Payam7496 Posted December 6, 2021 Share Posted December 6, 2021 Hi Sheson! I'm trying to generate LODs for EnderalSE but the far distant mountain textures look like this and I can't figure out why: Link to comment Share on other sites More sharing options...
sheson Posted December 6, 2021 Author Share Posted December 6, 2021 6 hours ago, tnicko said: I'm getting a super-white lod of Eldersblood Peak (like so white the main structure is practically blended into the sky) as shown in these shots: https://imgur.com/a/fkKtPE7 The vanilla lod is slightly darker and not solid white so it stands out a little better, but of course the bricks are not nearly as detailed. Any idea on how I might mitigate this? I was thinking of maybe having dyndolod ignore this model but I'm unsure as to how I might do that. Or perhaps a rule for this model not to use the snow material? Read https://dyndolod.info/Help/Snow-Ash-LOD-Shader. You can set a rule with the NoMato flag set for the reference or the mesh to not set the material shader. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Link to comment Share on other sites More sharing options...
sheson Posted December 6, 2021 Author Share Posted December 6, 2021 2 hours ago, Payam7496 said: Hi Sheson! I'm trying to generate LODs for EnderalSE but the far distant mountain textures look like this and I can't figure out why: No load order was provided. Looks like there is a custom mountain texture installed and its rendered object LOD textures for the further away mountains LOD are not updated to match the full texture. https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures. If this is the vanilla game provide form ID or location information. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Link to comment Share on other sites More sharing options...
Payam7496 Posted December 6, 2021 Share Posted December 6, 2021 (edited) 38 minutes ago, sheson said: No load order was provided. Looks like there is a custom mountain texture installed and its rendered object LOD textures for the further away mountains LOD are not updated to match the full texture. https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures. Thank you for the response! I understand now. This indeed is the vanilla Enderal I might be wrong but after checking the LODGen logs, I think Level01 and Level02 for mountainpeak02 for example use the "mtnpeak02Lod.dds" texture file which is not present in EnderalSE files, but Level0 and Dynamic use "mountainslab02.dds" which is provided in Enderal files. I renamed a texture and replaced "mtnpeak02Lod.dds" then regenerated dyndolod and it now looks as intended I guess, sorry about the load order ,I only have combat mods I thought it's probably irrelevant Edited December 6, 2021 by Payam7496 Link to comment Share on other sites More sharing options...
sheson Posted December 6, 2021 Author Share Posted December 6, 2021 22 minutes ago, Payam7496 said: I might be wrong but after checking the LODGen logs, I think Level01 and Level02 for mountainpeak02 for example use the "mtnpeak02Lod.dds" texture file which is not present in EnderalSE files nor is generated by TexGen, but Level0 and Dynamic use "mountainslab02.dds" which is provided in Enderal files. I renamed a texture and replaced "mtnpeak02Lod.dds" then regenerated dyndolod and it now looks as intended I guess, sorry about the load order ,I only have combat mods I thought it's probably irrelevant Either textures\landscape\mountains\mountainslab02.dds is being replaced by a mod or full the mountains use a different texture. textures\lod\mtnpeak02lod.dds is a vanilla object LOD texture that ships with Skyrim - Textures5.bsa. As explained, it is not being updated by TexGen at the moment and needs to be manually created. If those mountain use a texture set replacement, the LOD models that use the rendered object LOD texture need custom models with their own unique LOD texture filename so they do not interfere with the "normal" mountains. Can not look myself without a form ID or cell coordinates. Link to comment Share on other sites More sharing options...
Payam7496 Posted December 6, 2021 Share Posted December 6, 2021 (edited) 18 minutes ago, sheson said: Either textures\landscape\mountains\mountainslab02.dds is being replaced by a mod or full the mountains use a different texture. textures\lod\mtnpeak02lod.dds is a vanilla object LOD texture that ships with Skyrim - Textures5.bsa. As explained, it is not being updated by TexGen at the moment and needs to be manually created. If those mountain use a texture set replacement, the LOD models that use the rendered object LOD texture need custom models with their own unique LOD texture filename so they do not interfere with the "normal" mountains. Can not look myself without a form ID or cell coordinates. Thank you so much for your help Sheson! I found the culprit. badly named BSA Edited December 6, 2021 by Payam7496 Link to comment Share on other sites More sharing options...
