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Posted
13 minutes ago, NoCleverness said:

Sorry about that, I'll zip the appropriate logs and send them. I also did the clean install, but in-game throws up an error saying it can't load NG_Worlds.txt, and I don't know what that means.

The papyrus log shows that this is not a clean update. The save was not cleaned as explained in https://dyndolod.info/Help/Clean-Save.

The message can't load DynDOLOD_NG_Worlds.txt means, that you changed the load order after generating LOD by installing DynDOLOD DLL NG and Scripts after generating the LOD patch.

Read and follow https://dyndolod.info/Installation-Instructions, which explains to install DynDOLOD DLL NG and Scripts before generating LOD.
Pay attention to the explanations in https://dyndolod.info/Generation-Instructions#Prerequisites how to clean and error check the load order before generating LOD.

Make a clean save.
Generate the LOD patch for the current load order and install it.
Then start the game and test everything works for a new game / coc riverwood.
Then the clean save made in an interior should load without an error shown in the game or in the papyrus logs.

Posted
2 hours ago, sheson said:

The papyrus log shows that this is not a clean update. The save was not cleaned as explained in https://dyndolod.info/Help/Clean-Save.

The message can't load DynDOLOD_NG_Worlds.txt means, that you changed the load order after generating LOD by installing DynDOLOD DLL NG and Scripts after generating the LOD patch.

Read and follow https://dyndolod.info/Installation-Instructions, which explains to install DynDOLOD DLL NG and Scripts before generating LOD.
Pay attention to the explanations in https://dyndolod.info/Generation-Instructions#Prerequisites how to clean and error check the load order before generating LOD.

Make a clean save.
Generate the LOD patch for the current load order and install it.
Then start the game and test everything works for a new game / coc riverwood.
Then the clean save made in an interior should load without an error shown in the game or in the papyrus logs.

I re-tried making a clean save, and I think I found the problem. For some reason, MCM won't let me disable DynDOLOD. The option is greyed out, and I can't click it.

Posted
53 minutes ago, NoCleverness said:

I re-tried making a clean save, and I think I found the problem. For some reason, MCM won't let me disable DynDOLOD. The option is greyed out, and I can't click it.

If it is greyed there is no dynamic LOD for the location and DynDOLOD is not active. If it is not active, it does not to be deactivated anymore.

See https://dyndolod.info/Help/Clean-Save
1. Deactivate DynDOLOD from the DynDOLOD SkyUI MCM if available. Wait for the deactivation message.
...
3. Check the DynDOLOD SkyUI MCM that DynDOLOD is still deactivated if available or use the wait menu to wait 24 game hours.
...
If for any reason the first four steps are not possible, remove the DynDOLOD output as per step 5, load whatever save should be cleaned and go into an interior and then continue with step 7.

Simply proceed with the steps as explained to make a clean save.

Posted

Hiya. 

How do i go about adding a new underside to my existing setup? i'm getting todd rays through mountains and houses and i realized that i forgot to change the DoubleSidedTextureMask= line in .ini file.

in the terrain underside section on the installation page it's mentioned that i could generate a new underside by running DynDOLOD again and uncheck everything else, then points me to update section for info on merging it. i'm a brick head, i'm clueless on how to do that.

from what i've noticed so far, my only other issue right now is with distant waterfalls. they are so bright i can see them from just about anywhere, and they stand out a bit in world map view. 

WAjlOCA.jpeg

lastly, i'm also sometimes a impatient brick head. so i only used ssEDIT to auto-clean the plugins DynDOLOD told me i were required to clean during during installation(Update, Dawnguard, Heartfires and beafarmer). LOOT in vortex have recommended me to clean exactly 1 plugin from "wild edits" in maybe 3 years i've used it so i never do. Should i just run auto clean on all my plugins (excluding Unofficial patch maybe), and is that okay to do with DynDOLOD installed? 

Thanks all, any help and insight is much appriciated!

Posted
45 minutes ago, Mahtyo said:

Hiya. 

How do i go about adding a new underside to my existing setup? i'm getting todd rays through mountains and houses and i realized that i forgot to change the DoubleSidedTextureMask= line in .ini file.

in the terrain underside section on the installation page it's mentioned that i could generate a new underside by running DynDOLOD again and uncheck everything else, then points me to update section for info on merging it. i'm a brick head, i'm clueless on how to do that.

from what i've noticed so far, my only other issue right now is with distant waterfalls. they are so bright i can see them from just about anywhere, and they stand out a bit in world map view. 

WAjlOCA.jpeg

lastly, i'm also sometimes a impatient brick head. so i only used ssEDIT to auto-clean the plugins DynDOLOD told me i were required to clean during during installation(Update, Dawnguard, Heartfires and beafarmer). LOOT in vortex have recommended me to clean exactly 1 plugin from "wild edits" in maybe 3 years i've used it so i never do. Should i just run auto clean on all my plugins (excluding Unofficial patch maybe), and is that okay to do with DynDOLOD installed? 

Thanks all, any help and insight is much appriciated!

