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DynDOLOD 3.00 Alpha 173


sheson

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9 hours ago, z929669 said:

Yeah, but our settings work nicely for Cathedral Landscapes. See sheson's post about grass textures/models in addition to modifying the RGB values for your needs (more red/green and less blue possibly to get a better match to the brown grasses).

Looks like you have dark green grass in foreground, brown in short distance (LOD4?) and then light green farther out (LOD8?). Play with your LOD level distance settings to help determine what's what. You can do this without regenerating LOD. Seems like you have some strange contrasts and possibly some conflicting grasses that are defined in parts of the same area.

You can also regen LOD using red 0.5 and blue/green = 0 to get an idea of the affected areas (LOD grass).

Also, if grass model object bounds are not set, you will not get LOD for those grasses. Check the grass plugins you are using. Possibly simplify your grass setup.

 

I will take a look at the plug-in bounds once I get home. From what I understand from Sheson’s post, I should’ve been able to just run DynDOLOD and update atlas, but the results are not what was expected. The grass textures are still from cathedral brown grass, and with the Direct, Ambient, and ini settings recommended. I am using Wiz’s Enb for Obsidian, and the grass admittedly looks better when the enb is toggled off (but I think that’s because of how muted colors are without ENB) so not sure what’s going on. Only issue with the picture is I forgot to turn off LODGen terrain meshes/textures before going in game and those were built w/ green tundra installed. I believe that was ticked off when generating Grass with DynDOLOD though (I don’t think it matters, but I usually do just to be safe). Plan to do that at the end when I finalize the grass I’ll be using, since originally the plan was for brown, but since I was unable to get it right I haven’t put much time into tweaking the terrain LOD since it’s easy enough. I’m using no Northern Cathedral Landscapes but don’t believe it touches the tundra which is where I’ve been doing the testing.

 

it’s becoming a pattern where I get home after work and say “today will be the day, the day I finally play…“ Just for that to not be the case because I’m trying to get things perfect lol

Edited by EazyH
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19 hours ago, sheson said:

Use tfc to make a better screenshot of the full model and LOD cabin.

Have you checked if a plugin changes the references or the base records of the cabin?

I checked the plugins and the only thing that seem to override parts of  the cabin structure is SMIM. Removing SMIM before generating DynDOLOD though doesn't change the outcome :(

I used tfc and running towards the Cabin in "tfc mode" restores the Cabin itself. But it disappears the more you move away from it. Like I said, I personally have the feeling that the Cabin's LOD has not been generated at all.

I apologize for the poor quality of the image but this damned website doesn't allow the upload of files bigger than 1 MB and I had to cut the screenshot.

I also would have liked to upload more than 1 image, but again, apparently I'm not allowed the upload of more than 1Mb of content 😒

tl;dr This image that I have uploaded is how the Cabin looks from the Guardian Stones. Again (in case I wasn't clear), if I try to get closer the Cabin, its walls re-appear out of thin air. But if I get further away, than the Cabin disappears completely. All of this while using the console command tfc.

1a.bmp

Edited by Abbot
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44 minutes ago, Abbot said:

I apologize for the poor quality of the image but this damned website doesn't allow the upload of files bigger than 1 MB and I had to cut the screenshot.

I also would have liked to upload more than 1 image, but again, apparently I'm not allowed the upload of more than 1Mb of content 😒

tl;dr This image that I have uploaded is how the Cabin looks from the Guardian Stones. Again (in case I wasn't clear), if I try to get closer the Cabin, its walls re-appear out of thin air. But if I get further away, than the Cabin disappears completely. All of this while using the console command tfc.

1a.bmp 486.38 kB · 2 downloads

There is an image format called a 'jpeg' or 'jpg' ... you are uploading 'bmp', which is much larger (as is 'png') use any image program to convert to jpg and watch the size dwindle. You can also possibly set your screen capture software to save in jpg format.

If you have several images, you can use a free service like ImageBox (or a plethora of others).

Why on Earth would you expect a ad-free website hosting free services to allow transient posters the ability to upload > 1 Mb? Disk space costs $. If you meet the posting threshold, you will get up to 2 Mb per post. Most forums (e.g., Nexus) have very limited post-upload capacity or don't allow uploads to posts at all.

