Jump to content

DynDOLOD 3.00 Alpha 169


sheson

Recommended Posts

29 minutes ago, bread-dreams said:

Just tested that, that solved it. I was just using too low a quality setting before. The dark snow "issue" persists, though increasing brightness and contrast and reducing the gamma made it much better, though now grass on the world map looks very yellowish… I'll just keep fiddling with the settings until I find something that works for me.

As I wrote before, the terrain LOD textures for all LOD levels match the full textures in the active cells 1:1 if the brightness, contrast, gamma settings are left alone. The brightness, contrast, gamma affect the end result equally. If you want only a specific texture or two to be different, then you would need to change/replace the full landscape texture temporality. In any case, the differences are because of post processing effects, overlay textures and INI settings applied in the game.

Link to comment
Share on other sites

8 minutes ago, sheson said:

As I wrote before, the terrain LOD textures for all LOD levels match the full textures in the active cells 1:1 if the brightness, contrast, gamma settings are left alone. The brightness, contrast, gamma affect the end result equally. If you want only a specific texture or two to be different, then you would need to change/replace the full landscape texture temporality. In any case, the differences are because of post processing effects, overlay textures and INI settings applied in the game.

Well, for curiosity's sake, why are the raw dds files for vanilla and xLODGen so different then? Were the vanilla textures not meant to match active cells at all? I generated a LOD32 texture with the same 256x256 size as vanilla without changing brightness/contrast/gamma and comparing with vanilla, it's much darker (attached below). If I strongly prefer the vanilla LOD32 texture could I simply remove xLODGen's generated LOD32 textures and use vanilla while still using the rest of LOD16/8/4 from xLODGen? Thanks for all the help btw.

vanilla.png

xlodgen.png

Link to comment
Share on other sites

2 hours ago, bread-dreams said:

Well, for curiosity's sake, why are the raw dds files for vanilla and xLODGen so different then? Were the vanilla textures not meant to match active cells at all? I generated a LOD32 texture with the same 256x256 size as vanilla without changing brightness/contrast/gamma and comparing with vanilla, it's much darker (attached below). If I strongly prefer the vanilla LOD32 texture could I simply remove xLODGen's generated LOD32 textures and use vanilla while still using the rest of LOD16/8/4 from xLODGen? Thanks for all the help btw.

vanilla.png

xlodgen.png

All I see here is a brightness difference. Are you certain that you didn't change LOD32 gamma?

Link to comment
Share on other sites

9 hours ago, bread-dreams said:

Well, for curiosity's sake, why are the raw dds files for vanilla and xLODGen so different then? Were the vanilla textures not meant to match active cells at all? I generated a LOD32 texture with the same 256x256 size as vanilla without changing brightness/contrast/gamma and comparing with vanilla, it's much darker (attached below). If I strongly prefer the vanilla LOD32 texture could I simply remove xLODGen's generated LOD32 textures and use vanilla while still using the rest of LOD16/8/4 from xLODGen? Thanks for all the help btw.

vanilla.png

xlodgen.png

You would have to ask Bethesda why they made terrain LOD textures that do not match the actual full textures and do not match the terrain in the active cells or why they created shaders and post processing effects that make the difference worse or the map have a greenish etc.

Terrain LOD meshes and textures can be added or removed any time. They have standard file names and thus are interchangeable. Note that terrain LOD Level 32 is used in the game in far distance and the map and a brightness difference will be visible unless you increase the terrain LOD multiplier INI setting at the cost of performance.

https://dyndolod.info/Help/Mod-Configuration-Menu#Settingshttps://dyndolod.info/Help/Terrain-LOD-and-Water-LODhttps://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightnesshttps://dyndolod.info/Mods/Maps-And-Map-Mods

Link to comment
Share on other sites

11 hours ago, sheson said:

You would have to ask Bethesda why they made terrain LOD textures that do not match the actual full textures and do not match the terrain in the active cells or why they created shaders and post processing effects that make the difference worse or the map have a greenish etc.

Terrain LOD meshes and textures can be added or removed any time. They have standard file names and thus are interchangeable. Note that terrain LOD Level 32 is used in the game in far distance and the map and a brightness difference will be visible unless you increase the terrain LOD multiplier INI setting at the cost of performance.

Thanks!! that basically answers my questions

By the way I've been playing for several hours with the alpha-18 NG DLL and I haven't had any crashes at all yet, so I think your fix worked. Cheers!

Link to comment
Share on other sites

I'm guessing that this has been asked several times already, so hopefully I'm posting in the right place. I followed the STEP guide for Fallout 4, but TexGen throws an access violation error: "Read of address 00000000."

Bug report from my most recent run: https://paste.ee/p/ALJHD

TexGen FO4 log: https://paste.ee/p/iZSsG

The debug log was huge, so I uploaded it to Google Drive: https://docs.google.com/document/d/1tNgY87OXyMvkK01qm17BXeZSrYh79V3mTcWcUISFnkQ/edit?usp=sharing

Link to comment
Share on other sites

3 hours ago, Olindrax said:

I'm guessing that this has been asked several times already, so hopefully I'm posting in the right place. I followed the STEP guide for Fallout 4, but TexGen throws an access violation error: "Read of address 00000000."