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

https://dyndolod.info/Help/Terrain-Underside#Updating
The old DynDOLOD output is still active as a mod and when you install the new out as a mod to the mod name for the for the already existing output, MO2 will ask you to replace, merge or rename. Select merge. No idea about Vortex but since you use it, you should know how it works. Files can also be moved from the output folder to the mod folder with a file manager like Explorer, simply overwrite any existing old files with the ones from the new output.

To update object LOD meshes with doublesided flag, edit the export file(s) for the desired worldspace to update, insert the exact same line e.g. DoubleSidedTextureMask=mountain,mtn as you set it in the DynDOLOD INI to the top of the export file, start in expert mode and "Execute LODGen". See https://dyndolod.info/Help/Expert-Mode#Execute LODGen

See https://dyndolod.info/Mods/Waterfalls. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console when reporting visual issues in the game.

For a stable load order, all plugins containing deleted references should be cleaned. https://dyndolod.info/Messages/Deleted-Reference
DynDOLOD only reports plugins with deleted large references since that hinders the LOD patch generation. Crashes because of deleted references or issues from ITMs / conflicts in other plugins are typically not erroneously attributed to DynDOLOD. A stable and properly made load order is the requirement the game to work and also for the LOD patch generating. How to do this is explained by proper modding guides since decades. As explained in https://dyndolod.info/Generation-Instructions#Prerequisites, it is best to do whatever needs to be done for load order to work properly before generating the LOD patch. Undeleting deleted references afterwards is fine. Removing ITMs should not cause issues either, but the ITM record might have been copied to the LOD patch plugins. In the unlikely case that is an issue it can be manually resolved in xEdit. Also see https://dyndolod.info/Updating

Posted (edited)

TexGen is running fine on launch and isn't crashing, I just find it odd that my old TexGen Output contains the following folders:

-architecture

-creation club

-dlc01

-dlc02

-DynDOLOD

-effects

-enderal (which I don't actually play with or have installed)

-landscape

-lod

-smim

-terrain

 

Upon updating my Lodgen Output and updating DynDOLOD and its requirements, my new TexGen Output is only generating the following:

-dlc01 

-DynDOLOD

-lod

-terrain

 

I cannot seem to find a reason why it is only generating significantly less that it was before.  This doesn't seem intended but maybe I am missing something with the update?

 

I should add that both were generated using DynDOLOD 3 alpha, just different versions.  I had updated my DLL NG and Resources prior to running TexGen

 

I am currently thinking I misunderstood xLODGen instructions and generated Tree and Object lods with xLODGen, which is preventing new ones to be made by TexGen.

Edited by ExquisiteLemon
Version History Added
Posted
On 11/30/2024 at 8:07 PM, ExquisiteLemon said:

TexGen is running fine on launch and isn't crashing, I just find it odd that my old TexGen Output contains the following folders:

-architecture

-creation club

-dlc01

-dlc02

-DynDOLOD

-effects

-enderal (which I don't actually play with or have installed)

-landscape

-lod

-smim

-terrain

 

Upon updating my Lodgen Output and updating DynDOLOD and its requirements, my new TexGen Output is only generating the following:

-dlc01 

-DynDOLOD

-lod

-terrain

 

I cannot seem to find a reason why it is only generating significantly less that it was before.  This doesn't seem intended but maybe I am missing something with the update?

 

I should add that both were generated using DynDOLOD 3 alpha, just different versions.  I had updated my DLL NG and Resources prior to running TexGen

 

I am currently thinking I misunderstood xLODGen instructions and generated Tree and Object lods with xLODGen, which is preventing new ones to be made by TexGen.

Moved to the DynDOLOD 3 Alpha thread.
Read the first post/and or  https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts.

https://dyndolod.info/Generation-Instructions#Prerequisites
Typically generate and install terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, as the terrain LOD meshes are used to optimize object LOD meshes.

https://dyndolod.info/Help/TexGen
TexGen generates textures from full textures. For rendered textures and LOD billboards it uses full models or special models. TexGen does not care about terrain LOD meshes or terrain LOD textures or grass cache files.
Any existing old files in the output folder will be overwritten by the new files with the same path and filename.

Posted
On 11/25/2024 at 1:49 PM, sheson said:

If it is greyed there is no dynamic LOD for the location and DynDOLOD is not active. If it is not active, it does not to be deactivated anymore.

See https://dyndolod.info/Help/Clean-Save
1. Deactivate DynDOLOD from the DynDOLOD SkyUI MCM if available. Wait for the deactivation message.
...
3. Check the DynDOLOD SkyUI MCM that DynDOLOD is still deactivated if available or use the wait menu to wait 24 game hours.
...
If for any reason the first four steps are not possible, remove the DynDOLOD output as per step 5, load whatever save should be cleaned and go into an interior and then continue with step 7.

Simply proceed with the steps as explained to make a clean save.

Sorry about the late reply, I haven't had access to my computer for a while since it needed some work. As soon as I get it back, I'll try to get the clean save again.

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