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DynDOLOD 3.00 Alpha 182


sheson

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1 hour ago, sheson said:

The respawn flag will most likely not be needed if the copy uses the parent as enable parent. Need to check which flags are really save to keep.

On second thought, I think it's better not to carry it over. First, it wouldn't work: parent and child references being separate references in separate cells, each with their own reset timer, they wouldn't be in sync. Second, the No Respawn flag is useful with "smart" stateful references such as those using ACTI, and therefore would not be needed with dumb stateless static copies.

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Can we get separate folder for edit scripts/dyndolod.ini settings, because after you make some custom changes to them, it's then very unwieldy when upgrading to new version, making sure you don't overwrite these ini files is not an easy task as you have to first unpack stuff, delete the ini files and then copy and replace over. If we had them in separate folder without any .dll files that might had been updated, it would be just as easy as not selecting the appropraite folder during unpacking. @sheson 

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1 hour ago, RainingTacco said:

Can we get separate folder for edit scripts/dyndolod.ini settings, because after you make some custom changes to them, it's then very unwieldy when upgrading to new version, making sure you don't overwrite these ini files is not an easy task as you have to first unpack stuff, delete the ini files and then copy and replace over. If we had them in separate folder without any .dll files that might had been updated, it would be just as easy as not selecting the appropraite folder during unpacking. @sheson 

https://dyndolod.info/Installation-Instructions
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\.

https://dyndolod.info/Updating
Rename the DynDOLOD Standalone folder, for example from C:\Modding\DynDOLOD to C:\Modding\DynDOLOD.OLD
Unpack the new DynDOLOD Standalone using the same original installation path. See Installation Instructions.
If desired, reapply any customized INI settings. Open the old and new ..\DynDOLOD\Edit Scripts\DynDOLOD\[DynDOLOD|TexGen]_[GAME MODE].ini in notepad++ to compare to make sure to not accidentally remove any new INI Settings. If the Changelog does not mention any new or changed INI settings, the old INI can typically just be copied in case any settings were customized.

The download archive does not contain a ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD.ini, so it can not be accidentally overwritten when doings things wrong.

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I ran DynDOLOD on high. It looks fantastic, although the tree LOD is far too bright, especially for yellow aspens. I turned off the ENB and the tree LOD looked perfect, so it's either a problem with the ENB engine, or the specific settings I have. Does anyone know what affects LOD brightness in ENB? I think ambient light does, and probably direct lighting, although I haven't tested that yet. Are there any special instructions for using this with  ENB? I have fixed it locally by significantly reducing both brightness and saturation directly on the texture file, and now it looks ok. Are all the ENB users doing something like this?

Edited by ArdentKumquat
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6 minutes ago, ArdentKumquat said:

I ran DynDOLOD on high. It looks fantastic, although the tree LOD is far too bright, especially for yellow aspens. I turned off the ENB, and the tree LOD looked perfect, so it's either a problem with the ENB engine, or the specific settings I have. Does anyone know what affects LOD brightness in ENB? I think ambient light does, and probably direct lighting, although I haven't tested that yet. Are there any special instructions for using this with  ENB? I have fixed it locally by significantly reducing both brightness and saturation directly on the texture file, and now it looks ok. Are all the ENB users doing something like this?

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

Ask ENB related questions on the ENB forum or discord as whatever it does to tree LOD is unrelated to the tool, if any, that was used to generate tree LOD.

https://dyndolod.info/FAQ#Billboard-tree-LOD-does-not-match-close-up-full-model-trees
If the billboard tree LOD seems overly dark or bright, use the billboard brightness setting of the advanced mode to account for lighting changes made by ENBs or weather mods.

https://dyndolod.info/Help/Advanced-Mode#Tree-LOD
Negative Billboard Brightness values will make the billboard tree LOD darker, while positive values will make it brighter.

Also see https://dyndolod.info/Help/TexGen#Direct-Ambient-Smoothness

Consider to use https://dyndolod.info/Help/Ultra-Tree-LOD with 3D tree LOD models and/or HD Tree LOD billboards.
Consider generating HD Tree LOD billboards with normal map textures for better looking tree LOD that reacts more naturally to lighting than standard tree LOD.

