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DynDOLOD 3.00 Alpha 180


sheson

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35 minutes ago, fractalbase said:

I've generated DynDOLOD a number of times with my mod order, but in every attempt, trees on the world map are no longer generated, and there doesn't seem to be a grass cache for generating trees.  I've tried reading the documentation, but am fairly lost.  I'm probably not including requested information for a support post, but will provide any necessary information.  Thank you for your attention.

Read the first post which logs and debug logs to upload when making posts.

Read https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map.

The grass cache contains information where to place full grass and can be used for grass LOD LOD generation. See https://dyndolod.info/Help/Grass-LOD.

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1 hour ago, sheson said:

Read the first post which logs and debug logs to upload when making posts.

Read https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map.

The grass cache contains information where to place full grass and can be used for grass LOD LOD generation. See https://dyndolod.info/Help/Grass-LOD.

Requested files are shared.

Edited by fractalbase
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1 hour ago, fractalbase said:

 

Requested files are shared.

As explained in the already linked https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map, tree LOD on the  map only shows for trees done in object LOD. Check [x] ultra on the advanced options.

Also read https://dyndolod.info/Generation-Instructions#Prerequisites, in particular:
Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards.

See https://dyndolod.info/Mods/Majestic-Mountains and make sure to install the DynDOLOD V3.0 LOD Pack correctly. It seems it might not.

Pay attention to log messages and the summary. Clean and error check plugins before generating LOD.

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13 hours ago, sheson said:

As explained in the already linked https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map, tree LOD on the  map only shows for trees done in object LOD. Check [x] ultra on the advanced options.

Also read https://dyndolod.info/Generation-Instructions#Prerequisites, in particular:
Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards.

See https://dyndolod.info/Mods/Majestic-Mountains and make sure to install the DynDOLOD V3.0 LOD Pack correctly. It seems it might not.

Pay attention to log messages and the summary. Clean and error check plugins before generating LOD.

Performed the following steps:

disabled mods that contained LOD or Billboard

updated to latest DynDOLOD 3 alpha resources, had overwrite every conflict

reinstalled Majestic Mountain DynDOLOD resources, had overwrite every conflict (including previous)

set "Level32=1" setting in DynDOLOD_SSE.ini

set "uLockedObjectMapLOD=32" in Skyrim.ini

re-ran TexGen

installed, enabled, and deployed TexGen

re-ran DynDOLOD (with Ultra tree setting)

installed, enabled, and deployed DynDOLOD

 

world map appears to be sound, there are a few trees around whiterun (expected more), there are many trees around riften (expected), there are no trees around falkreath (unexpected)

here are my logs

 

any additional suggestions?

Edited by fractalbase
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51 minutes ago, fractalbase said:

Performed the following steps:

disabled mods that contained LOD or Billboard

updated to latest DynDOLOD 3 alpha resources, had overwrite every conflict

reinstalled Majestic Mountain DynDOLOD resources, had overwrite every conflict (including previous)

set "Level32=1" setting in DynDOLOD_SSE.ini

set "uLockedObjectMapLOD=32" in Skyrim.ini

re-ran TexGen

installed, enabled, and deployed TexGen

re-ran DynDOLOD (with Ultra tree setting)

installed, enabled, and deployed DynDOLOD

 

world map appears to be sound, there are a few trees around whiterun (expected more), there are many trees around riften (expected), there are no trees around falkreath (unexpected)

here are my logs

 

any additional suggestions?

Read https://dyndolod.info/Help/Ultra-Tree-LOD. The default is that trees show on the map when checking ultra tree LOD.

https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map
If all rules for LOD Level 32 are set to None (not a single model or billboard is used in LOD Level 32) for a worldspace, LODGen will generate LOD level 32 object LOD files to be just like the LOD level 16 object LOD files without any LOD for trees.

The log shows that the "tree" mesh mask rule is set to None for LOD level 32. As explained in the documentation, this is the option to specifically not have trees on the map.

