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DynDOLOD 3.00 Alpha 169


sheson

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10 hours ago, Blackread said:

The dyndolod website states the following:

If the full model texture uses alpha, will the parts of the texture below the threshold always be transparent, even if the LOD model in question doesn't have a NiAlphaProperty in the block that uses said texture? So if I don't want the texture to be transparent at all, is the only way to make a dedicated object LOD texture without alpha?

Object LOD has hardcoded alpha testing with a threshold of 128. If you do not want something to have transparency, the alpha channel needs to be removed from the texture.

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51 minutes ago, sheson said:

Object LOD has hardcoded alpha testing with a threshold of 128. If you do not want something to have transparency, the alpha channel needs to be removed from the texture.

Excellent, thank you. :)

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Hi Sheson, obviously I can't extract DynDOLOD to the following paths; Program Files, Program Files (x86), User, Documents, Desktop, Download. But I'm also unable to have DynDOLOD work by creating a new folder for the C Drive or putting it in my Games Drive... This is my first time trying to start up DynDOLOD so getting guidance from someone like you or any moderators here will be great. 

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49 minutes ago, skyrimfreak360 said:

Hi Sheson, obviously I can't extract DynDOLOD to the following paths; Program Files, Program Files (x86), User, Documents, Desktop, Download. But I'm also unable to have DynDOLOD work by creating a new folder for the C Drive or putting it in my Games Drive... This is my first time trying to start up DynDOLOD so getting guidance from someone like you or any moderators here will be great. 

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

If there is a message, use the Copy message to clipboard and paste the message as explained in the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

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\.

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DynDOLOD 3.0 Alpha-167 - Skyrim Special Edition (SSE) (6EE27493) starting session 2024-03-17 22:24:56

The Source Code Form of this program is subject to the terms of the Mozilla Public License, v. 2.0
If a copy of the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.

The Source Code Form is available at https://github.com/TES5Edit/TES5Edit

Using Skyrim Special Edition Data Path: G:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\
Using Scripts Path: C:\Modding\DynDOLOD\DynDOLOD\Edit Scripts\
Using Cache Path: C:\Modding\DynDOLOD\DynDOLOD\Edit Scripts\DynDOLOD\Cache\DynDOLOD_SSE_
Using Temp Path: C:\Users\User\AppData\Local\Temp\DynDOLOD_SSE\
Using Output Path: C:\Modding\DynDOLOD\DynDOLOD\DynDOLOD_Output\
Using ini: C:\Users\User\Documents\My Games\Skyrim Special Edition\Skyrim.ini
Using save path: C:\Users\User\Documents\My Games\Skyrim Special Edition\Saves\
Warning: Could not find save path
Using plugin list: C:\Users\User\AppData\Local\Skyrim Special Edition\Plugins.txt
Warning: Could not find plugin list
Using settings file: C:\Modding\DynDOLOD\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD.ini
Using language: English
Using general string encoding: 1252  (ANSI - Latin I)
Using translatable string encoding: 1252  (ANSI - Latin I)
Using VMAD string encoding: 65001 (UTF-8)
Loading active plugin list: C:\Users\User\AppData\Local\Skyrim Special Edition\Plugins.txt
Fatal: Error loading plugin list: <EDirectoryNotFoundException: The specified path was not found
[G:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\]>

This is my outcome when I created C:\Modding\DynDOLOD\ for DynDOLOD. Forgive me for being such a noob, this is such a tedious task just to get this working... And Steam shouldn't be there, I currently play Skyrim SE GOG version thru G:\Skyrim Anniversary Edition. Am I getting this error because I haven't downloaded either Dynamic Distant Objects LOD and the DLL? I can do that but I would like to hear from you if that's the case.

Edited by skyrimfreak360
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1 hour ago, skyrimfreak360 said:

DynDOLOD 3.0 Alpha-167 - Skyrim Special Edition (SSE) (6EE27493) starting session 2024-03-17 22:24:56

The Source Code Form of this program is subject to the terms of the Mozilla Public License, v. 2.0
If a copy of the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.

