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DynDOLOD 3.00 Alpha 180


sheson

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9 hours ago, markuskarttunen said:

Hello Sheson, thank you for DynDOLOD and especially it's Hybrid tree LOD feature. Its a game changer and allows for near-seamless transition of LOD and full models without tanking performance. I have a question/request on it, I have no idea if it's possible though but thought I'd ask. Would it be possible for TexGen to generate the hybrid tree trunk renders from all 4 sides instead of 2 and apply them on their respective one-sided planes if template4.nif is selected as the flatnif? This would make them more consistent on tree models that have a very "chaotic" trunk geometry (eg. ReachCliffTree01 pictured here). Thank you for your time :)

For such trees, I always just use 'optimized' full models as sheson mentioned. Even sometimes for really thick straight trunks. The trunk billboards for most trees are too far away to really notice the minutia, IMO, and I'm just happy that they only use 4 or 8 triangles :) If you know what to look for, you can usually spot a billboard anyway (particularly if they are really fat billboards).

1 hour ago, markuskarttunen said:

I'd love to come back with results on this one but unfortunately AMD has decided to bless me with the blackscreen-treatment with that version of LODGen. I've got the latest recommended drivers but this just happens on some versions of dyndolod, I've decided to live with it until I get around buying a 4090 or any other card with drivers that don't crash daily.

I posted yesterday about possibly related issues with latest alpha and AMD. Completely removing Adrenaline by reinstalling "Drivers only" option (with "Factory Reset" option ticked) of 22.5.1 resolved my troubles.

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14 minutes ago, z929669 said:

I posted yesterday about possibly related issues with latest alpha and AMD. Completely removing Adrenaline by reinstalling "Drivers only" option (with "Factory Reset" option ticked) of 22.5.1 resolved my troubles.

Funnily the latest A106 has caused no issues but some earlier versions have consistently blackscreened on me. Imma take a look at my drivers once more, I know I don't have the adrenaline installed (since nothing on it works anyway) but can't remember if I factory reset it back in the day. Thanks! :)

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Hi any help pls.

 

I recieve this error.

 

Error: File not found textures\bscyrodiil\architecture\farmhouse\cyrodiilfarmstucco02.dds

(I extracted Bsheartland.bsa in BSA extractor, found those mentioned, copied that to the mod folder nad still nothing, same error).

And first of all I did not even had Bruma in my load order....so what the hack is this

thank You very much

Edited by JiriHodan
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23 minutes ago, JiriHodan said:

Hi any help pls.

 

I recieve this error.

 

Error: File not found textures\bscyrodiil\architecture\farmhouse\cyrodiilfarmstucco02.dds

(I extracted Bsheartland.bsa in BSA extractor, found those mentioned, copied that to the mod folder nad still nothing, same error).

And first of all I did not even had Bruma in my load order....so what the hack is this

thank You very much

Read the first post which log and debug log to upload when making posts.
If there was a message window, use the "Copy this message to clipboard" link to copy and post the entire message as explained on the first post

As explained on the first post, search for and then actually do read older posts about the same problem. https://stepmodifications.org/forum/search/?q=cyrodiilfarmstucco02.dds&quick=1&type=forums_topic&nodes=223, the first post of  the search results says:
cyrodiilfarmstucco02.dds is part of Beyond Reach and the texture is required because arnima.esm is in the load order.
Read the next couple posts as well.

While there should be not need to ever unpack any BSA from unrelated mods, the message still tells you exactly what the problem is as explained in the contextual help that opens when clicking the "Click on this link for additional explanations and help for this message" in case there is a message pop-up.  Read this page https://dyndolod.info/Messages/File-Not-Found-Textures, especially if you believe the mentioned file exists at the mentioned location of the games data folder that is used by the tool.  The file either really does not exist wherever the tool is looking for it, or the tool is prevented from file access by the OS.

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Error: File not found scripts\ccbgssse038_assassinenablescript.pex ccbgssse038-bowofshadows.esl ccBGSSSE038EnableTrigger [ACTI:FE020835]

 

Ignore or change the name of the script in Xedit to ccbssse038_assassinenableonattachscript.pex?

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2 hours ago, Elaura said:

 

Error: File not found scripts\ccbgssse038_assassinenablescript.pex ccbgssse038-bowofshadows.esl ccBGSSSE038EnableTrigger [ACTI:FE020835]

 

Ignore or change the name of the script in Xedit to ccbssse038_assassinenableonattachscript.pex?

Sure why not. That script has matching properties.

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Hey folks, I keep getting this error and im at a loss. It doesn't give a specific reason for the error. Any tips?

 

[Window Title]
DynDOLOD

[Main Instruction]
Error: Setting EditorID to skyrimesm_0DDD36_DynDOLOD_FIX failed for DynDOLOD.esp [REFR:000DDD36] (in GRUP Cell Temporary Children of [CELL:00007157] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,2))

[Content]


Click on this link for additional explanations and help for this message

[Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

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9 hours ago, EazyH said:

Hey folks, I keep getting this error and im at a loss. It doesn't give a specific reason for the error. Any tips?

