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DynDOLOD 3.00 Alpha 182


sheson

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6 hours ago, tnicko said:

I'm getting a super-white lod of Eldersblood Peak (like so white the main structure is practically blended into the sky) as shown in these shots:

https://imgur.com/a/fkKtPE7

The vanilla lod is slightly darker and not solid white so it stands out a little better, but of course the bricks are not nearly as detailed.  Any idea on how I might mitigate this?  I was thinking of maybe having dyndolod ignore this model but I'm unsure as to how I might do that.  Or perhaps a rule for this model not to use the snow material?

Read https://dyndolod.info/Help/Snow-Ash-LOD-Shader.

You can set a rule with the NoMato flag set for the reference or the mesh to not set the material shader. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

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2 hours ago, Payam7496 said:

Hi Sheson!

I'm trying to generate LODs for EnderalSE but the far distant mountain textures look like this and I can't figure out why:

ScreenShot17-min.png

ScreenShot18-min.png

ScreenShot19-min.png

ScreenShot20-min.png

No load order was provided.
Looks like there is a custom mountain texture installed and its rendered object LOD textures for the further away mountains LOD are not updated to match the full texture.

https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures
However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures.

If this is the vanilla game provide form ID or location information. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

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38 minutes ago, sheson said:

No load order was provided.
Looks like there is a custom mountain texture installed and its rendered object LOD textures for the further away mountains LOD are not updated to match the full texture.

https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures
However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures.

Thank you for the response! I understand now. This indeed is the vanilla Enderal

I might be wrong but after checking the LODGen logs, I think Level01 and Level02 for mountainpeak02 for example use the "mtnpeak02Lod.dds" texture file which is not present in EnderalSE files, but Level0 and Dynamic use "mountainslab02.dds" which is provided in Enderal files. I renamed a texture and replaced "mtnpeak02Lod.dds" then regenerated dyndolod and it now looks as intended I guess, sorry about the load order ,I only have combat mods I thought it's probably irrelevant

InkedScreenShot21_LI.jpg

Edited by Payam7496
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22 minutes ago, Payam7496 said:

I might be wrong but after checking the LODGen logs, I think Level01 and Level02 for mountainpeak02 for example use the "mtnpeak02Lod.dds" texture file which is not present in EnderalSE files nor is generated by TexGen, but Level0 and Dynamic use "mountainslab02.dds" which is provided in Enderal files. I renamed a texture and replaced "mtnpeak02Lod.dds" then regenerated dyndolod and it now looks as intended I guess, sorry about the load order ,I only have combat mods I thought it's probably irrelevant

InkedScreenShot21_LI.jpg

Either textures\landscape\mountains\mountainslab02.dds is being replaced by a mod or full the mountains use a different texture.

textures\lod\mtnpeak02lod.dds is a vanilla object LOD texture that ships with Skyrim - Textures5.bsa.

As explained, it is not being updated by TexGen at the moment and needs to be manually created.

If those mountain use a texture set replacement, the LOD models that use the rendered object LOD texture need custom models with their own unique LOD texture filename so they do not interfere with the "normal" mountains. 

Can not look myself without a form ID or cell coordinates.

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18 minutes ago, sheson said:

Either textures\landscape\mountains\mountainslab02.dds is being replaced by a mod or full the mountains use a different texture.

textures\lod\mtnpeak02lod.dds is a vanilla object LOD texture that ships with Skyrim - Textures5.bsa.

As explained, it is not being updated by TexGen at the moment and needs to be manually created.

If those mountain use a texture set replacement, the LOD models that use the rendered object LOD texture need custom models with their own unique LOD texture filename so they do not interfere with the "normal" mountains. 

Can not look myself without a form ID or cell coordinates.

Thank you so much for your help Sheson! I found the culprit. badly named BSA

Edited by Payam7496
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5 hours ago, sheson said:

Read https://dyndolod.info/Help/Snow-Ash-LOD-Shader.

You can set a rule with the NoMato flag set for the reference or the mesh to not set the material shader. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

Thank you, Sheson.  If that doesn't look better, how would I go about telling dyndolod to ignore this model during lod creation and just keep the vanilla one?

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2 hours ago, tnicko said:

Thank you, Sheson.  If that doesn't look better, how would I go about telling dyndolod to ignore this model during lod creation and just keep the vanilla one?

Why do you believe it is not the vanilla LOD model? You can try to delete any loose LOD model with the same path and filename as the LOD model in Skyrim Meshes BSA,.

LOD models do not contain snow shaders. Whatever snow cover you see is applied onto the already generated object LOD.

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2 hours ago, sheson said:

Why do you believe it is not the vanilla LOD model? You can try to delete any loose LOD model with the same path and filename as the LOD model in Skyrim Meshes BSA,.

LOD models do not contain snow shaders. Whatever snow cover you see is applied onto the already generated object LOD.

I have a pic of the vanilla lod (not on that imgur link, however) and the dyndo-generated one has much better defined bricks/stones and also less snow coverage on the cubic parts of the ruin...instead of nearly being entirely white, it's more like the other section of the model where the snow just sits on top of the stones, giving it some distinction from the sky behind it.  Now, granted, that is with no other mods installed so the lod snow shader applied here is probably from some other mod like MM or nordic snow.  I guess my first try should be hiding the file that provides this shader, letting the vanilla one take over and see how that looks?  Dyndolod would only affect the quality of the bricks/stones themselves and not the amount of coverage by the snow shader, right?  Sorry for my lack of brevity.

