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DynDOLOD 3.00 Alpha 180


sheson

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2 hours ago, Farsveinn said:

Hi, just wanted to let you know that I also have a similar problem with full 3d when installing the Water Effects Brightness and Reflection Fix. But this problem is not present in 99% of users. I tested this on vanilla skyrim without mods and with the default ini file and it's pretty funny. It got me so frustrated that I started digging into the mods and comparing their changes. The problem was in the SLSF2_No_Fade flag, so I can also fix my waterfall lodes problem. But I'm just curious, what the heck is that flag? I couldn't find a description on google.

Not sure what "full 3D" is supposed to mean. If you change waterfalls full models, then different LOD models are being used.

Full model waterfalls sometimes use "decals" for the foam, so it always renders in front of the waterfall body mesh. If the no fade flag is set, it means the decals never fade (disappear the further away you are). It means, the decal will always render an be drawn in front of everything in the area, including terrain, mountains rocks etc. that enclose the waterfall.

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I was referring to models like fxwaterfallbodytall02.nif, Water Effects Brightness and Reflection Fix and patch for Realistic Water Two use a SLSF2_No_Fade flag for them. There are 2 identical waterfall models in the screenshot, but the top one is flickering. The original Realistic Water Two doesn't have this flag and the waterfalls are fine. So yes, I'll just remove it from this model and it will fix this bug (but it's strange that it only occurs to me and some other people).

I know this was an off-topic question, I just don't know any more people knowledgeable on this subject. So I wanted to clarify, can I try to experiment and remove this flag from the fxwaterfallbodytall02_1AF8A0C0_dyndolod_lod.nif model, since after your recommendation I got the opposite effect and now the static waterfall is ok but dynamic LOD flickering? if it helped me with that problem, it will help me with this one, since the visual bug is the same. 

Thank you for your reply. Cheers. 

20240507055038_1.jpg

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33 minutes ago, Farsveinn said:

I was referring to models like fxwaterfallbodytall02.nif, Water Effects Brightness and Reflection Fix and patch for Realistic Water Two use a SLSF2_No_Fade flag for them. There are 2 identical waterfall models in the screenshot, but the top one is flickering. The original Realistic Water Two doesn't have this flag and the waterfalls are fine. So yes, I'll just remove it from this model and it will fix this bug (but it's strange that it only occurs to me and some other people).

I know this was an off-topic question, I just don't know any more people knowledgeable on this subject. So I wanted to clarify, can I try to experiment and remove this flag from the fxwaterfallbodytall02_1AF8A0C0_dyndolod_lod.nif model, since after your recommendation I got the opposite effect and now the static waterfall is ok but dynamic LOD flickering? if it helped me with that problem, it will help me with this one, since the visual bug is the same. 

Thank you for your reply. Cheers. 

20240507055038_1.jpg

You can set or unset the No_Fade flag as you see fit.

Post a before/after screenshot. Does the coloring/brightness still match at further distances?

whouterwallstatue01_lod_0.nif

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10 hours ago, PRieST said:

I have a question regarding the DynDOLOD resources.
Specific it is for this mesh: "\meshes\lod\windhelm\whouterwallstatue01_lod_0.nif"

I am using some different texture replacer (Noble Skyrim HD) for windhelm and one of them is coloring the statues more brownish.
Full Model of WHOuterWall01.nif: https://ibb.co/vPw9v6t
LOD Model WHOuterWallc01_lod.nif: https://ibb.co/xsscLy0
LOD Model WHOuterWallStatue01_lod.nif: https://ibb.co/9bLJCDs

How exactly could I change (with nifskope or a mesh rule) that the statue lod is using the proper lod texture (maybe not from the atlas, because it's not matching - well way too white)?
Or does it even get used? How could I find that out?
Because if I am looking at the created .bto files, there is no statue alone.

Mesh rules do not affect which textures are used.

The LOD models is just badly/archaic set up the way it references just some more or less random wall texture from the rendered object LOD texture.

Use this whouterwallstatue01_lod_0.nif instead, which will be included in the next DynDOLOD Resources version.
It uses the full texture and thus should work with texture replacer and texture sets without having to do anything.

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1 hour ago, sheson said:

Mesh rules do not affect which textures are used.

The LOD models is just badly/archaic set up the way it references just some more or less random wall texture from the rendered object LOD texture.

Use this whouterwallstatue01_lod_0.nif instead, which will be included in the next DynDOLOD Resources version.
It uses the full texture and thus should work with texture replacer and texture sets without having to do anything.

Thank you (for the explanation), will use that nif until next release.

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1 hour ago, Helsin277 said:

Hey guys, 

 

I'm having a little problem with my vanilla 3D pine tree lods, it all have a darker top for some reason. Some help would be much appreciated.

