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DynDOLOD 3.00 Alpha 180


sheson

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4 hours ago, sheson said:

No. https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-148/?do=findComment&comment=274396

TexGen has nothing to do with object LOD level options of DynDOLOD. TexGen generates textures (and text files).
I have no idea what "mesh textures" means. Meshes are 3D models and textures are images.

The TexGen UseMipmaps INI setting does exactly what the explanations above it says it does:
; 1 = use mipmaps of full textures for rendering, 0 = don't use mipmaps
Since there is no condition/limitation mentioned it applies to all TexGen options that are rendered.

Yes. https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-148/?do=findComment&comment=274396

Billboard textures (that includes trunks) generated by TexGen do not have mipmaps, so they typically have to be generated by DynDOLOD when being added to a texture atlas regardless of any UseMipMaps being set in any LOD model.
Billboard meshes like ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_flat_*_lod.nif define place holder textures, so adding UseMipMaps to them will not have any effects for any texture.

https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names

Shape name = 3D Name https://ck.uesp.net/wiki/index.php?title=Model_Data
As explained by https://dyndolod.info/Help/3D-Tree-LOD-Model "... to the BSTriShape/NiTriShape name"
The filename of models or what they depict is irrelevant.

"mesh textures" was just bad wording. I copied it from my first use of it along with other text copied in my second use of it (because I avoid typing if I can re-use something already typed). What I was attempting to convey is that I've never noticed a difference with the TexGen_SSE.ini settings for UseMipMaps and TreeMSAlphaThreshold on anything but Billboard# "2D" 3D LOD trees in game. If these settings can also thin out (or 'blobbify') Ultra Level# LOD trees, I haven't noticed. If these two settings can impact the final result of Level# tree LOD, then they could potentially skew the results of the shape-name addition (UseMipMaps) and the NiAlphaProperty change, depending on a number of factors, I would guess.

Regarding the shape names ... my bad. I haven't scanned the documentation (or at least that piece of it) since you added this info ... or I just totally forgot about it. Either one is very possible. Regardless, I won't forget going forward so thanks a ton for including it whenever it was added ;)

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4 hours ago, z929669 said:

"mesh textures" was just bad wording. I copied it from my first use of it along with other text copied in my second use of it (because I avoid typing if I can re-use something already typed). What I was attempting to convey is that I've never noticed a difference with the TexGen_SSE.ini settings for UseMipMaps and TreeMSAlphaThreshold on anything but Billboard# "2D" 3D LOD trees in game. If these settings can also thin out (or 'blobbify') Ultra Level# LOD trees, I haven't noticed. If these two settings can impact the final result of Level# tree LOD, then they could potentially skew the results of the shape-name addition (UseMipMaps) and the NiAlphaProperty change, depending on a number of factors, I would guess.

Regarding the shape names ... my bad. I haven't scanned the documentation (or at least that piece of it) since you added this info ... or I just totally forgot about it. Either one is very possible. Regardless, I won't forget going forward so thanks a ton for including it whenever it was added ;)

As already explained, the TexGen INI settings apply to what TexGen does, stitching of textures or rendering textures from full models.

The settings are not affecting how DynDOLOD atlas generation works.

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[Window Title]
DynDOLOD

[Main Instruction]
Error: Load order FileID [20] can not be mapped to file FileID for file "DynDOLOD.esp"

[Content]


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

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit DynDOLOD]

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

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47 minutes ago, Yakisumi said:

[Window Title]
DynDOLOD

[Main Instruction]
Error: Load order FileID [20] can not be mapped to file FileID for file "DynDOLOD.esp"

[Content]


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

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit DynDOLOD]

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

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt if it exists to upload when making posts.

Click on this link for additional explanations and help for this message
https://dyndolod.info/Messages/Exceptions#Load-order-FileID-can-not-be-mapped-to-file-FileID-for-file
Always use the latest version of DynDOLOD/TexGen as explained above.
This can be caused by errors in plugin. Finalize the load order and clean and error check the load order with xEdit as explained above.
This can be also a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.

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Hi, after completing STEP 2.2.0 for Skyrim Special/Anniversary Edition I have a problem with road side rock texture in winterhold.

With DynDOLOD:

Screenshot_20230920_002030_DynDOLOD.thumb.jpg.c56a436710aa17ab82c26113789625a7.jpg

Without DynDOLOD:

Screenshot_20230920_002030_Without_DynDOLOD.thumb.jpg.5bf2993368f100a93844f4280de28e0a.jpg

This is the settings in MCM:

Screenshot_20230920_002202_DynDOLOD_Your_Are_Here_Page.thumb.jpg.17fa5dd0167bad5989e518bc8b8589a5.jpgScreenshot_20230920_002202_DynDOLOD_Settings_Page.thumb.jpg.248df311089baceb86b2924c0a14e5ad.jpgScreenshot_20230920_002202_DynDOLOD_Main_Page.thumb.jpg.14bb0c062affe04a7db388179c029dfb.jpgScreenshot_20230920_002202_DynDOLOD_Information_Page.thumb.jpg.cc8fff83ab1f21283e2d0074cb062079.jpg

I have all the logs from TexGen and DynDOLOD if you need. But there was no error and nothing related to this texture/mesh in the logs (I could be wrong).