The Source Code Form is available at https://github.com/TES5Edit/TES5Edit

Using Skyrim Special Edition Data Path: G:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\
Using Scripts Path: C:\Modding\DynDOLOD\DynDOLOD\Edit Scripts\
Using Cache Path: C:\Modding\DynDOLOD\DynDOLOD\Edit Scripts\DynDOLOD\Cache\DynDOLOD_SSE_
Using Temp Path: C:\Users\User\AppData\Local\Temp\DynDOLOD_SSE\
Using Output Path: C:\Modding\DynDOLOD\DynDOLOD\DynDOLOD_Output\
Using ini: C:\Users\User\Documents\My Games\Skyrim Special Edition\Skyrim.ini
Using save path: C:\Users\User\Documents\My Games\Skyrim Special Edition\Saves\
Warning: Could not find save path
Using plugin list: C:\Users\User\AppData\Local\Skyrim Special Edition\Plugins.txt
Warning: Could not find plugin list
Using settings file: C:\Modding\DynDOLOD\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD.ini
Using language: English
Using general string encoding: 1252  (ANSI - Latin I)
Using translatable string encoding: 1252  (ANSI - Latin I)
Using VMAD string encoding: 65001 (UTF-8)
Loading active plugin list: C:\Users\User\AppData\Local\Skyrim Special Edition\Plugins.txt
Fatal: Error loading plugin list: <EDirectoryNotFoundException: The specified path was not found
[G:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\]>

This is my outcome when I created C:\Modding\DynDOLOD\ for DynDOLOD. Forgive me for being such a noob, this is such a tedious task just to get this working... And Steam shouldn't be there, I currently play Skyrim SE GOG version thru G:\Skyrim Anniversary Edition. Am I getting this error because I haven't downloaded either Dynamic Distant Objects LOD and the DLL? I can do that but I would like to hear from you if that's the case.

How did you setup xEdit, does it work?

https://dyndolod.info/Installation-Instructions
Use the game launcher to set the current location of the game in the Windows Registry. See Windows Registry Key for more.

https://dyndolod.info/Messages/Windows-Registry-Key
The Steam versions of the games store their installation path in the Windows registry. See Skyrim Special Edition GOG / Skyrim Anniversary Edition GOG in case the GOG version of the game is used.

https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG and https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG both explain how to use command line arguments for GOG. https://dyndolod.info/Help/Command-Line-Argument

From the log you posted:
Using Skyrim Special Edition Data Path: G:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\

Looks like you didn't set any of the command line arguments required for the GOG version.

I suggest to follow a modding guide for Skyrim GOG to learn how to setup the game and mandatory modding tools like xEdit.

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I can't find the executable for xEdit, of course I have to do something to make that appear. I was only successful in unzipping all the files from xEdit.

And lemme browse all the attached links you've provided me but fair warning to ya but I easily get bored disgesting all this information when I'd rather just play my game... But at the same time, I'm doing this to hopefully improve on my game's performance.

Ok, let's communicate about all this one at a time so we can make some progress out of this... Just now I deleted the old path that involved my former Steam Skyrim Special Edition on Registry Editior with it's pathway: Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Bethesda Softworks\Skyrim Special Edition. There's a default data executable there so can I use that to create a pathway for my current GOG Skyrim Special Edition?

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48 minutes ago, skyrimfreak360 said:

Ok, let's communicate about all this one at a time so we can make some progress out of this... Just now I deleted the old path that involved my former Steam Skyrim Special Edition on Registry Editior with it's pathway: Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Bethesda Softworks\Skyrim Special Edition. There's a default data executable there so can I use that to create a pathway for my current GOG Skyrim Special Edition?

If you have an issue with finding files after unpacking an archie, I suggest to learn how an OS works with files and folders first.
I suggest to learn basic computer and modding knowledge by following a modding guide.

See https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG. Also see https://dyndolod.info/Help/Command-Line-Argument

Set the command line arguments as required and explained for the GOG version.

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1 hour ago, skyrimfreak360 said:

I'm going to give this a rest cuz I am on a brink of giving up haha...

xEdit and thus xLODGen, TexGen and DynDOLOD require the listed command line arguments to know where to find certain files and folders of the GOG version as explained at https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG.

https://dyndolod.info/Help/Command-Line-Argument explains this in more detail, including links to the MO2 and Vortex manual/instructions how to do this basic setup. This is basic modding explained in countless guides and videos.

