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DynDOLOD 3.00 Alpha 173


sheson

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Looking good! I'll run around some more to see whether I find anything but the trees I've sent before are definitely fixed. Visual Confirmation: https://imgur.com/a/RWnYC8Y It's the same pictures as before, but I've added "LOD Fixed" showing the same trees with the updated atlas.

Additionally I have not found any issues after looking at a few locations, so I think this has been resolved. May I know what had went wrong or if it'll be part of the changelog that'll be sufficient as well :)

Edited by KRZ
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16 minutes ago, KRZ said:

Looking good! I'll run around some more to see whether I find anything but the trees I've sent before are definitely fixed. Visual Confirmation: https://imgur.com/a/RWnYC8Y It's the same pictures as before, but I've added "LOD Fixed" showing the same trees with the updated atlas.

Additionally I have not found any issues after looking at a few locations, so I think this has been resolved. May I know what had went wrong or if it'll be part of the changelog that'll be sufficient as well :)

The next alpha will include the fix of mipmaps sometimes being too bright.

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  • sheson changed the title to DynDOLOD 3.00 Alpha 159

I ve got error with latest DynDOLOD Alpha 159 while generating LOD.

Error :

Spoiler

[Main Instruction]
Error: Integer overflow while processing Dawnguard.esm [REFR:020028A9] (places IcePileM02 [STAT:000CC75E] in GRUP Cell Temporary Children of FalmerTempleExterior01 [CELL:02000CDB] (in DLC01FalmerValley "Val oublié" [WRLD:02000BB5] at -3,-3))

00.png

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1 hour ago, HiTMAN31X said:

I ve got error with latest DynDOLOD Alpha 159 while generating LOD.

[Main Instruction]
Error: Integer overflow while processing Dawnguard.esm [REFR:020028A9] (places IcePileM02 [STAT:000CC75E] in GRUP Cell Temporary Children of FalmerTempleExterior01 [CELL:02000CDB] (in DLC01FalmerValley "Val oublié" [WRLD:02000BB5] at -3,-3))

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, debug log and bugreport.txt to upload when making posts.

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Reposting for visibility due to accidentally "answering" my question by adding a note

Unsure as to what mod is causing purple trees/buildings. Some persisting even at close range, using LOD texture instead of real one

 

https://streamable.com/avtcmg
https://streamable.com/tzju1k

 

Above are videos displaying the issue

 

Below is a link to my dyndolod and texgen output files that created this

https://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJC

 

My main confusion here is what textures/mods are causing the issues where dyndolod is unable to properly generate the textures? Additionally Im a bit confused because Ive never seen LOD textures override main ones and persist at close range. To my knowledge for example Ryns whiterun city limits shouldnt have any issues with its stonewall texture but as you can see in the video its coming out purple.

 

If any additional logs are helpful let me know and I will provide them

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1 hour ago, zebras11 said:

Reposting for visibility due to accidentally "answering" my question by adding a note

Unsure as to what mod is causing purple trees/buildings. Some persisting even at close range, using LOD texture instead of real one

 

https://streamable.com/avtcmg
https://streamable.com/tzju1k

 

Above are videos displaying the issue

 

Below is a link to my dyndolod and texgen output files that created this

https://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJC

 

My main confusion here is what textures/mods are causing the issues where dyndolod is unable to properly generate the textures? Additionally Im a bit confused because Ive never seen LOD textures override main ones and persist at close range. To my knowledge for example Ryns whiterun city limits shouldnt have any issues with its stonewall texture but as you can see in the video its coming out purple.

 

If any additional logs are helpful let me know and I will provide them

Moved to the DynDOLOD 3 Alpha thread.

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions, always use the latest version.

https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells
Generate tree LOD for the new load order or use ultra tree LOD to avoid these and other issues.

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Might someone be able to indicate where I have gone wrong, please? [Win 10, Skyrim AE 6.640, MO2].

I have Traverse the Uldenwald in my game. From the base of SSElodgen and Texgen, I originally ran Dyndolod with Uldenwald version 3.3 and the trees were a mess, and the Ulvenwald mod was the cause. My fault - I didn't notice the author's Dyndolod warning about 3.3.

I thoroughly cleared the process and removed saves affected, and re-ran it with Ulvenwald 3.2.1.

In game, all looked fine and Dyndolod successfully initialised. I saved the game, closed it down and did other things.

On return, I started the game and loaded the save, and I found this, which is the same as what I got from the original Dyndolod run on Uldenwald 3.3. But I'd cleared the whole process and results from Dyndolod and the game. 

Onloadingsave.thumb.jpg.8bbc2d957eed887cc4b1431d34156ca8.jpg

On reloading the save I found this - the weird stuff has gone:

Onreloadingsave.thumb.jpg.3c3dacb531ab969782104adaca2609e7.jpg

I confess I did not clear the Dyndolod Cache, but I'd read (I cannot recall where) that clearing the cache was no longer necessary.  Anyhow, ideas and pointers to where I've gone wrong would be hugely appreciated. And if I can fix rather than re-run, that would be a bonus!

Thank you!

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1 hour ago, Bluegunk said:

Might someone be able to indicate where I have gone wrong, please? [Win 10, Skyrim AE 6.640, MO2].

I have Traverse the Uldenwald in my game. From the base of SSElodgen and Texgen, I originally ran Dyndolod with Uldenwald version 3.3 and the trees were a mess, and the Ulvenwald mod was the cause. My fault - I didn't notice the author's Dyndolod warning about 3.3.

I thoroughly cleared the process and removed saves affected, and re-ran it with Ulvenwald 3.2.1.

In game, all looked fine and Dyndolod successfully initialised. I saved the game, closed it down and did other things.