I'll appreciate any help for fixing this issue.

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20 minutes ago, symjoy said:

Hi, after completing STEP 2.2.0 for Skyrim Special/Anniversary Edition I have a problem with road side rock texture in winterhold.

With DynDOLOD:

Screenshot_20230920_002030_DynDOLOD.thumb.jpg.c56a436710aa17ab82c26113789625a7.jpg

Without DynDOLOD:

Screenshot_20230920_002030_Without_DynDOLOD.thumb.jpg.5bf2993368f100a93844f4280de28e0a.jpg

This is the settings in MCM:

Screenshot_20230920_002202_DynDOLOD_Your_Are_Here_Page.thumb.jpg.17fa5dd0167bad5989e518bc8b8589a5.jpgScreenshot_20230920_002202_DynDOLOD_Settings_Page.thumb.jpg.248df311089baceb86b2924c0a14e5ad.jpgScreenshot_20230920_002202_DynDOLOD_Main_Page.thumb.jpg.14bb0c062affe04a7db388179c029dfb.jpgScreenshot_20230920_002202_DynDOLOD_Information_Page.thumb.jpg.cc8fff83ab1f21283e2d0074cb062079.jpg

I have all the logs from TexGen and DynDOLOD if you need. But there was no error and nothing related to this texture/mesh in the logs (I could be wrong).

I'll appreciate any help for fixing this issue.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug to upload when making posts.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make usefull in-game screenshots with more informative console.

This is a well known problem with 2 pass snow shaders and/or parallax. The load order was changed after generating the LOD patch. Generate a new LOD patch for the current load order.

If you have problems following a third party modding guide you should be asking question on its forum/discord etc.

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I think I found the problem. And no I didn't change the load order after generating SSELoadGen, TexGen and DynDOLOD (Except only disable "(TEMP) Cathedral Landscapes - xLODGen" after running SSELoadGen as per STEP instruction)

Note: I should've mention it before that I'm running MO2 under wine (8.13) on linux (Fedora 38 KDE).

Below is a chunk of DynDOLOD_SSE_Debug_log.txt

Spoiler

[1084534:48:11] [DynDOLODInit] <Debug: Start DynDOLODInit>
[1084534:48:11] [dynCheckPath] <Debug: Processing D:\Modding\Tools\DynDOLOD\>
[1084534:48:11] [LoadList] <Debug: Loading D:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_Summaries.txt>
DynDOLOD 3.0 Alpha-148 x64 - Skyrim Special Edition (SSE) (688DEA6C) starting session 2023-09-19 22:48:12

The Source Code Form of this program is subject to the terms of the Mozilla Public License, v. 2.0
If a copy of the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.

The Source Code Form is available at https://github.com/TES5Edit/TES5Edit

Using Skyrim Special Edition Data Path: D:\GOG Games\Skyrim Special Edition\Data\
Using Scripts Path: D:\Modding\Tools\DynDOLOD\Edit Scripts\
Using Cache Path: D:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Cache\DynDOLOD_SSE_
Using Temp Path: C:\users\gj86\Temp\DynDOLOD_SSE\
Using Output Path: D:\Modding\Tools\DynDOLOD\DynDOLOD_Output\
Using ini: C:\users\gj86\Documents\My Games\Skyrim Special Edition\Skyrim.ini
Using custom ini: C:\users\gj86\Documents\My Games\Skyrim Special Edition\SkyrimCustom.ini
Using save path: C:\users\gj86\Documents\My Games\Skyrim Special Edition\Saves\
Using Creation Club Content list: D:\GOG Games\Skyrim Special Edition\Skyrim.ccc
Using plugin list: C:\users\gj86\AppData\Local\Skyrim Special Edition\Plugins.txt
Warning: Could not find plugin list

Using settings file: D:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD.ini
Using language: English
Using general string encoding: ANSI Latin 1
Using translatable string encoding: ANSI Latin 1
Using VMAD string encoding: 65001 (UTF-8)
Loading active plugin list: C:\users\gj86\AppData\Local\Skyrim Special Edition\Plugins.txt

The problem is DynDOLOD is looking for Plugins.txt in wrong directory for my game version. The correct path is C:\users\gj86\AppData\Local\Skyrim Special Edition GOG\Plugins.txt

And because of missing Plugins.txt the load order is different from actual vs what DynDOLOD sees. As I'm running DynDOLOD through MO2 it sees all the data from Game Data folder but don't have the correct load order.