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Just quick question. After lod generation I dont have lod for main building of goldenhills plantation. Windmill there is visible from distance but main house pop up only up close. Latest version of dyndolod and requirements, no overhauls of the area.

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2 hours ago, xbk123 said:

Just quick question. After lod generation I dont have lod for main building of goldenhills plantation. Windmill there is visible from distance but main house pop up only up close. Latest version of dyndolod and requirements, no overhauls of the area.

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

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console.

https://dyndolod.info/FAQ#Something-does-not-have-LOD

You did not ask a question. The answers are: The paid mod adds a new full model but does not contain a LOD model. The next version of the free DynDOLOD Resources SE will include a LOD model.

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I've followed the steps to setting up SSEDIT but it's unable to find ini cuz SSEDIT doesn't support GOG. -,-

Screenshot 2024-03-18 150108.png

Screenshot 2024-03-18 150140.png

Screenshot 2024-03-18 152210.png

 

I'm slowly getting an idea about a command line argument but otherwise I'm simply struggling ehe. I can be a bit of a slow learner, like you say this is easy basic stuff but I feel I'm hearing another language with what I'm digesting lmao. I'd would much rather be given a straight answer so I can play my game in peace but I guess that's not possible. 

Edited by skyrimfreak360
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2 hours ago, skyrimfreak360 said:

I've followed the steps to setting up SSEDIT but it's unable to find ini cuz SSEDIT doesn't support GOG. -,-

Screenshot 2024-03-18 150108.png

Screenshot 2024-03-18 150140.png

Screenshot 2024-03-18 152210.png

 

I'm slowly getting an idea about a command line argument but otherwise I'm simply struggling ehe. I can be a bit of a slow learner, like you say this is easy basic stuff but I feel I'm hearing another language with what I'm digesting lmao. I'd would much rather be given a straight answer so I can play my game in peace but I guess that's not possible. 

This is the DynDOLOD 3 Alpha thread. I do not provide support for third party tools or mod managers.

The first screenshots show you are instructing SSEEdit.exe (which already contains the SSE game mode in its filename) to start in the Fallout game mode. It seems you do not have Fallout. The page https://wiki.nexusmods.com/index.php/Tool_Setup:_xEdit#Set_up_with_Vortex lists the different game modes that xEdit supports above the example image for command line field. DynDOLOD Alpha will prompt for its supported game modes if it is started without a game mode. See https://dyndolod.info/Help/Game-Mode

xEdit and thus xLODGen, TexGen and DynDOLOD support the non Steam versions of the games via the -m, -d and -p command line switches for different paths of the INI and data folders and plugins.txt as explained at https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOGhttps://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOGhttps://dyndolod.info/Help/Command-Line-Argument and https://tes5edit.github.io/docs/2-overview.html#CommandLineSwitches

it is rudimentary computer and modding knowledge to just copy, paste and edit the 3 command line arguments required for GOG games into the command line field. I suggests learn the basics first by following a modding guide.

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On 3/4/2024 at 2:59 AM, Jonado said:

Here is a link to the logs (not sure why the debug log ended up so large): https://www.dropbox.com/scl/fi/ef90b9t3zloufid6620xn/Logs.7z?rlkey=nnt7uh9ohtanmkzlqktnsttdx&dl=0

I found some other LOD issues from the same generation. For some reason, I am getting a total mismatch for the LOD model for sbluepalacegate.nif during winter (but during the other seasons it looks fine). I am using a custom form swap for this object during winter, but the replacement is using the same mesh. I tried using mesh mask rules to get LOD for this building, perhaps I screwed something up? The generated object LOD mesh can be found here, please tell me if you need anything else: https://www.dropbox.com/scl/fi/yui7f3dhiqo5y62eylu30/Tamriel.4.-16.24.WIN.bto?rlkey=fohj4dpjul471rmn3e4i13afh&dl=0

Moreover, Mistveil Keep is not showing up on the map, and I have no idea what is causing it. It is getting level 4 and level 8 LOD, but not level 16 LOD. I am using Open Cities, but I don't know why that would matter. As far as I can tell, the generated DynDOLOD files are not touching the object, nor its worldspace references.

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