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DynDOLOD 3.00 Alpha 180


sheson

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1 hour ago, Helsin277 said:

Hey guys, 

 

I'm having a little problem with my vanilla 3D pine tree lods, it all have a darker top for some reason. Some help would be much appreciated.

 

 problem: https://imgur.com/a/MsAnyKS

This happens with some mods, including EVT, and it's related to normal faces of the branch meshes. Certain textures enhance the issue, so as a first measure, I would try textures from a variety of sources to see what works best, and determine what it is about those textures that may contribute to the problem. Then, if I really wanted to use textures that are problematic, I can try to reformat them to work.

As a second and far more complex measure to fix the issue, alter the dark branch meshes.

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4 hours ago, Helsin277 said:

Hey guys, 

I'm having a little problem with my vanilla 3D pine tree lods, it all have a darker top for some reason. Some help would be much appreciated.

 problem: https://imgur.com/a/MsAnyKS

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

Make a useful screenshot with more informative console of a full model tree as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

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Posted (edited)

Hello Sheson,

May I ask if you could point me to the tutorial on how to modify specific trees' 3D lods, before generating them? I got dead trees whose 3D lods show leaves, when they shouldn't have any...

Or maybe you already know of a mod that rectifies the issue? The dead trees in question seem to be Vanilla when looking at them up close.

Also, how do I make it so that very distant waterfalls (like the ones you can see on the mountains while standing next to Windhelm's main door) have the "flowing water" models instead of the static (Vanilla) ones?

Edited by Abbot
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Hi, I've followed through the process by deactivating DynDOLOD and then adding in some worldspace mods; mainly being Cyrodiil from Beyond Skyrim: Bruma and then getting my respective outputs... Of course, I'm here cuz I'm currently experiencing some problems that you can browse with the photos I've attached in the document. Does it matter that I run both SSELODGen and xLODGen because I did that. And then I followed the tutorial where I would wait 10 in game days indoors, save the game and then load yet the message "DynDOLOD is now activated" doesn't pop up despite making my previous changes...

IMG_3576.jpeg IMG_3573.jpeg IMG_3570.jpeg IMG_3569.jpeg

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1 hour ago, Abbot said:

Hello Sheson,

May I ask if you could point me to the tutorial on how to modify specific trees' 3D lods, before generating them? I got dead trees whose 3D lods show leaves, when they shouldn't have any...

Or maybe you already know of a mod that rectifies the issue? The dead trees in question seem to be Vanilla when looking at them up close.

Also, how do I make it so that very distant waterfalls (like the ones you can see on the mountains while standing next to Windhelm's main door) have the "flowing water" models instead of the static (Vanilla) ones?

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

Make a useful screenshot with more informative console of the full model and a screenshot of the LOD as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

3D tree LOD models are supposed to match the full model. Especially the 3D tree LOD models included with DynDOLOD Resources for the vanilla trees.

By default waterfalls are animated for the Far Grid distance of 21 cells.

How to address an issue, depends on the actual problem, so you need to report those properly first.

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1 hour ago, skyrimfreak360 said:

Hi, I've followed through the process by deactivating DynDOLOD and then adding in some worldspace mods; mainly being Cyrodiil from Beyond Skyrim: Bruma and then getting my respective outputs... Of course, I'm here cuz I'm currently experiencing some problems that you can browse with the photos I've attached in the document. Does it matter that I run both SSELODGen and xLODGen because I did that. And then I followed the tutorial where I would wait 10 in game days indoors, save the game and then load yet the message "DynDOLOD is now activated" doesn't pop up despite making my previous changes...

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, which has a link to https://savelocation.net/skyrim which explains how to take screenshots instead of taking photos of your monitor.

As explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting, test if the same visual issues happen without DynDOLOD output in the load order. If they do not happen without DynDOLOD output in the load order, then generate a new LOD patch from scratch for the entire load order.