Use More Informative Console to discover what plugin is providing the missing textures/models on that building.

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32 minutes ago, z929669 said:

There is an image format called a 'jpeg' or 'jpg' ... you are uploading 'bmp', which is much larger (as is 'png') use any image program to convert to jpg and watch the size dwindle. You can also possibly set your screen capture software to save in jpg format.

If you have several images, you can use a free service like ImageBox (or a plethora of others).

Why on Earth would you expect a ad-free website hosting free services to allow transient posters the ability to upload > 1 Mb? Disk space costs $. If you meet the posting threshold, you will get up to 2 Mb per post. Most forums (e.g., Nexus) have very limited post-upload capacity or don't allow uploads to posts at all.

Use More Informative Console to discover what plugin is providing the missing textures/models on that building.

Hello, thank you very much!

Sorry, I was not aware of the specifics of uploading files since I do not usually frequent forums online...

I'll try converting the images first...

Edited by Abbot
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48 minutes ago, z929669 said:

Use More Informative Console to discover what plugin is providing the missing textures/models on that building.

Ah, and I use Mfg Console. I'm on LE

20 hours ago, sheson said:

Use tfc to make a better screenshot of the full model and LOD cabin.

Have you checked if a plugin changes the references or the base records of the cabin?

Thanks to the kind z929669, I solved the issue with the images, here's the relevant gallery's link: https://imgbox.com/gallery/edit/ZTob4SLnaA/z5nCjMLNYeLu6SOb

Edited by Abbot
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27 minutes ago, Abbot said:

Ah, and I use Mfg Console. I'm on LE

Thanks to the kind z929669, I solved the issue with the images, here's the relevant gallery's link: https://imgbox.com/gallery/edit/ZTob4SLnaA/z5nCjMLNYeLu6SOb

Your image links seem to be 'yours', so when we open them, we get this error:

image.png

You should have a gallery for each of the files you upload to ImageBox. Hovering on them, you will see a 'share' link. From there, you can click "full size" to get the code for the sharable links. Here is a "Gallery link" I have:

https://imgbox.com/g/va2ay91xP1

You can also use links for each image:

https://imgbox.com/nFbtL9Q8
https://imgbox.com/Ujqv2rHC
https://imgbox.com/53zsEeMZ
https://imgbox.com/stEinY75
https://imgbox.com/3gugbBFb
https://imgbox.com/ydUBzAqe
https://imgbox.com/3WK74EYC
https://imgbox.com/rav6jniC

... or BB code for posting on many forums.

NOTE: You will still want to save as jpg format so that they don't take forever to load from the service.

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18 minutes ago, z929669 said:

Your image links seem to be 'yours', so when we open them, we get this error:

image.png

You should have a gallery for each of the files you upload to ImageBox. Hovering on them, you will see a 'share' link. From there, you can click "full size" to get the code for the sharable links. Here is a "Gallery link" I have:

https://imgbox.com/g/va2ay91xP1

You can also use links for each image:

https://imgbox.com/nFbtL9Q8
https://imgbox.com/Ujqv2rHC
https://imgbox.com/53zsEeMZ
https://imgbox.com/stEinY75
https://imgbox.com/3gugbBFb
https://imgbox.com/ydUBzAqe
https://imgbox.com/3WK74EYC
https://imgbox.com/rav6jniC

... or BB code for posting on many forums.

How about this one: https://imgbox.com/g/E86TZX4INq ?

Or this: https://imgbox.com/2tJo780k ?

Edited by Abbot
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2 hours ago, Abbot said:

I checked the plugins and the only thing that seem to override parts of  the cabin structure is SMIM. Removing SMIM before generating DynDOLOD though doesn't change the outcome :(

I used tfc and running towards the Cabin in "tfc mode" restores the Cabin itself. But it disappears the more you move away from it. Like I said, I personally have the feeling that the Cabin's LOD has not been generated at all.

I apologize for the poor quality of the image but this damned website doesn't allow the upload of files bigger than 1 MB and I had to cut the screenshot.

I also would have liked to upload more than 1 image, but again, apparently I'm not allowed the upload of more than 1Mb of content 😒

tl;dr This image that I have uploaded is how the Cabin looks from the Guardian Stones. Again (in case I wasn't clear), if I try to get closer the Cabin, its walls re-appear out of thin air. But if I get further away, than the Cabin disappears completely. All of this while using the console command tfc.