MisterMorden Posted December 6, 2021 Share Posted December 6, 2021 5 hours ago, sheson said: Read https://dyndolod.info/Help/Snow-Ash-LOD-Shader. You can set a rule with the NoMato flag set for the reference or the mesh to not set the material shader. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Thank you, Sheson. If that doesn't look better, how would I go about telling dyndolod to ignore this model during lod creation and just keep the vanilla one? Link to comment Share on other sites More sharing options...
sheson Posted December 6, 2021 Author Share Posted December 6, 2021 2 hours ago, tnicko said: Thank you, Sheson. If that doesn't look better, how would I go about telling dyndolod to ignore this model during lod creation and just keep the vanilla one? Why do you believe it is not the vanilla LOD model? You can try to delete any loose LOD model with the same path and filename as the LOD model in Skyrim Meshes BSA,. LOD models do not contain snow shaders. Whatever snow cover you see is applied onto the already generated object LOD. Link to comment Share on other sites More sharing options...
MisterMorden Posted December 6, 2021 Share Posted December 6, 2021 (edited) 2 hours ago, sheson said: Why do you believe it is not the vanilla LOD model? You can try to delete any loose LOD model with the same path and filename as the LOD model in Skyrim Meshes BSA,. LOD models do not contain snow shaders. Whatever snow cover you see is applied onto the already generated object LOD. I have a pic of the vanilla lod (not on that imgur link, however) and the dyndo-generated one has much better defined bricks/stones and also less snow coverage on the cubic parts of the ruin...instead of nearly being entirely white, it's more like the other section of the model where the snow just sits on top of the stones, giving it some distinction from the sky behind it. Now, granted, that is with no other mods installed so the lod snow shader applied here is probably from some other mod like MM or nordic snow. I guess my first try should be hiding the file that provides this shader, letting the vanilla one take over and see how that looks? Dyndolod would only affect the quality of the bricks/stones themselves and not the amount of coverage by the snow shader, right? Sorry for my lack of brevity. Edited December 6, 2021 by tnicko can't spell to save my life Link to comment Share on other sites More sharing options...
sheson Posted December 6, 2021 Author Share Posted December 6, 2021 32 minutes ago, tnicko said: I have a pic of the vanilla lod (not on that imgur link, however) and the dyndo-generated one has much better defined bricks/stones and also less snow coverage on the cubic parts of the ruin...instead of nearly being entirely white, it's more like the other section of the model where the snow just sits on top of the stones, giving it some distinction from the sky behind it. Now, granted, that is with no other mods installed so the lod snow shader applied here is probably from some other mod like MM or nordic snow. I guess my first try should be hiding the file that provides this shader, letting the vanilla one take over and see how that looks? Dyndolod would only affect the quality of the bricks/stones themselves and not the amount of coverage by the snow shader, right? Sorry for my lack of brevity. As explained at https://dyndolod.info/Help/Snow-Ash-LOD-Shader, the snow shader does not affect LOD generation and DynDOLOD does not change the shaders. TexGen generates updated object LOD textures for those LOD models from the full textures. If the normal map full texture is flat, the bricks will appear be less bumpy to the shader. Link to comment Share on other sites More sharing options...
MisterMorden Posted December 6, 2021 Share Posted December 6, 2021 I appreciate the clarification, thank you...at least I have a couple things to try out! Link to comment Share on other sites More sharing options...