Edited by tnicko
can't spell to save my life
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32 minutes ago, tnicko said:

I have a pic of the vanilla lod (not on that imgur link, however) and the dyndo-generated one has much better defined bricks/stones and also less snow coverage on the cubic parts of the ruin...instead of nearly being entirely white, it's more like the other section of the model where the snow just sits on top of the stones, giving it some distinction from the sky behind it.  Now, granted, that is with no other mods installed so the lod snow shader applied here is probably from some other mod like MM or nordic snow.  I guess my first try should be hiding the file that provides this shader, letting the vanilla one take over and see how that looks?  Dyndolod would only affect the quality of the bricks/stones themselves and not the amount of coverage by the snow shader, right?  Sorry for my lack of brevity.

As explained at https://dyndolod.info/Help/Snow-Ash-LOD-Shader, the snow shader does not affect LOD generation and DynDOLOD does not change the shaders.

TexGen generates updated object LOD textures for those LOD models from the full textures. If the normal map full texture is flat, the bricks will appear be less bumpy to the shader.

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Greetings community, 

I hope to find some help here. First overall I am a noob when it comes to modding stuff. I know how to set up Mod Organizer 2, run LOOT and SSE Edit QuickClean. And that's about it.

A couple of days ago, I finally figured out how to run TexGen and then Dyndolod. After fixing most of the errors using QuickClean and a whole load of compatibility patches, I got the game running, yes. But every time I ran Dyndolod an error message is coming up.
 

After the bug appears and if I press "OK" Dyndolod saves Dyndolod esm and esp and also Occulusion.esp. Nothing else happens, no "Dyndolod done" or sth. It justs stops there.

I only have one mod that includes the retexture of Riften with 4K textures. Does this bug originate from there? 
It's this one
For your information I am playing Skyrim's Special Edition, and I am using Dyndolod 3.0 - with an older version I got error messages something with that that version would be outdated.

If you guys need any further information, any logs. Just tell me which ones. 

Help is much appreciated :)

loadorder.txt

RiftenWorld.PNG

RiftenWorld2.PNG

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18 minutes ago, Chriss said:

Greetings community, 

I hope to find some help here. First overall I am a noob when it comes to modding stuff. I know how to set up Mod Organizer 2, run LOOT and SSE Edit QuickClean. And that's about it.

A couple of days ago, I finally figured out how to run TexGen and then Dyndolod. After fixing most of the errors using QuickClean and a whole load of compatibility patches, I got the game running, yes. But every time I ran Dyndolod an error message is coming up.
 

After the bug appears and if I press "OK" Dyndolod saves Dyndolod esm and esp and also Occulusion.esp. Nothing else happens, no "Dyndolod done" or sth. It justs stops there.

I only have one mod that includes the retexture of Riften with 4K textures. Does this bug originate from there? 
It's this one
For your information I am playing Skyrim's Special Edition, and I am using Dyndolod 3.0 - with an older version I got error messages something with that that version would be outdated.

If you guys need any further information, any logs. Just tell me which ones. 

Help is much appreciated :)

loadorder.txt 8.08 kB · 0 downloads

RiftenWorld.PNG

RiftenWorld2.PNG

Red the first post of the DynDOLOD 3 alpha thread where to make posts. I moved the post to the thread.

Do not post screenshots of text. Post the text instead. Read the first post which log files and bugreport.txt to upload when making posts.

Instead of posting screenshots of message, use the Copy message to clipboard and post the text instead as explain on the first post.

Check the mentioned cell in xEdit. Which plugin adds it?  Check for errors with xEdit. It might not be directly related to the error, though.

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Bugreport,txt
https://paste.ee/p/0dKnK#gxGZqvR8U4OL5TJgG2NNeRKJE0zpvqi8

Dyndolod Debug_Log
https://ufile.io/n23pys00

Dyndolod Log
https://ufile.io/oyn45wo4

Mhm. There are a couple of errors
LOOT tells me about 1 ITM record in Immersive Citizens - AI Overhaul and wild edits which include 5 records from RLO - IC Patch which stops Immersive Citizen from working properly.

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42 minutes ago, Chriss said:

Bugreport,txt
https://paste.ee/p/0dKnK#gxGZqvR8U4OL5TJgG2NNeRKJE0zpvqi8

Dyndolod Debug_Log
https://ufile.io/n23pys00

Dyndolod Log
https://ufile.io/oyn45wo4

Mhm. There are a couple of errors
LOOT tells me about 1 ITM record in Immersive Citizens - AI Overhaul and wild edits which include 5 records from RLO - IC Patch which stops Immersive Citizen from working properly.

You might want to pay attention to the message listed in the summary. In particular the HITME and having installed 3rd party billboard textures.

This is a problem:

[02:22] <Warning: Duplicate Cell at -1,-1 in JKs Skyrim.esp [CELL:2F023913] (in RiftenWorld "Riften" [WRLD:00016BB4] at -1,-1) and RLO - Exteriors.esp [CELL:390116D5] (in RiftenWorld "Riften" [WRLD:00016BB4] at -1,-1)>
[02:22] <Warning: Duplicate Cell at 0,-1 in JKs Skyrim.esp [CELL:2F000E2F] (in RiftenWorld "Riften" [WRLD:00016BB4] at 0,-1) and RLO - Exteriors.esp [CELL:390116D6] (in RiftenWorld "Riften" [WRLD:00016BB4] at 0,-1)>

Two different plugins add new cell records with different form ID for the same coordinates. A patch is required.

On first glance the cells xx0116D6 and xx0116D5 in RLO - Exteriors.esp should just be removed.

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