 

 problem: https://imgur.com/a/MsAnyKS

This happens with some mods, including EVT, and it's related to normal faces of the branch meshes. Certain textures enhance the issue, so as a first measure, I would try textures from a variety of sources to see what works best, and determine what it is about those textures that may contribute to the problem. Then, if I really wanted to use textures that are problematic, I can try to reformat them to work.

As a second and far more complex measure to fix the issue, alter the dark branch meshes.

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4 hours ago, Helsin277 said:

Hey guys, 

I'm having a little problem with my vanilla 3D pine tree lods, it all have a darker top for some reason. Some help would be much appreciated.

 problem: https://imgur.com/a/MsAnyKS

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

Make a useful screenshot with more informative console of a full model tree as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

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Posted (edited)

Hello Sheson,

May I ask if you could point me to the tutorial on how to modify specific trees' 3D lods, before generating them? I got dead trees whose 3D lods show leaves, when they shouldn't have any...

Or maybe you already know of a mod that rectifies the issue? The dead trees in question seem to be Vanilla when looking at them up close.

Also, how do I make it so that very distant waterfalls (like the ones you can see on the mountains while standing next to Windhelm's main door) have the "flowing water" models instead of the static (Vanilla) ones?

Edited by Abbot
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Hi, I've followed through the process by deactivating DynDOLOD and then adding in some worldspace mods; mainly being Cyrodiil from Beyond Skyrim: Bruma and then getting my respective outputs... Of course, I'm here cuz I'm currently experiencing some problems that you can browse with the photos I've attached in the document. Does it matter that I run both SSELODGen and xLODGen because I did that. And then I followed the tutorial where I would wait 10 in game days indoors, save the game and then load yet the message "DynDOLOD is now activated" doesn't pop up despite making my previous changes...

IMG_3576.jpeg IMG_3573.jpeg IMG_3570.jpeg IMG_3569.jpeg

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1 hour ago, Abbot said:

Hello Sheson,

May I ask if you could point me to the tutorial on how to modify specific trees' 3D lods, before generating them? I got dead trees whose 3D lods show leaves, when they shouldn't have any...

Or maybe you already know of a mod that rectifies the issue? The dead trees in question seem to be Vanilla when looking at them up close.

Also, how do I make it so that very distant waterfalls (like the ones you can see on the mountains while standing next to Windhelm's main door) have the "flowing water" models instead of the static (Vanilla) ones?

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

Make a useful screenshot with more informative console of the full model and a screenshot of the LOD as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

3D tree LOD models are supposed to match the full model. Especially the 3D tree LOD models included with DynDOLOD Resources for the vanilla trees.

By default waterfalls are animated for the Far Grid distance of 21 cells.

How to address an issue, depends on the actual problem, so you need to report those properly first.

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1 hour ago, skyrimfreak360 said:

Hi, I've followed through the process by deactivating DynDOLOD and then adding in some worldspace mods; mainly being Cyrodiil from Beyond Skyrim: Bruma and then getting my respective outputs... Of course, I'm here cuz I'm currently experiencing some problems that you can browse with the photos I've attached in the document. Does it matter that I run both SSELODGen and xLODGen because I did that. And then I followed the tutorial where I would wait 10 in game days indoors, save the game and then load yet the message "DynDOLOD is now activated" doesn't pop up despite making my previous changes...

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, which has a link to https://savelocation.net/skyrim which explains how to take screenshots instead of taking photos of your monitor.

As explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting, test if the same visual issues happen without DynDOLOD output in the load order. If they do not happen without DynDOLOD output in the load order, then generate a new LOD patch from scratch for the entire load order.

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2 hours ago, mostwanted11 said:

Hi, the dyndolodx64.exe crashed while generating lod after 55~ mins.

https://ufile.io/6lfvh4gu

my logs

Read the actual log message and use the Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages

The log shows this message has been shown to you, which states the problem and its solution:

Error: Found DVLaSS Skyrim Underside.esp. DynDOLOD replaces it.
Remove it permanently from the from load order.
Click the help link to open further instructions:
Click on this link for additional explanations and help for this message

https://dyndolod.info/Help/Terrain-Underside
Disable any plugins or mods that contain an underside mesh like DVLaSS Skyrim Underside, which was made by extracting this automatic generation from DynDOLOD into a mod.

In case you did that and uploaded old logs because DynDOLOD was terminated before it could write current logs, read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable real time logging. Also check the Windows Event log.

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I am modding again for first time in a few years but I am very novice at doing so. I have gathered all of the mods I want to use and have tested them. From what I can tell, they are all working. However I can get DynDOLOD to give me trees but not to give me grass. I can not stand seeing a barren land and watching the grass load as I get closer. I do not even know where to begin with fixing the issue. I suspect from the Summary of Messages after following a guide to set up DynDOLOD that something went wrong in my installation or that I am attempting to use mods I shouldn't be trying to use. I have searched several other forms here but cant follow what people are trying as solutions. I have also tried completely redoing everything. 

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