Swifty819 Posted December 23, 2021 Share Posted December 23, 2021 I see. Are there any recommendations to run or not run specific worldspaces? I'm getting a lot of mesh/similar errors about things like BS Burma (which I expected) and 3DNPC (also expected). I understand those errors have to do with the mods not being LOD ready, rather than a DynDOLOD issue. I'm having trouble understanding whether letting DynDOLOD proceed will cause issues, or if I can just completely ignore all of those and run with whatever DynDOLOD outputs. I apologize for all of the stupid questions, by the way. It's my first time running DynDOLOD and despite reading all of the documentation and the FAQs I'm still not sure I understand everything it says correctly. Link to comment Share on other sites More sharing options...
sheson Posted December 23, 2021 Author Share Posted December 23, 2021 51 minutes ago, Swifty819 said: I see. Are there any recommendations to run or not run specific worldspaces? I'm getting a lot of mesh/similar errors about things like BS Burma (which I expected) and 3DNPC (also expected). I understand those errors have to do with the mods not being LOD ready, rather than a DynDOLOD issue. I'm having trouble understanding whether letting DynDOLOD proceed will cause issues, or if I can just completely ignore all of those and run with whatever DynDOLOD outputs. I apologize for all of the stupid questions, by the way. It's my first time running DynDOLOD and despite reading all of the documentation and the FAQs I'm still not sure I understand everything it says correctly. Read https://dyndolod.info/Help/Wizard-Mode or https://dyndolod.info/Help/Advanced-Mode what it says for the Worldspace check list. DynDOLOD already filters out worldspaces by default. See https://dyndolod.info/Mods for specific mention of mods, for example https://dyndolod.info/Mods/Beyond-Skyrim-Bruma Really read the explanations for each message type in the Summary or at https://dyndolod.info/Messages. "Warning messages inform about issues that should be fixed. If they are ignored there might be visual or game play issues." "Error messages inform about issues that need to be fixed. If they are ignored the process might not be to complete successfully and/or just like with warnings, there might be visual or game play issues including CTD." Typically the warning message are either to easily and quickly spot problems with mods or the load order, or to check once a problem is noticed in the game. As https://dyndolod.info/Generation-Instructions explains, if the processes "completed successfully" and you saved the plugins, the LOD mod is typically usable then. Link to comment Share on other sites More sharing options...
z929669 Posted December 23, 2021 Share Posted December 23, 2021 16 hours ago, zhuabaobao said: hi. I want to ask how to solve this, DynDOLOD Warning: Initially disabled large reference in RealisticWaterTwo - Resources.esm [REFR:0700AE48] (places RockPileL02Wet [STAT:00039393] in GRUP Cell Temporary Children of [CELL:000095D7] (in Tamriel "天际" [WRLD:0000003C] at 10,-1)) If you are using the latest version of RWT (5.x), there is nothing to fix. This is just a warning to verify you don't see artifacts of the large-reference bug in SSE and that it has been accounted for properly by this plugin (which it is). All such warnings are just that. Most other mod authors haven't made the changes as RWT has made in it's most recent version though. PS: I rarely see an issue in game for most of these situations, even if they are valid. Sometimes, there are visible issues in game, so having the warnings is a good thing. Link to comment Share on other sites More sharing options...
Phlunder Posted December 24, 2021 Share Posted December 24, 2021 (edited) Hey sheson! I noticed that the Windhelm bridge LOD model (both windhelmbridge_lod.nif and windhelmbridge_lod_1.nif) has a black spot in the latest DynDOLOD Resources 3.00 Alpha 15. The windhelmbridge_lod_2.nif is not affected. A picture of the issue with comparison to the full model: I did notice that this part of the model uses a different texture than the rest of the outer wall, though the issue isn't apparent on the full model or the vanilla LOD model. Edited December 24, 2021 by Phlunder Link to comment Share on other sites More sharing options...
sheson Posted December 24, 2021 Author Share Posted December 24, 2021 7 hours ago, Phlunder said: Hey sheson! I noticed that the Windhelm bridge LOD model (both windhelmbridge_lod.nif and windhelmbridge_lod_1.nif) has a black spot in the latest DynDOLOD Resources 3.00 Alpha 15. The windhelmbridge_lod_2.nif is not affected. A picture of the issue with comparison to the full model: I did notice that this part of the model uses a different texture than the rest of the outer wall, though the issue isn't apparent on the full model or the vanilla LOD model. The part in question uses a different texture compared to the main part. The LOD model included in DynDOLOD Resources defines the same textures as the vanilla full model like this since 2017. In the vanilla full model the part is a decal with an alpha-property (which is not supported by LOD) so it is made to look like the full with the decal applied. It seems the vanilla texture textures\architecture\windhelm\WHruinstonedark.dds for that part is changed with one that has a different alpha channel that makes it so that the decal is barely or not visible in the full model. Use a different replacement texture with a similar alpha channel to the vanilla texture. Alternatively create a custom LOD model that uses the same texture as the main part. Rename the BSTriShape to Windhelmbridge:2 when doing so. Better yet merge the separate shape with the main part in the custom LOD model. Link to comment Share on other sites More sharing options...