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12 hours ago, sheson said:

Read https://dyndolod.info/Help/Ultra-Tree-LOD. The default is that trees show on the map when checking ultra tree LOD.

https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map
If all rules for LOD Level 32 are set to None (not a single model or billboard is used in LOD Level 32) for a worldspace, LODGen will generate LOD level 32 object LOD files to be just like the LOD level 16 object LOD files without any LOD for trees.

The log shows that the "tree" mesh mask rule is set to None for LOD level 32. As explained in the documentation, this is the option to specifically not have trees on the map.

Re-ran dyndolod with same texgen files, this time with "Level32=0" in DynDOLOD_SSE.ini (and Ultra setting).

Ran game without "uLockedObjectMapLOD" parameter in Skyrim.ini; no trees on map.

Any ideas why trees wouldn't be visible?

logs

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2 hours ago, fractalbase said:

Re-ran dyndolod with same texgen files, this time with "Level32=0" in DynDOLOD_SSE.ini (and Ultra setting).

Ran game without "uLockedObjectMapLOD" parameter in Skyrim.ini; no trees on map.

Any ideas why trees wouldn't be visible?

logs

It is possible there is a [plugin].ini in the (virtual) data folder that still sets uLockedObjectMapLOD=32, for example "A Clear Map of Skyrim.ini"
Check MO2, right window data tab for *.ini files and their settings.

If that is not it:

The debug log is replaced every time DynDOLOD is started and the one uploaded doesn't contain any information from the LOD generation anymore. So I can not properly check things.

Maybe if you could upload DynDOLOD_SSE_Tree_Report.txt and DynDOLOD_SSE_TexturesUsed_Tamriel.txt from the log folder and ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt I could check those instead.

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38 minutes ago, sheson said:

It is possible there is a [plugin].ini in the (virtual) data folder that still sets uLockedObjectMapLOD=32, for example "A Clear Map of Skyrim.ini"
Check MO2, right window data tab for *.ini files and their settings.

If that is not it:

The debug log is replaced every time DynDOLOD is started and the one uploaded doesn't contain any information from the LOD generation anymore. So I can not properly check things.

Maybe if you could upload DynDOLOD_SSE_Tree_Report.txt and DynDOLOD_SSE_TexturesUsed_Tamriel.txt from the log folder and ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt I could check those instead.

I actually have ACMoS installed.  Will edit the ini to remove the mentioned parameter.

Requested files have been added to the file share.

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1 hour ago, fractalbase said:

I actually have ACMoS installed.  Will edit the ini to remove the mentioned parameter.

Requested files have been added to the file share.

'twas the settings in ACMoS that was causing the issue.  Trees and buildings are now visible!

Thank you.

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so i got the grass matching, looks great, but now i found that mountaintrim01Pineforest01, from the majestic mountains moss addon is not generating lod models - majesticmountains_moss.esp . its just plain missing until i get close enough. i opened the mesh in nifskope, it's not a rootblock node issue. how can i fix this shy of just not using the moss addon?

Edited by tooandrew
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1 hour ago, tooandrew said:

think i uploaded it before telling ddl to zip and exit. look again

Thanks. Also upload ..\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt  and ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt

Clean plugins with deleted references

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Mine stops at 5:46. I have Asus 6800 OC graphics card.  Last time it had popup for opengl error.    Today it just stops at that time.  Any ideas if it's cos I have an amd card?  I followed directions from gamerpoets video on youtube.  Even watched a few times to make sure cos 3.0 version has more stuff to install than 2.98 version.    No issues with 2.98 version.  Curious if anyone has experienced this too?  The texgen runs fine, no issues.  It's just when I run dyndolod.  I did find a fix online when I change settings in Win 10.  https://www.addictivetips.com/windows-tips/opengl-errors/.  The one that worked for me was "Enable high performance visual effects" and changed settings to "best performance".  Ran it and it worked.  Then once it finished, I changed it back.  Kind of a pain, but I understand this is alpha, so maybe it will be fixed.  Running version alpha-28.  The version prior gave me that opengl error I mentioned so I no longer have those logs.  This one just stopped.  Pretty sure time is the same too.

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