This led me to check SSELoadGen and TexGen log. Same issue there is well. Currently I'm re-generating all 3 (SSELoadGen, TexGen and DynDOLOD) after copying the Plugins.txt to the folder these apps are looking for. I think this should fix the issue as I didn't deviate from the STEP 2.2.0 guidelines.

Thanks for mentioning the loadorder, otherwise it would've never occur to me to check.

Thanks for your help.

Edited by symjoy
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1 hour ago, symjoy said:

I think I found the problem. And no I didn't change the load order after generating SSELoadGen, TexGen and DynDOLOD (Except only disable "(TEMP) Cathedral Landscapes - xLODGen" after running SSELoadGen as per STEP instruction)

Note: I should've mention it before that I'm running MO2 under wine (8.13) on linux (Fedora 38 KDE).

Below is a chunk of DynDOLOD_SSE_Debug_log.txt

  Hide contents

[1084534:48:11] [DynDOLODInit] <Debug: Start DynDOLODInit>
[1084534:48:11] [dynCheckPath] <Debug: Processing D:\Modding\Tools\DynDOLOD\>
[1084534:48:11] [LoadList] <Debug: Loading D:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_Summaries.txt>
DynDOLOD 3.0 Alpha-148 x64 - Skyrim Special Edition (SSE) (688DEA6C) starting session 2023-09-19 22:48:12

The Source Code Form of this program is subject to the terms of the Mozilla Public License, v. 2.0
If a copy of the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.

The Source Code Form is available at https://github.com/TES5Edit/TES5Edit

Using Skyrim Special Edition Data Path: D:\GOG Games\Skyrim Special Edition\Data\
Using Scripts Path: D:\Modding\Tools\DynDOLOD\Edit Scripts\
Using Cache Path: D:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Cache\DynDOLOD_SSE_
Using Temp Path: C:\users\gj86\Temp\DynDOLOD_SSE\
Using Output Path: D:\Modding\Tools\DynDOLOD\DynDOLOD_Output\
Using ini: C:\users\gj86\Documents\My Games\Skyrim Special Edition\Skyrim.ini
Using custom ini: C:\users\gj86\Documents\My Games\Skyrim Special Edition\SkyrimCustom.ini
Using save path: C:\users\gj86\Documents\My Games\Skyrim Special Edition\Saves\
Using Creation Club Content list: D:\GOG Games\Skyrim Special Edition\Skyrim.ccc
Using plugin list: C:\users\gj86\AppData\Local\Skyrim Special Edition\Plugins.txt
Warning: Could not find plugin list

Using settings file: D:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD.ini
Using language: English
Using general string encoding: ANSI Latin 1
Using translatable string encoding: ANSI Latin 1
Using VMAD string encoding: 65001 (UTF-8)
Loading active plugin list: C:\users\gj86\AppData\Local\Skyrim Special Edition\Plugins.txt

The problem is DynDOLOD is looking for Plugins.txt in wrong directory for my game version. The correct path is C:\users\gj86\AppData\Local\Skyrim Special Edition GOG\Plugins.txt

And because of missing Plugins.txt the load order is different from actual vs what DynDOLOD sees. As I'm running DynDOLOD through MO2 it sees all the data from Game Data folder but don't have the correct load order.

This led me to check SSELoadGen and TexGen log. Same issue there is well. Currently I'm re-generating all 3 (SSELoadGen, TexGen and DynDOLOD) after copying the Plugins.txt to the folder these apps are looking for. I think this should fix the issue as I didn't deviate from the STEP 2.2.0 guidelines.

Thanks for mentioning the loadorder, otherwise it would've never occur to me to check.

Thanks for your help.

From the first post:
Questions or help request can only be answered for the information provided.

From https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-101-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ or the Readme.txt included in the download archive or https://dyndolod.info/Help/xLODGen#Installation:
If required, use command line arguments to set the paths to certain directories and files. For example:
-m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\"
-p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt"
-d:"c:\GOG Games\Skyrim Special Edition GOG\Data\"

https://dyndolod.info/#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG
Use the -m, -p and -d command line arguments to set the INI, plugins.txt and Data paths when starting the tools. For example:
-m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\"
-p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt"
-d:"c:\GOG Games\Skyrim Special Edition GOG\Data\"

https://dyndolod.info/Help/Command-Line-Argument

You already needed to do this for xEdit which you must have used plenty of times before generating LOD with xLODGen or DynDOLOD.