Chriss Posted December 7, 2021 Share Posted December 7, 2021 Greetings community, I hope to find some help here. First overall I am a noob when it comes to modding stuff. I know how to set up Mod Organizer 2, run LOOT and SSE Edit QuickClean. And that's about it. A couple of days ago, I finally figured out how to run TexGen and then Dyndolod. After fixing most of the errors using QuickClean and a whole load of compatibility patches, I got the game running, yes. But every time I ran Dyndolod an error message is coming up. After the bug appears and if I press "OK" Dyndolod saves Dyndolod esm and esp and also Occulusion.esp. Nothing else happens, no "Dyndolod done" or sth. It justs stops there. I only have one mod that includes the retexture of Riften with 4K textures. Does this bug originate from there? It's this one For your information I am playing Skyrim's Special Edition, and I am using Dyndolod 3.0 - with an older version I got error messages something with that that version would be outdated. If you guys need any further information, any logs. Just tell me which ones. Help is much appreciated loadorder.txt Link to comment Share on other sites More sharing options...
sheson Posted December 7, 2021 Author Share Posted December 7, 2021 18 minutes ago, Chriss said: Greetings community, I hope to find some help here. First overall I am a noob when it comes to modding stuff. I know how to set up Mod Organizer 2, run LOOT and SSE Edit QuickClean. And that's about it. A couple of days ago, I finally figured out how to run TexGen and then Dyndolod. After fixing most of the errors using QuickClean and a whole load of compatibility patches, I got the game running, yes. But every time I ran Dyndolod an error message is coming up. After the bug appears and if I press "OK" Dyndolod saves Dyndolod esm and esp and also Occulusion.esp. Nothing else happens, no "Dyndolod done" or sth. It justs stops there. I only have one mod that includes the retexture of Riften with 4K textures. Does this bug originate from there? It's this one For your information I am playing Skyrim's Special Edition, and I am using Dyndolod 3.0 - with an older version I got error messages something with that that version would be outdated. If you guys need any further information, any logs. Just tell me which ones. Help is much appreciated loadorder.txt 8.08 kB · 0 downloads Red the first post of the DynDOLOD 3 alpha thread where to make posts. I moved the post to the thread. Do not post screenshots of text. Post the text instead. Read the first post which log files and bugreport.txt to upload when making posts. Instead of posting screenshots of message, use the Copy message to clipboard and post the text instead as explain on the first post. Check the mentioned cell in xEdit. Which plugin adds it? Check for errors with xEdit. It might not be directly related to the error, though. Link to comment Share on other sites More sharing options...
Chriss Posted December 7, 2021 Share Posted December 7, 2021 Bugreport,txt https://paste.ee/p/0dKnK#gxGZqvR8U4OL5TJgG2NNeRKJE0zpvqi8 Dyndolod Debug_Log https://ufile.io/n23pys00 Dyndolod Log https://ufile.io/oyn45wo4 Mhm. There are a couple of errors LOOT tells me about 1 ITM record in Immersive Citizens - AI Overhaul and wild edits which include 5 records from RLO - IC Patch which stops Immersive Citizen from working properly. Link to comment Share on other sites More sharing options...
sheson Posted December 7, 2021 Author Share Posted December 7, 2021 42 minutes ago, Chriss said: Bugreport,txt https://paste.ee/p/0dKnK#gxGZqvR8U4OL5TJgG2NNeRKJE0zpvqi8 Dyndolod Debug_Log https://ufile.io/n23pys00 Dyndolod Log https://ufile.io/oyn45wo4 Mhm. There are a couple of errors LOOT tells me about 1 ITM record in Immersive Citizens - AI Overhaul and wild edits which include 5 records from RLO - IC Patch which stops Immersive Citizen from working properly. You might want to pay attention to the message listed in the summary. In particular the HITME and having installed 3rd party billboard textures. This is a problem: [02:22] <Warning: Duplicate Cell at -1,-1 in JKs Skyrim.esp [CELL:2F023913] (in RiftenWorld "Riften" [WRLD:00016BB4] at -1,-1) and RLO - Exteriors.esp [CELL:390116D5] (in RiftenWorld "Riften" [WRLD:00016BB4] at -1,-1)> [02:22] <Warning: Duplicate Cell at 0,-1 in JKs Skyrim.esp [CELL:2F000E2F] (in RiftenWorld "Riften" [WRLD:00016BB4] at 0,-1) and RLO - Exteriors.esp [CELL:390116D6] (in RiftenWorld "Riften" [WRLD:00016BB4] at 0,-1)> Two different plugins add new cell records with different form ID for the same coordinates. A patch is required. On first glance the cells xx0116D6 and xx0116D5 in RLO - Exteriors.esp should just be removed. Link to comment Share on other sites More sharing options...
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