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DynDOLOD 3.00 Alpha 180


sheson

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5 minutes ago, AenSeidhe said:

when i update dyndolod how do i use the settings before updating?

To update dyndolod do i delete the whole folder or i replace the files

That depends if you want to update an existing output or generate a new from scratch, if I understand the question right.

Ask specific questions if something is left unclear after reading the explanations at https://dyndolod.info/Updating and https://dyndolod.info/Help/Clean-Save if links to.

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Just now, sheson said:

That depends if you want to update an existing output or generate a new from scratch, if I understand the question right.

Ask specific questions if something is left unclear after reading the explanations at https://dyndolod.info/Updating and https://dyndolod.info/Help/Clean-Save if links to.

i meant when i download new dyndolod file from nexus do i delete the old dyndolod version or replace it with the new one and when i use new dyndolod version how i use the settings from previous version without everytime changing it when using a new version

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2 minutes ago, AenSeidhe said:

i meant when i download new dyndolod file from nexus do i delete the old dyndolod version or replace it with the new one and when i use new dyndolod version how i use the settings from previous version without everytime changing it when using a new version

https://dyndolod.info/Updating#New-DynDOLOD-Version
Always install DynDOLOD Standalone into a new or empty folder. Always replace old DynDOLOD Resources.

Click to the advanced mode and save the preset. https://dyndolod.info/Help/Advanced-Mode:
Use the Save preset and Load preset buttons to save custom rules for later use.

Save to a folder outside the DynDLOD installation to keep the preset file, so you can load it with the new version.

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1 hour ago, sheson said:

Both log from Alpha-128 and the bugreport.txt appear to be old ones from past months?

I assume you are using the latest Alpha-133 but somehow uploaded an old logs. Upload the log and also the debug from the generation that is used in the screenshot.

FormID 0005c854 is supposed to be "deleted" by a DynDOLOD plugin. Probably a bug with the manual patch file included in the latest alpha.

The mesh being replaced is most likely irrelevant for the duplication.

Sorry I assumed the logs updated during my las run but yes I am using Alpha 133. hopefully these are the correct logs for you

DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug_log.txt

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1 hour ago, DarkladyLexy said:

Sorry I assumed the logs updated during my las run but yes I am using Alpha 133. hopefully these are the correct logs for you

DynDOLOD_SSE_log.txt 2 MB · 0 downloads DynDOLOD_SSE_Debug_log.txt 1.08 MB · 0 downloads

Unfortunately the debug log got replaced already, but the log seems good enough.

Can you do a quick check with xEdit to see if anything overwrites 0005c854?

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30 minutes ago, DarkladyLexy said:

The log shows Alpha-133 on top. Old log again?

The error message from the log is:
Error: LOD billboard(s) not found. Check the log for the individual warning messages. Generate LOD billboards with TexGen first.

The log shows the list of missing billboards. They should have all been generated by TexGen and installed as a mod as usual.

As explained, use the Click on this link for additional explanations and help for this message to open https://dyndolod.info/Help/Tree-Grass-LOD-Billboards and scroll down to LOD Billboard(s) Not Found for some troubleshooting tips.

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17 minutes ago, sheson said:

The log shows Alpha-133 on top. Old log again?

The error message from the log is:
Error: LOD billboard(s) not found. Check the log for the individual warning messages. Generate LOD billboards with TexGen first.

The log shows the list of missing billboards. They should have all been generated by TexGen and installed as a mod as usual.

As explained, use the Click on this link for additional explanations and help for this message to open https://dyndolod.info/Help/Tree-Grass-LOD-Billboards and scroll down to LOD Billboard(s) Not Found for some troubleshooting tips.

Shouldn't i have deleted the old version, installed the new purged the logs and cache, and generated a fresh version of texgen with Alpha 134

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17 minutes ago, DarkladyLexy said:

Shouldn't i have deleted the old version, installed the new purged the logs and cache, and generated a fresh version of texgen with Alpha 134

Each new DynDOLOD release should be unpacked to a new empty folder.

https://dyndolod.info/Updating#New-DynDOLOD-Version
Always install DynDOLOD Standalone into a new or empty folder. Always replace old DynDOLOD Resources.

DynDOLOD 3 Alpha-134 has this as the first logline:
DynDOLOD 3.0 Alpha-134 x64 - Skyrim Special Edition (SSE) (B365340B) starting session YYYY-MM-DD HH:MM:SS

However, the missing billboard error is unrelated to which version is being used. It is about required LOD assets not being found in the data folder.

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I would like to know more about the new heighmap options added in the INI. I tried looking on the website and doing a search in this thread but couldn't find where they were explained.

; Set to 1 to create terrain heightmap textures
DoTerrainHeightMap=0

Does the heightmap in this context mean the heightmap used by things like the parallax shader, or something else?

Edited by Blackread
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1 hour ago, Blackread said:

I would like to know more about the new heighmap options added in the INI. I tried looking on the website and doing a search in this thread but couldn't find where they were explained.

; Set to 1 to create terrain heightmap textures
DoTerrainHeightMap=0

Does the heightmap in this context mean the heightmap used by things like the parallax shader, or something else?

I added export of the native terrain height data to a texture/image for doodlum for a test. It is also part of not yet released xLODGen terrain LOD beta.

The readme has a bit of information.

Terrain-Heightmap-Readme.txt

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I've been testing the new parent/child copy feature, and so far looking great, thank you so much for adding this in. There were a couple things I wanted to ask about though.

In some places objects seem to be missing. The places I found where this is visible without console hacking are the Dragonborn Museum Safehouse balcony in Solitude and in front of the Honorhall Orphanage looking towards the Riften fishery in Riften. I assume this is because cells containing refs in the child world don't receive any refs from the parent world, or something along those lines?

K2Q1hpx.pngTyvEgT7.png

Another thing I noticed is that refs in the parent world that have had their base objects swapped with Base Object Swapper use their original base records in the child world. Here are two pictures from the Whiterun stables to demonstrate. The first one shows the fences as they appear in the parent world (Tamriel) having been swapped with BOS, the second shows them in the child world (WhiterunWorld) using the original base record. This is of course quite minor and barely noticeable, but just wanted to make sure whether it's because Base Object Swapper is not supported for this feature, or if there is a bug of some sort.

VTJLYFK.png7inrxID.png

Lastly, at least in MarkarthWorld there seem to be some issues with large references. The first picture is taken with uLargeRefLODGridSize=5, the second with uLargeRefLODGridSize=9. The bridge and some other large objects disappear when they enter the large ref grid. I have added the "Use LOD Data" flag to the Parent worldspace field of MarkarthWorld so that Markarth uses the Tamriel LOD instead of its own LOD.

sawKmXc.pngW2di8FT.png

Here's a link to the logs: https://mega.nz/file/RWFHgJ4C#3_wi91qevRJLXpEbAIXO57E_XrgJsTemNRkq1jOFxOo

 

Almost forgot, there were also these things:

5QdE4zF.pngXAuOazh.png

The first picture is from Evermore in Beyond Reach, the second is the entrance to Cidhna Mine in Markarth. To my eyes it looks like either LOD or the underside mesh, but I wasn't able to target it in console so I assume it's the former, unless things have changed.

Edit: Remembered the tll command. Using it made the low res objects disappear, so they indeed are LOD.

Edited by Blackread
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