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2 hours ago, mostwanted11 said:

Hi, the dyndolodx64.exe crashed while generating lod after 55~ mins.

https://ufile.io/6lfvh4gu

my logs

Read the actual log message and use the Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages

The log shows this message has been shown to you, which states the problem and its solution:

Error: Found DVLaSS Skyrim Underside.esp. DynDOLOD replaces it.
Remove it permanently from the from load order.
Click the help link to open further instructions:
Click on this link for additional explanations and help for this message

https://dyndolod.info/Help/Terrain-Underside
Disable any plugins or mods that contain an underside mesh like DVLaSS Skyrim Underside, which was made by extracting this automatic generation from DynDOLOD into a mod.

In case you did that and uploaded old logs because DynDOLOD was terminated before it could write current logs, read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable real time logging. Also check the Windows Event log.

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I am modding again for first time in a few years but I am very novice at doing so. I have gathered all of the mods I want to use and have tested them. From what I can tell, they are all working. However I can get DynDOLOD to give me trees but not to give me grass. I can not stand seeing a barren land and watching the grass load as I get closer. I do not even know where to begin with fixing the issue. I suspect from the Summary of Messages after following a guide to set up DynDOLOD that something went wrong in my installation or that I am attempting to use mods I shouldn't be trying to use. I have searched several other forms here but cant follow what people are trying as solutions. I have also tried completely redoing everything. 

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7 hours ago, ubiquitouseffigy said:

I am modding again for first time in a few years but I am very novice at doing so. I have gathered all of the mods I want to use and have tested them. From what I can tell, they are all working. However I can get DynDOLOD to give me trees but not to give me grass. I can not stand seeing a barren land and watching the grass load as I get closer. I do not even know where to begin with fixing the issue. I suspect from the Summary of Messages after following a guide to set up DynDOLOD that something went wrong in my installation or that I am attempting to use mods I shouldn't be trying to use. I have searched several other forms here but cant follow what people are trying as solutions. I have also tried completely redoing everything. 

 

Moved to to most applicable forum for this question. See posting guidelines for DynDOLOD forums.

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7 hours ago, ubiquitouseffigy said:

I am modding again for first time in a few years but I am very novice at doing so. I have gathered all of the mods I want to use and have tested them. From what I can tell, they are all working. However I can get DynDOLOD to give me trees but not to give me grass. I can not stand seeing a barren land and watching the grass load as I get closer. I do not even know where to begin with fixing the issue. I suspect from the Summary of Messages after following a guide to set up DynDOLOD that something went wrong in my installation or that I am attempting to use mods I shouldn't be trying to use. I have searched several other forms here but cant follow what people are trying as solutions. I have also tried completely redoing everything. 

Moved to the DynDOLOD 3 alpha thread.

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

If you have issues following a third party guide, then you need to ask its author questions about it.

I suggest to read https://dyndolod.info/Help/Grass-LOD, which explains the requirements of grass LOD and how to generate it. Note the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List at the bottom.

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9 minutes ago, ubiquitouseffigy said:

Okay I am so lost its a joke. I am just trying to get my grass to load further but I have no idea what I am doing and have been at it all day. I looked at the posts but I just dont get how to get to the debug area. 

What do you mean by "debug area"?
If you have do not understand an instruction or explanations, then you need to ask a specific questions about it.

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Posted (edited)
On 5/10/2024 at 2:42 PM, sheson said:

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

Make a useful screenshot with more informative console of the full model and a screenshot of the LOD as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

3D tree LOD models are supposed to match the full model. Especially the 3D tree LOD models included with DynDOLOD Resources for the vanilla trees.

By default waterfalls are animated for the Far Grid distance of 21 cells.

How to address an issue, depends on the actual problem, so you need to report those properly first.

Hello Sheson,

I come back to you with the issue of dead trees having leaves in the distance (with 3D tree LODs).

Here are the logs:

 

https://pastebin.com/hCRgqLjc DynDOLOD_SSE_log.txt PART 1
https://pastebin.com/7uPnkSLq DynDOLOD_SSE_log.txt PART 2
https://pastebin.com/61t6PqfM DynDOLOD_SSE_log.txt PART 3

https://pastebin.com/MujQL0z9 DynDOLOD_SSE_log.txt PART 4

https://pastebin.com/Y80MY5FK DynDOLOD_SSE_log.txt PART 5


https://jmp.sh/s/yEmBJBqs6ogGITfoIPYJ DynDOLOD_SSE_Debug_log PART 1.txt

https://jumpshare.com/s/zvG1WyMkTyl2pGZ3LG3x DynDOLOD_SSE_Debug_log PART 2.txt
https://jumpshare.com/s/QD4Jpd12jCNCoQMC5Jxm DynDOLOD_SSE_Debug_log PART 3.txt

And here are the images. i know that you specified that we have to take screenshots and not photos but I cannot, for the life of me, make the screenshot function work on my setup. So these images will have to do.