1a.bmp 486.38 kB · 3 downloads

If you use tfc to fly close, then LOD does not get replaced by the full model. It should be easy to make a close up screenshot of the LOD with TFC.

Check if what looks like scaffolding actually is static object LOD by disabling LOD with tll in console. If the wooden beams remain it means they might dynamic LOD or just full models.
In either case they should have reference form ids. In case they do and they are in a DynDOLOD login, look up the form IDs in xEdit. The reference have an EditiorID that typically starts with pluginname_formid.

If they have static object LOD that goes away with tll, then check what mods overwrite DynDOLOD Resources.

This almost looks like there is mod that replaces the cabin with different stages of rebuilding it.

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1 hour ago, sheson said:

If you use tfc to fly close, then LOD does not get replaced by the full model. It should be easy to make a close up screenshot of the LOD with TFC.

Check if what looks like scaffolding actually is static object LOD by disabling LOD with tll in console. If the wooden beams remain it means they might dynamic LOD or just full models.
In either case they should have reference form ids. In case they do and they are in a DynDOLOD login, look up the form IDs in xEdit. The reference have an EditiorID that typically starts with pluginname_formid.

If they have static object LOD that goes away with tll, then check what mods overwrite DynDOLOD Resources.

This almost looks like there is mod that replaces the cabin with different stages of rebuilding it.

The wooden beams remain if using tll but their form IDs and their ref IDs are from base Skyrim and none of them are touched by DynDOLOD :(

EDIT: So I've noticed that DynDOLOD v2.96 modifies the "ShackWall" STAT entries (form IDs: 5CCDE , 5CCDF , 5CCE0 , 5CCE1 , 5CCE2 , 5CCE3 ) by attributing to them the "Has Distant LOD" flag, while DynDOLOD 3 does NOT do that. Could this be the culprit?

Edited by Abbot
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10 hours ago, EazyH said:

I will take a look at the plug-in bounds once I get home. From what I understand from Sheson’s post, I should’ve been able to just run DynDOLOD and update atlas, but the results are not what was expected. The grass textures are still from cathedral brown grass, and with the Direct, Ambient, and ini settings recommended. I am using Wiz’s Enb for Obsidian, and the grass admittedly looks better when the enb is toggled off (but I think that’s because of how muted colors are without ENB) so not sure what’s going on. Only issue with the picture is I forgot to turn off LODGen terrain meshes/textures before going in game and those were built w/ green tundra installed. I believe that was ticked off when generating Grass with DynDOLOD though (I don’t think it matters, but I usually do just to be safe). Plan to do that at the end when I finalize the grass I’ll be using, since originally the plan was for brown, but since I was unable to get it right I haven’t put much time into tweaking the terrain LOD since it’s easy enough. I’m using no Northern Cathedral Landscapes but don’t believe it touches the tundra which is where I’ve been doing the testing.

 

it’s becoming a pattern where I get home after work and say “today will be the day, the day I finally play…“ Just for that to not be the case because I’m trying to get things perfect lol

I took a look at the plug-in and didn’t see anything conflicting with tundra grass or editing any bounds. I am using the Northern Cathedral Grass mashup, but there should be no conflicts with tundra/field grass that would cause issues from what I can tell. I’ve reinstalled Cathedral Landscapes again, making sure to select the brown tundra, I am even rerunning grass cache in Tamriel to be EXTRA safe, and I will try again with your values, except far less blue, but still, such a drastic difference in grass LOD color seems odd. And the fact that it’s not necessarily a quick process doesn’t make it easier haha. Beauty is pain, right?

 

anyone at least have any ideas what could cause this to be such a drastic change from your included values? Is it only different textures (Which shouldn’t be a part of the problem) that could cause the issue? I am using obsidian weathersm right now, but I don’t think it would have such an impact on grass LOD color, even if not used exactly with Cathedral Weather

Edited by EazyH
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I wanted to try little tree mod out in conjunction with Myrkvior, my current tree mod for a new look as a reward of sorts for dealing with DynDOLOD so much recently. Seems simple enough, little tree ESP only alters the tree record, which I let overwrite the main Myrkvior plug in, and those resources overwrite Myrkvior’s. Boom, all positions should still be as intended and LTM trees should be replacing the conflicted trees!