Phlunder Posted December 24, 2021 Share Posted December 24, 2021 (edited) 2 hours ago, sheson said: The part in question uses a different texture compared to the main part. The LOD model included in DynDOLOD Resources defines the same textures as the vanilla full model like this since 2017. In the vanilla full model the part is a decal with an alpha-property (which is not supported by LOD) so it is made to look like the full with the decal applied. It seems the vanilla texture textures\architecture\windhelm\WHruinstonedark.dds for that part is changed with one that has a different alpha channel that makes it so that the decal is barely or not visible in the full model. Use a different replacement texture with a similar alpha channel to the vanilla texture. Alternatively create a custom LOD model that uses the same texture as the main part. Rename the BSTriShape to Windhelmbridge:2 when doing so. Better yet merge the separate shape with the main part in the custom LOD model. Ahh, so it was Noble Skyrim which caused it. Thank you for explaining the issue (that was my own doing) in detail. I already tried to assign the same whoutwall texture to that part, but it was still darker than the adjacent parts. Turns out I had to match the Vertex Colors too! I also renamed the NiTriShape to Windhelmbridge:2 as you suggested. Looks perfect now. Thanks again, and happy holidays to you! Edited December 24, 2021 by Phlunder Link to comment Share on other sites More sharing options...
redleviathan Posted December 24, 2021 Share Posted December 24, 2021 20 hours ago, sheson said: cgid files were "invented" by NGIO. There is no other tool that generates them at the moment. Ah well, hopefully the mod author found a way to upgrade NGIO. Thanks! Link to comment Share on other sites More sharing options...
Omniguous Posted December 25, 2021 Share Posted December 25, 2021 hello. i hope this is the correct place to put this and i searched the other comments for the term `itm` and it came up with no results: i ran FO4EditQAC on `FO4LODGen-HighTrees.esp` and it resulted in one (1) ITM. `Removing: TreeMapleForest1 "Maple Tree" [STAT:0004A073]` was the log entry for that ITM. "dirty" CRC: 0xDC282BF2 "clean" CRC: 0x7203CE8C FO4Edit version: FO4Edit v4.0.4b i am wondering if this was intentional, an oversight, etc. (bringing it to your attention, in other words). thank you. -omni. Link to comment Share on other sites More sharing options...
sheson Posted December 25, 2021 Author Share Posted December 25, 2021 7 hours ago, Omniguous said: hello. i hope this is the correct place to put this and i searched the other comments for the term `itm` and it came up with no results: i ran FO4EditQAC on `FO4LODGen-HighTrees.esp` and it resulted in one (1) ITM. `Removing: TreeMapleForest1 "Maple Tree" [STAT:0004A073]` was the log entry for that ITM. "dirty" CRC: 0xDC282BF2 "clean" CRC: 0x7203CE8C FO4Edit version: FO4Edit v4.0.4b i am wondering if this was intentional, an oversight, etc. (bringing it to your attention, in other words). thank you. -omni. Looks like the vanilla ESM got updated between 2017 when the FO4LODGen-HighTrees.esp was created and now. Like any other ITM that should be removed. I will go through the plugins and records to check if there for more changes to the game files happening in the past years. Link to comment Share on other sites More sharing options...
Tubb Posted December 26, 2021 Share Posted December 26, 2021 Running into an error upon opening Texgen for VR. Error: OpenGL: invalid enumerant. TexGen_TES5VR_log.txt TexGen_TES5VR_Debug_log.txt bugreport.txt Link to comment Share on other sites More sharing options...
Tubb Posted December 26, 2021 Share Posted December 26, 2021 Nevermind, had my iGPU disabled in device manager as I was experimenting with some Oculus stuff and forgot to re-enable. Link to comment Share on other sites More sharing options...
Quick Posted December 27, 2021 Share Posted December 27, 2021 Is there an ETA for Grass LOD? Link to comment Share on other sites More sharing options...
z929669 Posted December 27, 2021 Share Posted December 27, 2021 11 minutes ago, Quick said: Is there an ETA for Grass LOD? It's here! For SSE 1.5.97 No Grass In Objects is required with grass cache, which depends upon .NET Scrip Framework, which is not yet updated to SSE 1.6.xxx DynDOLOD is not limiting grass LOD for SSE 1.6.xxx, NGIO is. Link to comment Share on other sites More sharing options...
Quick Posted December 27, 2021 Share Posted December 27, 2021 11 minutes ago, z929669 said: It's here! For SSE 1.5.97 No Grass In Objects is required with grass cache, which depends upon .NET Scrip Framework, which is not yet updated to SSE 1.6.xxx DynDOLOD is not limiting grass LOD for SSE 1.6.xxx, NGIO is. I should have been more specific, sorry. I meant for Skyrim AE. I'm on SSE 1.6.xxx. I know Net Framework doesn't work for this version yet. If there's a way to do grass LOD I haven't come across it yet. Link to comment Share on other sites More sharing options...
z929669 Posted December 27, 2021 Share Posted December 27, 2021 1 hour ago, Quick said: I should have been more specific, sorry. I meant for Skyrim AE. I'm on SSE 1.6.xxx. I know Net Framework doesn't work for this version yet. If there's a way to do grass LOD I haven't come across it yet. You will need to generate your grass cache with your mods under 1.5.97 and then use that to gen LOD under 1.6.xxx against (nearly) same mod list. Otherwise, you must wait for .Net FW for NGIO under 1.6.xxx Link to comment Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now