1) https://imgbox.com/33VgMAah

2) https://imgbox.com/VJBgfOdS
3) https://imgbox.com/iXPlj5rN
4) https://imgbox.com/PXdAVjNk

You'll find a photo of the tree in the distance (1) with the coordinates from which I've taken it (2), then an image with the full tree (3) and one with the base FormID and other details about that tree (4).

As for the waterfalls, I solved my issue of seeing static waterfalls in the distance by editing the High settings mesh rule for fxwaterfallbody so that it has the flag "NeverFadeLOD" instead of "FarLOD". Now the waterfall LODs violently flicker though, any time that the player (or the camera through the console command TFC) moves.

EDIT:  I added another image to better highlight the Tree LOD in image (1) that gives me pain:  https://imgbox.com/XlZPVm15

Edited by Abbot
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1 hour ago, Abbot said:

Hello Sheson,

I come back to you with the issue of dead trees having leaves in the distance (with 3D tree LODs).

Here are the logs:

 

https://pastebin.com/hCRgqLjc DynDOLOD_SSE_log.txt PART 1
https://pastebin.com/7uPnkSLq DynDOLOD_SSE_log.txt PART 2
https://pastebin.com/61t6PqfM DynDOLOD_SSE_log.txt PART 3

https://pastebin.com/MujQL0z9 DynDOLOD_SSE_log.txt PART 4

https://pastebin.com/Y80MY5FK DynDOLOD_SSE_log.txt PART 5


https://jmp.sh/s/yEmBJBqs6ogGITfoIPYJ DynDOLOD_SSE_Debug_log PART 1.txt

https://jumpshare.com/s/zvG1WyMkTyl2pGZ3LG3x DynDOLOD_SSE_Debug_log PART 2.txt
https://jumpshare.com/s/QD4Jpd12jCNCoQMC5Jxm DynDOLOD_SSE_Debug_log PART 3.txt

And here are the images. i know that you specified that we have to take screenshots and not photos but I cannot, for the life of me, make the screenshot function work on my setup. So these images will have to do.

1) https://imgbox.com/33VgMAah

2) https://imgbox.com/VJBgfOdS
3) https://imgbox.com/iXPlj5rN
4) https://imgbox.com/PXdAVjNk

You'll find a photo of the tree in the distance (1) with the coordinates from which I've taken it (2), then an image with the full tree (3) and one with the base FormID and other details about that tree (4).

As for the waterfalls, I solved my issue of seeing static waterfalls in the distance by editing the High settings mesh rule for fxwaterfallbody so that it has the flag "NeverFadeLOD" instead of "FarLOD". Now the waterfalls LODs violently flicker though any time that the player (or the camera through the console command TFC) moves.

Zip log files and upload them to the file service as explained instead of splitting them across several pastebins or fileservices.
Taking screenshots on PC is a rudimentary computer skill, which is explained in countless guide, explanations, videos etc.
If you want people to help you, make an effort to make things as easy/accessible as possible for the people trying to help you instead of making them work for you.
I wrote/linked those instructions for a reason.

Also upload ..\Skyrim\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt as requested.

As explained in https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLODIn case a summary of messages was created and opened in the default browser check all its entries to learn about problems and if they need to be addressed.

The log/summary reports https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32
Generate LOD billboards for the current load order with TexGen first.

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

If problem persists with tree LOD not matching, upload new DynDOLOD log, debug, DynDOLOD_SSE_Object_Report.txt and also the TexGen log and debug log.

No useful screenshots for waterfalls have been posted.
It is not a good idea to use NeverFade* on a NIF that is used many times across a worldspace, especially for performance reasons. Using reference rules to target a limited list of waterfall references would be a better approach. Do not set Level0, Level1, Level2 and uncheck Dynamic to not have both LOD types added. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

 

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