What throws me off however, was generating TexGen and DynDOLOD.. would there be any issues using the settings on Myrkvior’s page? Level 4: Level 0, Level 8: Billboard 2, Lvl 16: Billboard 2, Lvl 32: None, VWD. His settings for DynDOLOD were wayy diff, ultra trees w/ billboard 4 all across 🤨
I figured I should be able to still use those settings, and thought DynDOLOD should in theory make the hd trees and comparable billboard 2s. But then I saw how drastically different his DynDOLOD 3 settings are. I still used the tree settings in TexGen I had already had success with. So now I’m worrying if it did not generate trees for treemod, because I also don’t see a folder with this mods name on it (tho it may very well be in skyrim/DLC1/Dlc2 folder)

And it may, but I noticed my TexGen file was a good deal smaller, the terrain and DynDOLOD folders, so I wanted to be sure all tree LOD’s would still be generated as intended with those settings? any reason you folks can think of for this? Perhaps his trees are better optimized, hence the much smaller file size? I also switched to 11 pixels from 8 pixels in TexGen per the Steps guide If that could make a difference

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1 hour ago, EazyH said:

I wanted to try little tree mod out in conjunction with Myrkvior, my current tree mod for a new look as a reward of sorts for dealing with DynDOLOD so much recently. Seems simple enough, little tree ESP only alters the tree record, which I let overwrite the main Myrkvior plug in, and those resources overwrite Myrkvior’s. Boom, all positions should still be as intended and LTM trees should be replacing the conflicted trees!

What throws me off however, was generating TexGen and DynDOLOD.. would there be any issues using the settings on Myrkvior’s page? Level 4: Level 0, Level 8: Billboard 2, Lvl 16: Billboard 2, Lvl 32: None, VWD. His settings for DynDOLOD were wayy diff, ultra trees w/ billboard 4 all across 🤨
I figured I should be able to still use those settings, and thought DynDOLOD should in theory make the hd trees and comparable billboard 2s. But then I saw how drastically different his DynDOLOD 3 settings are. I still used the tree settings in TexGen I had already had success with. So now I’m worrying if it did not generate trees for treemod, because I also don’t see a folder with this mods name on it (tho it may very well be in skyrim/DLC1/Dlc2 folder)

And it may, but I noticed my TexGen file was a good deal smaller, the terrain and DynDOLOD folders, so I wanted to be sure all tree LOD’s would still be generated as intended with those settings? any reason you folks can think of for this? Perhaps his trees are better optimized, hence the much smaller file size? I also switched to 11 pixels from 8 pixels in TexGen per the Steps guide If that could make a difference

OK, interestingly enough, there are 60 files from my previous TexGen that did not generate for some reason… some of them are srgtreepineforestdead05, sfopineforest05, letreepineforestdeadsnow03, and multiple files of those. I wonder why they did not generate… Perhaps there is a rule not seen that caused it to miss some if looking at Myrkvior last..? I assume they are part of Myrkvior’s mix, since there’s “sfo” which I believe is a Skyrim Flora Overhaul which I don’t have installed so it likely came from there. What I’m thinking is maybe I grab those 60 files, put them in a separate mod, and run DynDOLOD with all those textures… wondering if it would then place everything correctly?

Any insight from anyone knowledgeable would be greatly appreciated

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I was able to isolate the 60 files that for whatever reason we’re not generated, and put them into a folder called DynDOLOD addtnl textures for now. I originally, I was going to re-run DynDOLOD, w/ The addtnl files enabled, but then I thought about the tree report. Would it be necessary to go through the recent tree report that was included in the LOD generation and find any differences between the tree reports so that they can be corrected? I take it they are necessary when running DynDOLOD and the textures alone are not enough ?

 

I did try rerunning TexGen again and got the same result. About 100 MB missing that likely belong to those files from before I installed LTM. I just don’t understand why they wouldn’t be generated. This should change nothing about tree placement or variety. The only conflicts in the ESP are vanilla tree models, which overwrite the conflicting vanilla treemodels in Myrkvior. Those are the only records in the ESP. Other than that, it’s resources overwrite conflicting trees in Myrkvior, and that should be it. I would expect everything else not conflicting would still generate properly?

 

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