 

[Window Title]
DynDOLOD

[Main Instruction]
Error: Setting EditorID to skyrimesm_0DDD36_DynDOLOD_FIX failed for DynDOLOD.esp [REFR:000DDD36] (in GRUP Cell Temporary Children of [CELL:00007157] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,2))

[Content]


Click on this link for additional explanations and help for this message

[Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

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

Search for the error message to find existing posts as explained on the first post. https://stepmodifications.org/forum/search/?q=Setting EditorID to&quick=1&type=forums_topic&item=17510

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements
The workarounds require plugins containing deleted large references to be cleaned. Every plugin containing deleted references should be cleaned. See the Prerequisites section of the Generation Instructions for more.

https://dyndolod.info/Generation-Instructions#Prerequisites
Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean

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6 hours ago, sheson said:

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

Search for the error message to find existing posts as explained on the first post. https://stepmodifications.org/forum/search/?q=Setting EditorID to&quick=1&type=forums_topic&item=17510

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements
The workarounds require plugins containing deleted large references to be cleaned. Every plugin containing deleted references should be cleaned. See the Prerequisites section of the Generation Instructions for more.

https://dyndolod.info/Generation-Instructions#Prerequisites
Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean

Thanks Sheson, I got it figured out last night! I started with a Wabajack list that I then did a fair bit of tweaking to, and didn’t realize the Update and Dawnguard esps were dirtier than a hooker’s thong! (It used a stock game folder rather than my own, and it would seem they never cleaned the ESPs.)

The reference number for xedit was useful, showing me that it was a deleted reference in the update records, which then matched up with some of the warnings in the summary page, and I went ahead and cleaned anything mentioned there, and then it went smooth like butter. Thanks again for the amazing tool!

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I do have an additional, separate question regarding Grass LOD. Been a huge fan and using it since it’s introduction and I’ve had success with consistent color and visuals, depending on ENB and grass mod, usually doing better with green tundra. I had taken a break for a bit, but have now come back and seen the introduction of the HD grass, which it appears is meant to be used with the complex grass textures. Does this work with ALL complex grass textures? Because I’ve seen varying information and I remember initially, it was recommended NOT to cache grass or run DynDOLOD w/ these textures. Even on the complex grass compendium, this message still appears:

 

“Do not use these textures for lod generating / grass caching, or you gonna have blue foliage in the far distant. (just uncheck any complex grass patch mod before starting generating lod textures or grass cache)”

 

Just wondering what your thoughts are, and if there are exceptions to the rule, and also how much more of a hit one could expect if using the complex textures for generation over plain grass. (Also, does the cache need to be redone as well? Or is it enough just to use the new complex textures and start from TexGen?)

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35 minutes ago, EazyH said:

I do have an additional, separate question regarding Grass LOD. Been a huge fan and using it since it’s introduction and I’ve had success with consistent color and visuals, depending on ENB and grass mod, usually doing better with green tundra. I had taken a break for a bit, but have now come back and seen the introduction of the HD grass, which it appears is meant to be used with the complex grass textures. Does this work with ALL complex grass textures? Because I’ve seen varying information and I remember initially, it was recommended NOT to cache grass or run DynDOLOD w/ these textures. Even on the complex grass compendium, this message still appears:

 

“Do not use these textures for lod generating / grass caching, or you gonna have blue foliage in the far distant. (just uncheck any complex grass patch mod before starting generating lod textures or grass cache)”

 

Just wondering what your thoughts are, and if there are exceptions to the rule, and also how much more of a hit one could expect if using the complex textures for generation over plain grass. (Also, does the cache need to be redone as well? Or is it enough just to use the new complex textures and start from TexGen?)

Ignore every and all 3rd party instructions and older posts regarding anything DynDOLOD. They are categorically wrong and outdated and in case of issues the actual cause might be assumed wrong resulting in weird/wrong/unnecessary workarounds instead of proper fixes to the tools, configurations+settings or mods.

See https://dyndolod.info/Changelog
Version 3.00 Alpha 87
TexGen.exe - added support for ENB complex grass combined diffuse/normal map textures

https://dyndolod.info/Help/TexGen
TexGen supports ENB complex grass textures.

https://dyndolod.info/Help/Grass-LOD
TexGen supports generating HD grass LOD billboards using ENB complex grass textures
Note that HD Grass LOD billboards for ENB complex grass use double the triangles, so in case performance is of concern, use half the density.

Alpha 87 came out April 4, 2022, which means since then grass LOD billboards made with complex grass texture do not have any blue foliage as the complex textures are correctly split into diffuse and normal map. The nexus page you are quoting has an original upload date of April 30, 2022, so the message has been always wrong. I even made a comment May 26, 2022.

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I'm getting an OpenGL error when using the DynDOLOD application. It runs for a bit but then the main window says "invalid operation". However, the separate console window continues on going. 

A search has already been undertaken HOWEVER, AMD no longer supply the version of driver stated earlier. The recommend one is now version 22.11.2 which is WHQL signed. This driver appears to not function correctly with the application.

I've attached the relevant information. The debug log was too big to upload here, even zipped, so a link has been provided.

 

DynDOLOD_SSE_log.txt Link to Debug Log.txt

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