to affect grass lods, or something else. I am using complex grass lods, I have disabled backlighting, and in texgen I have set direct lighting to 0, ambient to 100 and smoothness to 10. I am using cabbage enb with NAT3 and EVLas, and I am using QW2's grass mod

Any suggestions on what I can tweak to solve this issue?

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14 minutes ago, dfdghnm said:

The grass lod reflects light much more strongly than the actual grass. Here are screenshots taken at the same time of day (morning), one facing East and the other facing West.

Here we are facing east (towards the sun)
image.thumb.jpeg.b41c73fa852648479153606b0b1a62b9.jpeg
 As can be seen, it is quite difficult to distinguish between the grass lod (left) and the actual grass (right)

Here we are facing west (away from the sun)
image.thumb.jpeg.f11f094d435b52e7afdc09ea5af1e7bd.jpeg
 For some reason, the lod grass reflects the light shining on it much more than the actual grass.

Moreover, as the day progresses, the shadows recede from the normal grass, and they have similar brightness
 to the grass lod again.
https://imgur.com/VWNZiMc

I am not sure what is the reason for this. if this is due to the inability for shadows to affect grass lods, or something else. I am using complex grass lods, I have disabled backlighting, and in texgen I have set direct lighting to 0, ambient to 100 and smoothness to 10. I am using cabbage enb with NAT3 and EVLas, and I am using QW2's grass mod

Any suggestions on what I can tweak to solve this issue?

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

https://dyndolod.info/Help/Grass-LOD
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*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* 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. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

https://dyndolod.info/How-LOD-Works
LOD does not cast or receive shadows. This can be mitigated by the ENB distant shadow effect.

By default complex grass already uses DynDOLOD_flat_4x2alt1_lod.nif which should not have any backlighting.

Changing settings TexGen applies to the grass LOD billboard textures. Textures typically do not change in the game. So just like the brighntess INI settings, they always apply.

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6 hours ago, dfdghnm said:

The grass lod reflects light much more strongly than the actual grass. Here are screenshots taken at the same time of day (morning), one facing East and the other facing West.

Here we are facing east (towards the sun)
image.thumb.jpeg.b41c73fa852648479153606b0b1a62b9.jpeg
 As can be seen, it is quite difficult to distinguish between the grass lod (left) and the actual grass (right)

Here we are facing west (away from the sun)
image.thumb.jpeg.f11f094d435b52e7afdc09ea5af1e7bd.jpeg
 For some reason, the lod grass reflects the light shining on it much more than the actual grass.

Moreover, as the day progresses, the shadows recede from the normal grass, and they have similar brightness
 to the grass lod again.
https://imgur.com/VWNZiMc

I am not sure what is the reason for this. if this is due to the inability for shadows to affect grass lods, or something else. I am using complex grass lods, I have disabled backlighting, and in texgen I have set direct lighting to 0, ambient to 100 and smoothness to 10. I am using cabbage enb with NAT3 and EVLas, and I am using QW2's grass mod

Any suggestions on what I can tweak to solve this issue?

Also see this sticky post.

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11 hours ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool is being terminated and can not write its log files.

Use search https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Searchhttps://stepmodifications.org/forum/search/?q=nvoglv64.dll&quick=1&type=forums_topic&nodes=223&updated_after=any&sortby=newest

Add RenderSingle=1 under [TexGen] in D:\Utilities\DynDOLOD 3\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference. It helped other people in the past that also had an exception in the NVIDIA driver nvoglv64.dll

sheson,

Read the notes you posted, added RenderSingle=1 and that actually got me a bit further;  It started generating textures, but then ctd silently.  Read up more and this is what I ended up putting in my TexGen_SSE.ini.    

At the very bottom of the ini file, under [TexGen] section, added these and it worked for me.

LockTexconv=1        ;when I added just this.. nothing changed = still silently ctd 
RealTimeLog=1        ; added this to generate log
RenderSingle=1       ; adding this alone let me start to generate textures, but then silently ctd. it did generate a log report.  
RenderTexturesSingleThread=1     ;read up some more and someone suggested adding this line as well,  once I did, no log reports and it got to the end giving me a popup to save/zip/exit. 

Thank you sheson!  major kudos!

Happy modding,

-Mush-

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Hi, I noticed that in recent versions of DynDOLOD there is norbridgewoodplanks01 lod which creates floating lods (for example, at Valtheim Towers). The support beams have no logs, will they be added in the future? Thanks for your work, guys.

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6 hours ago, Farsveinn said:

Hi, I noticed that in recent versions of DynDOLOD there is norbridgewoodplanks01 lod which creates floating lods (for example, at Valtheim Towers). The support beams have no logs, will they be added in the future? Thanks for your work, guys.

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

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots.

See https://dyndolod.info/FAQ "Something does not have LOD"

The LOD model norbridgewoodplanks01_lod_0.nif is part of DynDOLOD Resources at least since 2015, so if something only started to happen recently it is probably because of mods or if something changed.

Smaller often not having LOD assets (yet or ever) is pretty normal, too.

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On 6/28/2023 at 11:35 PM, sheson said:

Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugrepost.txt (if it exists) to upload when making posts.

TexGen is probably waiting for a TexConv process to finish.

Add LockTexconv=1 under [TexGen] in B:\Mods\Skyrim\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything.
It helped users with the same problem a couple pages back where TexGen seems to be stuck or stopped.