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18 minutes ago, sheson said:

From the first post:
Questions or help request can only be answered for the information provided.

From https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-101-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ or the Readme.txt included in the download archive or https://dyndolod.info/Help/xLODGen#Installation:
If required, use command line arguments to set the paths to certain directories and files. For example:
-m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\"
-p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt"
-d:"c:\GOG Games\Skyrim Special Edition GOG\Data\"

https://dyndolod.info/#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG
Use the -m, -p and -d command line arguments to set the INI, plugins.txt and Data paths when starting the tools. For example:
-m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\"
-p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt"
-d:"c:\GOG Games\Skyrim Special Edition GOG\Data\"

https://dyndolod.info/Help/Command-Line-Argument

You already needed to do this for xEdit which you must have used plenty of times before generating LOD with xLODGen or DynDOLOD.

That is the problem. I didn't do it for any of the tools including SSEEdit/xEdit as I didn't follow the installation post you linked. I run it from MO2 list and it worked. Only used it for quick clean and STEP provided cleaning procedure. Only did what was included in the guide (Not blaming the STEP Guide)

I should've been more careful about the file paths. But it really never come to mind to check.

Thanks again for providing help and useful links.

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57 minutes ago, symjoy said:

That is the problem. I didn't do it for any of the tools including SSEEdit/xEdit as I didn't follow the installation post you linked. I run it from MO2 list and it worked. Only used it for quick clean and STEP provided cleaning procedure. Only did what was included in the guide (Not blaming the STEP Guide)

I should've been more careful about the file paths. But it really never come to mind to check.

Thanks again for providing help and useful links.

This topic has nothing to do with the Step guide process (which expects native Windows 10/11 env per system requirements), and the Step guides are not explicitly supported by DynDOLOD support. Using Linux/Wine requires special considerations for just about all modding tools, including MO that the Step guides do not support.

We prefer to keep discussions about the Step guide out of this topic, as it's irrelevant.

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[Window Title]
DynDOLOD

[Main Instruction]
Error: Load order FileID [20] can not be mapped to file FileID for file "DynDOLOD.esp"

[Content]


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

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit DynDOLOD]

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

Attached zip file with logs

Logs.rar

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Having issues with TexGen hangs. I have done a lot of research already and did try the TexGenSSE.ini edits, but I still hang.

The issue: Prior to the ini edits, texgen would get stuck when generating files from textures, after the ini edits it now gets stuck when generating billboards.

For both situations I have let it sit for around 20 minutes then I check task manager and see all programs are at 0% usage.

I have only ever been able to get TexGen to work when I use BC3 compression instead of BC7(Default)

Why is this? Am I doing something wrong? Is it my PC specs? AMD Ryzen 5 3600 | Geforce GTX 1080 ti

Attached is the most recent log. Any help is greatly appreciated!

TexGen_SSE_log.txt

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On 9/23/2023 at 4:36 AM, Yakisumi said:

[Window Title]
DynDOLOD

[Main Instruction]
Error: Load order FileID [20] can not be mapped to file FileID for file "DynDOLOD.esp"

[Content]


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

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit DynDOLOD]

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

Attached zip file with logs

Logs.rar 532.9 kB · 0 downloads

Unfortunately the logs archive does not contain the log and debug log from DynDOLOD but the ones from TexGen.

See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.

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5 hours ago, Rvinbowxxkitty said:

Having issues with TexGen hangs. I have done a lot of research already and did try the TexGenSSE.ini edits, but I still hang.

The issue: Prior to the ini edits, texgen would get stuck when generating files from textures, after the ini edits it now gets stuck when generating billboards.

For both situations I have let it sit for around 20 minutes then I check task manager and see all programs are at 0% usage.

I have only ever been able to get TexGen to work when I use BC3 compression instead of BC7(Default)

Why is this? Am I doing something wrong? Is it my PC specs? AMD Ryzen 5 3600 | Geforce GTX 1080 ti

Attached is the most recent log. Any help is greatly appreciated!

TexGen_SSE_log.txt 2.19 MB · 0 downloads

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug log to also upload when making posts.

It is unclear what TexGen_SSE.INI you actually tried. The debug log contains that information.

https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures

BC7 uses Texconv to convert the compression, while BC3 does not. So most likely TexGen is waiting on a stuck Texconv.

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hi. i am getting thin black bar artifacts on my reach trees again. i fixed it once by re installing EVT but after regenning trees they are appearing again. i am using the latest dyndolod setup.

here are logs

https://www.mediafire.com/file/er1dxb5xl0qnjzw/Logs.zip/file

 

the artifacts appear on reachtree02.nif

 

image.png

image.png

some photo examples. i am using billboard 4 for trees, and using object lod system for trees (i followed the latest step guide for skyrim)

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