On return, I started the game and loaded the save, and I found this, which is the same as what I got from the original Dyndolod run on Uldenwald 3.3. But I'd cleared the whole process and results from Dyndolod and the game. 

Onloadingsave.thumb.jpg.8bbc2d957eed887cc4b1431d34156ca8.jpg

On reloading the save I found this - the weird stuff has gone:

Onreloadingsave.thumb.jpg.3c3dacb531ab969782104adaca2609e7.jpg

I confess I did not clear the Dyndolod Cache, but I'd read (I cannot recall where) that clearing the cache was no longer necessary.  Anyhow, ideas and pointers to where I've gone wrong would be hugely appreciated. And if I can fix rather than re-run, that would be a bonus!

Thank you!

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 how to make useful screenshots of the full model with more informative console. If the LOD patch was made for the current load order, there has be to a full model for the stuck LOD. If the LOD itself has a formID that points to a DynDOLOD plugin it is probably dynamic LOD.

What you call base of SSELODGen means you used xLODGen to generate terrain LOD?
What you call "mess" means there was only tree LOD billboards and no 3D tree LODs? Or is there anotehr reason that the author make such wrong isntrctions

See https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells if you generated standard tree LOD or https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells if you generated ultra tree LOD.

LOD only looks and works correctly for the load order it was generated for. If the load order changes afterwards, then LOD needs to be updated.

Ignore long outdated and wrong third party instructions to delete the DynDOLOD cache. Stick to correct and up-to-date instructions at https://dyndolod.info There is no need to invent extra unnecessary steps.

Tree/Object LOD meshes/textures do not affect or bake into saves or vice versa.

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20 minutes ago, sheson said:

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 how to make useful screenshots of the full model with more informative console. If the LOD patch was made for the current load order, there has be to a full model for the stuck LOD. If the LOD itself has a formID that points to a DynDOLOD plugin it is probably dynamic LOD.

What you call base of SSELODGen means you used xLODGen to generate terrain LOD?
What you call "mess" means there was only tree LOD billboards and no 3D tree LODs?

See https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells if you generated standard tree LOD or https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells if you generated ultra tree LOD.

LOD only looks and works correctly for the load order it was generated for. If the load order changes afterwards, then LOD needs to be updated.

Ignore long outdated and wrong third party instructions to delete the DynDOLOD cache. Stick to correct and up-to-date instructions at https://dyndolod.info There is no need to invent extra unnecessary steps.

Thank you for your quick reply. Logs and Debug are attached now. Apologies for forgetting them.

What you call base of SSELODGen means you used xLODGen to generate terrain LOD?  Yes to that
What you call "mess" means there was only tree LOD billboards and no 3D tree LODs?    Mess, as in the huge deformed rough tree models beside the normal ones (as in my first picture).

As for the cache, I looked at the page you indicated, and it says nothing to answer my question. I take it that means I do not need to clear the Dyndolod cache in the Edit Scripts/ Dyndolod/  folder?  Sorry to ask but I'm a little autistic and struggle with instructions.

I viewed the game again. On first load up the large unfocussed leaves and tree models are there. If I reload the game save, they are all gone.  It is this behaviour that puzzles me.

 

PS the Debug file zipped is too big. Is there another route for you to see it?

DynDOLOD_SSE_log.7z

Edited by Bluegunk
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15 minutes ago, Bluegunk said:

Thank you for your quick reply. Logs and Debug are attached now. Apologies for forgetting them.

What you call base of SSELODGen means you used xLODGen to generate terrain LOD?  Yes to that
What you call "mess" means there was only tree LOD billboards and no 3D tree LODs?    Mess, as in the huge deformed rough tree models beside the normal ones (as in my first picture).

As for the cache, I looked at the page you indicated, and it says nothing to answer my question. I take it that means I do not need to clear the Dyndolod cache in the Edit Scripts/ Dyndolod/  folder?  Sorry to ask but I'm a little autistic and struggle with instructions.

I viewed the game again. On first load up the large unfocussed leaves and tree models are there. If I reload the game save, they are all gone.  It is this behaviour that puzzles me.

 

PS the Debug file zipped is too big. Is there another route for you to see it?

DynDOLOD_SSE_log.7z 407.29 kB · 1 download

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to use a file service to upload large files.

When I refer to https://dyndolod.info I mean all instructions and pages. In this case https://dyndolod.info/Generation-Instructions and https://dyndolod.info/Help/Ultra-Tree-LOD seems most relevant. There is no mention or instructions on the website (or in the DynDOLOD 2.x documentation) to delete the cache folder. The documentation only includes required or necessary steps.

Always use the latest version.

Pay attention to all log messages. https://dyndolod.info/Messages
In this case these 2 might be relevant:
https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32
https://dyndolod.info/Messages/Billboard-For-Model-Does-Not-Contain-Texture
Generate all billboards with TexGen before running DynDOLOD and install the TexGen output as a mod so it overwrites everything else.

Since you generated ultra tree LOD, see https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells

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18 hours ago, sheson said:

In this case these 2 might be relevant:

Ah, thank you. I understand what I've done wrong now.  I do try to read all the information, but I confess I struggle with it because I have poor concentration.

Many thanks for your help, Sheson, I truly value it.

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36 minutes ago, koushkinn said:

Thanks to this amazing new mod : Skyrim VR ESL Support Skyrim VR support light plugin.

I unmerged my mods and can run my Skyrim VR with a total 348 plugin now, but running dyndolod and textgen gaive me this error :
Error: Too many full modules.

Is it possible to force Dyndolod and Textgen to run without the plugin limit like the SE version ?

Moved to the DynDOLOD 3 Alpha thread.

The next alpha version will support Skyrim VR ESL

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