I added LockTexconv=1 but it still ended up freezing while trying to make a billboard for a tree from nature of the wildlands I believe.  I ended up getting it to work by unchecking the "render" and "ultra trees" boxes on the texgen 64 option page. I forgot to upload the text report beforehand but if it's still in there from earlier attempts I can come back and add it if it helps. 

Edited by Poncington
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11 hours ago, Poncington said:

I added LockTexconv=1 but it still ended up freezing while trying to make a billboard for a tree from nature of the wildlands I believe.  I ended up getting it to work by unchecking the "render" and "ultra trees" boxes on the texgen 64 option page. I forgot to upload the text report beforehand but if it's still in there from earlier attempts I can come back and add it if it helps. 

Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugrepost.txt (if it exists) to upload when making posts. Or enable the realtime log if no logs are created.

By not generating certain group of textures you did not get anything to work. You just ignored the issue and did not generate certain textures.

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On 7/2/2023 at 12:13 AM, Farsveinn said:

Hi, I noticed that in recent versions of DynDOLOD there is norbridgewoodplanks01 lod which creates floating lods (for example, at Valtheim Towers). The support beams have no logs, will they be added in the future? Thanks for your work, guys.

I noticed that a while ago too, and it bothered me that most of the structure on Valtheim Towers is missing, at least in the very first LOD stage (these beams are too small for any further distances) so I made a very minimalistic LOD mesh for that one beam type. I uploaded it here.

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3 hours ago, kaska said:
Hello. I have a problem in helgen with farmhouse. When I start a new game the destroyed farmhouses are replaced with normal farmhouses . this problem occurs after generating dynDOLOD
rtutftu.thumb.jpg.b31b6aba8373366cae4a51b1a7763557.jpg
when I uncheck DynDOLOD Output in mo2 farmhouse is as it should be
Screen-Shot0.thumb.png.01a7622cf68f904e60fc64e11415b218.png
Very please can you tell me how I can fix this problem?

Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload.

"Start a new game" means the vanilla intro with the dragon attack?

Check with xEdit if a plugin other than DynDOLOD.esm overwrites 0008C16E in Skyrim.esm. Also check if any plugin overwrites 000AD3AE in Skyrim.esm.

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43 minutes ago, sheson said:

"Start a new game" means the vanilla intro with the dragon attack?

 

Yes

43 minutes ago, sheson said:

Check with xEdit if a plugin other than DynDOLOD.esm overwrites 0008C16E in Skyrim.esm. Also check if any plugin overwrites 000AD3AE in Skyrim.esm.

can you tell me step by step how to check it in xedit?Very please,  I've never done it before

here's the my debug log - https://mega.nz/file/MBRjxJYC#bnIYLCCPIdC2wnZmW2IkklNfoN40y0Z14E0VpqaZ1s0

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11 minutes ago, kaska said:

Yes

can you tell me step by step how to check it in xedit?Very please,  I've never done it before

here's the my debug log - https://mega.nz/file/MBRjxJYC#bnIYLCCPIdC2wnZmW2IkklNfoN40y0Z14E0VpqaZ1s0

Install SSEEdit.exe and add it to the MO2 executable and start it from the drop down similar to TexGen/DynDOLOD.
It should have all plugins already selected to load. So just OK the "Module Selection" window.
Wait for "Background Loader: finished" in the right windows "Messages" tab. First time may take a bit. it will cache some things for later.
Enter (copy/paste) the form ID 0008C16E into the FormID field top left and hit Enter key. The right window will switch to the "View" tab and show the record and a column for each plugin overwriting it. The most right listed plugin is the last to overwrite and "winning". I expect it to show Skyrim.esm and DynDOLOD.esm for a vanilla load order.

Do the same for form ID 000AD3AE, which I expect to only show Skyrim.esm for a vanilla load order.

If something overwrites either record or not, helps determining the next troublehsooting step.

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10 minutes ago, sheson said:

Zainstaluj SSEEdit.exe i dodaj go do pliku wykonywalnego MO2 i uruchom z listy rozwijanej podobnie jak TexGen/ DynDOLOD.
Powinien mieć już wybrane wszystkie wtyczki do załadowania. Więc po prostu OK okno „Wybór modułu”.
Poczekaj na komunikat „Background Loader: gotowy” w zakładce „Wiadomości” w prawym oknie. Pierwszy raz może trochę potrwać. zapisze w pamięci podręcznej niektóre rzeczy na później.
Wprowadź (skopiuj/wklej) identyfikator formularza 0008C16E w polu FormID w lewym górnym rogu i naciśnij klawisz Enter. Prawe okno przełączy się na zakładkę „Widok” i pokaże rekord oraz kolumnę dla każdej wtyczki nadpisującej. Wtyczka znajdująca się najbardziej po prawej stronie jest ostatnią, która nadpisuje i „wygrywa”. Oczekuję, że pokaże Skyrim.esm i DynDOLOD .esm dla zwykłego zamówienia ładowania.

Zrób to samo dla formularza o identyfikatorze 000AD3AE, który, jak oczekuję, pokaże Skyrim.esm tylko dla zamówienia ładowania waniliowego.

Thank you very much for the explanation
from what I can see no other plugins overwrite 0008C16E and 000AD3AE

gvhgh.thumb.png.832184b547a4d07a14d5a9d1d06d9367.pnghjygjghj.thumb.png.59de2cde2f2453f10a4ca3985d059c80.png

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