Bug report from my most recent run: https://paste.ee/p/ALJHD

TexGen FO4 log: https://paste.ee/p/iZSsG

The debug log was huge, so I uploaded it to Google Drive: https://docs.google.com/document/d/1tNgY87OXyMvkK01qm17BXeZSrYh79V3mTcWcUISFnkQ/edit?usp=sharing

Use the x64 version as explained by the installation instructions https://dyndolod.info/Installation-Instructions

Upload new log, debug log and bugreport.txt if problem persists.

Link to comment
Share on other sites

7 hours ago, 103Vault said:

Sorry to bother you but I noticed that DynDOLOD.esp added the Has DIstance Lod tag to many statics, yet the texture sets is not carried over from Skyrim.esm, leading color changes to many statics, for example, the texture of TundraPond01.nif.

https://i.imgur.com/emujdVg.png

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

Report the actual problem in the game. Provide useful screenshots of the full model with more informative console as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

The MODT - Model Information element is not the same as the MODS - Alternate Textures element.
The entries of MODT - Model Information are not Texture Sets.
The entries of MODT - Model Information list the textures the vanilla model uses. The entries do not affect which textures the model uses in the game. That is what MODS - Alternate Textures entries do.

Link to comment
Share on other sites

Hello sheson,

First of all, thank you for the amazing job you're doing on our Skyrim and, most of all, your efforts to help & support the community's troubles aound DynDOLOD !

I'm coming here because I'm searching for my 3 holidays around LOD's troubles - Ulvenwald 3.3 trees.

I only have this trouble with Ulvenwald trees (last version 3.3)

The 3D LODs here : https://www.nexusmods.com/skyrimspecialedition/mods/107214

Everything is ok with TexGen/DynDOLOD and I'm using the very last version.

When I'm approaching, the terrain/trees are lately popping so I though it might be a resource graphic card trouble but it's definitively not a VRAM trouble or something

(i9 13700 + RTX 4090).

I'm playing on 1.5.97 and the mod might simply be incompatible with this version as even the Ulvenwald's author said he only tested on 1.6xxx version.

But I also noticed terrain LOD troubles around those trees areas so I'm not certain about that. 

Can you help me sheson, please ?

Regards. 

 

Link to comment
Share on other sites

9 minutes ago, Devo said:

Hello sheson,

First of all, thank you for the amazing job you're doing on our Skyrim and, most of all, your efforts to help & support the community's troubles aound DynDOLOD !

I'm coming here because I'm searching for my 3 holidays around LOD's troubles - Ulvenwald 3.3 trees.

I only have this trouble with Ulvenwald trees (last version 3.3)

The 3D LODs here : https://www.nexusmods.com/skyrimspecialedition/mods/107214

Everything is ok with TexGen/DynDOLOD and I'm using the very last version.

When I'm approaching, the terrain/trees are lately popping so I though it might be a resource graphic card trouble but it's definitively not a VRAM trouble or something

(i9 13700 + RTX 4090).

I'm playing on 1.5.97 and the mod might simply be incompatible with this version as even the Ulvenwald's author said he only tested on 1.6xxx version.

But I also noticed terrain LOD troubles around those trees areas so I'm not certain about that. 

Can you help me sheson, please ?

Regards. 

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.

Post useful screenshots of affected fulls model with more informative console as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

What are the "troubles" and what does "terrain popping" or "tree popping" mean exactly?

Newer runtime versions obviously did not change how the game loads and renders full models and LOD.

Link to comment
Share on other sites

Hello, i have huge problem with Dyndolod generated LOD and Dyndolod - SKSE plugin, for now its crashing my game, and still is showing me when i change the game version 1.1179.0 (gog version) "Dyndolod Problem with worlds config file". When i use old version of SKSE and Dyndolod Resources (nog NG) its working great, but this NG version is really broken for me and bugged as hell. If you need logs just tell me when to search for it, for i know how to generate LOD, not to resolve problem with this tool.

Link to comment
Share on other sites

1 hour ago, Lainkml said:

Hello, i have huge problem with Dyndolod generated LOD and Dyndolod - SKSE plugin, for now its crashing my game, and still is showing me when i change the game version 1.1179.0 (gog version) "Dyndolod Problem with worlds config file". When i use old version of SKSE and Dyndolod Resources (nog NG) its working great, but this NG version is really broken for me and bugged as hell. If you need logs just tell me when to search for it, for i know how to generate LOD, not to resolve problem with this tool.

Moved to the DynDOLOD 3 Alpha thread.

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.

See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing, also which papyrus and DynDOLOD.log to upload when having problems with DynDOLOD DLL NG.

Obviously post the crash log when reporting crashes in the game. See https://dyndolod.info/FAQ#ILS-or-CTD

Dyndolod Problem with worlds config file probably means the file does not exist, which might mean the DynDOLOD patch was not generated for DynDOLOD DLL NG. DynDOLOD DLL NG is not a drop-in replacement. See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

Link to comment
Share on other sites

Hi,

Not sure if this is actually dyndolod related or a false lead.  I recently moved from Net Script Framework to Crash Logger as I updated to 1.6.1170 ... I've been getting occasional crashes on loading a saved game and moving between loading areas and am noticing this is a common theme in every log.

DynDOLOD.esm: count: (1)
    There is a chance that this might cause a CTD when changing locations.

I do see in your FAQ that this will have nothing to do with auto save, but do you think it has enough validity to post a crash log and dyndolod log now or should I follow the steps outlines in your read me?  It's a bit hard to duplicate as the crashes seem at random and not consistent, just sometimes loading a save game or sometimes passing through a loading screen. I can't really "make it CTD" on the fly.

 

 

 

 

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.