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32 minutes ago, sheson said:

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

Ask ENB related questions on the ENB forum or discord as whatever it does to tree LOD is unrelated to the tool, if any, that was used to generate tree LOD.

https://dyndolod.info/FAQ#Billboard-tree-LOD-does-not-match-close-up-full-model-trees
If the billboard tree LOD seems overly dark or bright, use the billboard brightness setting of the advanced mode to account for lighting changes made by ENBs or weather mods.

https://dyndolod.info/Help/Advanced-Mode#Tree-LOD
Negative Billboard Brightness values will make the billboard tree LOD darker, while positive values will make it brighter.

Also see https://dyndolod.info/Help/TexGen#Direct-Ambient-Smoothness

Consider to use https://dyndolod.info/Help/Ultra-Tree-LOD with 3D tree LOD models and/or HD Tree LOD billboards.
Consider generating HD Tree LOD billboards with normal map textures for better looking tree LOD that reacts more naturally to lighting than standard tree LOD.

You can't simply darken the tree LOD. It becomes extremely saturated. You would also need an option for saturation adjustment to achieve proper results. I will look into the Ultra Tree LOD. Thanks.

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11 minutes ago, ArdentKumquat said:

You can't simply darken the tree LOD. It becomes extremely saturated. You would also need an option for saturation adjustment to achieve proper results. I will look into the Ultra Tree LOD. Thanks.

Changing tree LOD brightness in xLODGen before DynDOLDO was a thing usually works for everybody since Skyrim LE.
Other than that there are also the mentioned controls in TexGen.

Sounds like a problem with the ENB preset or its requirements (specific weather mod or tree mod for example). Standard tree LOD lighting always works the same way regardless of what the diffuse texture depicts.

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Just now, ks182 said:
hi, are you having an error with MarkarthWorld?

I was just making a post here to report that Alpha-143 crashes right when it starts processing MarkarthWorld with the error message "Duplicates not allowed while processing Skyrim.esm [REFR:000186D4] (places DweClutterArchSmall01 [STAT:00074EBB] in GRUP Cell Temporary Children of MarkarthMines [CELL:00020EED] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -43,0))." I guess it makes me feel better that I'm not the only one, haha.

Bugreport and log are included in the post, debug log is here ( https://drive.google.com/file/d/1xqXOOws2cRTsz84CXla3SSalXXQrerwa/view?usp=sharing ) due to file size.

DynDOLOD_SSE_log.txt bugreport.txt

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[Window Title]
DynDOLOD

[Main Instruction]
Error: Duplicates not allowed while processing Skyrim.esm [REFR:000186C0] (places DweClutterArchSmall01 [STAT:00074EBB] in GRUP Cell Temporary Children of MarkarthKeep [CELL:00020EEA] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,1))

[Content]


Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

https://www.dropbox.com/t/NbVdXTU2DKQiiKix

 

 

 

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2 hours ago, ks182 said:

hi, are you having an error with MarkarthWorld?

Yep :(

[06:40] [MarkarthWorld] Processing 2791 references
[07:36] Duplicates not allowed while processing Skyrim.esm [REFR:000186C5] (places DweClutterArchSmall01 [STAT:00074EBB] in GRUP Cell Temporary Children of MarkarthKeep [CELL:00020EEA] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,1))
[07:36] LODGenx64Win.exe generated object LOD for DLC2SolstheimWorld successfully
[07:36] Waiting for LODGenx64Win.exe generating object LOD for Tamriel.
[29:10] LODGenx64Win.exe generated object LOD for Tamriel successfully
[29:10] Created a summary of log messages C:\Modding\Tools\DynDOLOD\Summary\DynDOLOD_Index.html.
Duplicates not allowed while processing Skyrim.esm [REFR:000186C5] (places DweClutterArchSmall01 [STAT:00074EBB] in GRUP Cell Temporary Children of MarkarthKeep [CELL:00020EEA] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,1))
Error: Duplicates not allowed while processing Skyrim.esm [REFR:000186C5] (places DweClutterArchSmall01 [STAT:00074EBB] in GRUP Cell Temporary Children of MarkarthKeep [CELL:00020EEA] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -44,1))

https://drive.google.com/drive/folders/1aJ9vT7S2HEOVsB_1CrIzJXzbu9cVnVrY?usp=sharing

Edited by Hardwehr
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