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DynDOLOD 3.00 Alpha 182


sheson

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11 minutes ago, Werterdert1 said:

I have done as specified in the troubleshooting section, so I have deleted the Cgid file in question, loaded the game and used the "cow Tamriel" command for the coordinates that were causing issues, but I didn't get any message of No Grass in objects generating them anew, nor can I find the new cgid file in my overwrite folder. Did I have to follow some more steps that aren't mentioned in the troubleshooting section? Is it meant to be done while executing the "Grass Cache" command from MO2?

You probably need to set OnlyLoadFromCache = False in the NGIO GrassControl.config.txt  so it is allowed to generate cgid files on demand. Once done, set it back to OnlyLoadFromCache = False

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17 minutes ago, sheson said:

You probably need to set OnlyLoadFromCache = False in the NGIO GrassControl.config.txt  so it is allowed to generate cgid files on demand. Once done, set it back to OnlyLoadFromCache = False

Thank you, it worked: the files were generated again. Now I have to regenerate the Dyndolod file, so you'll probably get an answer in two to three hours. :)

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58 minutes ago, Werterdert1 said:

I suppose it is enough if I only regenerate the lods for Tamriel Worldspace, correct?And then mege it with the previous one?

If the error were only generating object LOD meshes with LODGen and everything else completed successfully and you could save plugins, then it should be enough starting DynDOLOD in expert mode and select the desired worldspaces and click Execute LODGen to restart the object LOD meshes generation again.  See https://dyndolod.info/Help/Expert-Mode

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On 12/19/2021 at 7:32 AM, sheson said:

describe and ask about the actual problem instead.

2.98 has normal leaf textures for ultra trees 3.xx has low resolution billboard(?) instead

3.xx

Screen-Shot13.png

2.98

Screen-Shot15.png

Selected tree billboards in texgen: yes

Edited by soupdragon
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11 hours ago, soupdragon said:

2.98 has normal leaf textures for ultra trees 3.xx has low resolution billboard(?) instead

Selected tree billboards in texgen: yes

Billboards are complete side views of trees. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards

The screenshots do not show billboards. The player typically never gets close to LOD like this in normal game play. It is unclear what the problem is supposed to be.

Zero information was provided. No mention which tree mod and which 3D tree LOD model, no mention about used settings, etc.

To determine if a texture that is added to the texture atlas would benefit from a higher resolution, see https://dyndolod.info/Help/Texture-Resolution#Determine-Sensible-Texture-Resolutions
Which exact setting to change depends on the assets being used in this case.

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hi. I want to ask how to solve this, 
    DynDOLOD  
Warning: Initially disabled large reference in RealisticWaterTwo - Resources.esm [REFR:0700AE48] (places RockPileL02Wet [STAT:00039393] in GRUP Cell Temporary Children of [CELL:000095D7] (in Tamriel "天际" [WRLD:0000003C] at 10,-1))

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Hello, I was using DynDOLOD 3 in SE and love the distance grass. Now that I already upgraded to AE and the mod No Grass In Objects is broken in AE. I want to use DynDOLOD 3 grass LOD in new game. Is there a workaround for grass LOD to be generated?

I am sorry if this question has already asked in the past, if so, I can't find it.

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5 hours ago, zhuabaobao said:

hi. I want to ask how to solve this, 
    DynDOLOD  
Warning: Initially disabled large reference in RealisticWaterTwo - Resources.esm [REFR:0700AE48] (places RockPileL02Wet [STAT:00039393] in GRUP Cell Temporary Children of [CELL:000095D7] (in Tamriel "天际" [WRLD:0000003C] at 10,-1))

Update to latest Realistic Water Two I believe should fix this. Otherwise, there really is nothing you can do. 

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On 12/23/2021 at 6:41 AM, zhuabaobao said:

hi. I want to ask how to solve this, 
    DynDOLOD  
Warning: Initially disabled large reference in RealisticWaterTwo - Resources.esm [REFR:0700AE48] (places RockPileL02Wet [STAT:00039393] in GRUP Cell Temporary Children of [CELL:000095D7] (in Tamriel "天际" [WRLD:0000003C] at 10,-1))

Read https://dyndolod.info/Messages/Initially-Disabled-Large-Reference

As suggest see https://dyndolod.info/Help/Large-References for further explanations.

If the affected cell has visible z-fighting caused by this large reference being initially disabled, the only solutions are to not initially disable the reference or to move all the large references that have visible z-fighting underground and replace them with new reference that are not large references. Or do not use the large reference system at all by turning it off.

On 12/23/2021 at 11:13 AM, redleviathan said:

Hello, I was using DynDOLOD 3 in SE and love the distance grass. Now that I already upgraded to AE and the mod No Grass In Objects is broken in AE. I want to use DynDOLOD 3 grass LOD in new game. Is there a workaround for grass LOD to be generated?

I am sorry if this question has already asked in the past, if so, I can't find it.

DynDOLOD does not require NGIO, it requires the cgid files to generate grass LOD.

That means, you can use the cgid files generated with NGIO using runtime 1.5.97 to generate Grass LOD with mode 1 with DynDOLOD and use it with runtime 1.6.342 without NGIO running and let the full grass be done as usual by the engine.The position of the LOD and full grass will not match perfectly.

To achieve that, you could rename the all cgid files to just gid and set bAllowCreateGrass=0 and bAllowLoadGrass=1 in the Skyrim INI. However you need to make sure that all vanilla *.gid files from Skyrim - Misc.bsa  are being overwritten, since they are invalid (still in the Skyrim format) and cause visual problems/CTD.

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3 hours ago, redleviathan said:

I see. Problem is the changes in my load order was significant. I added Bruma mod and big landscape changing mods, this IMO will requires regenerate the cgid files. If somehow I don't use NGIO, is it possible to regenerate the cgid files?

cgid files were "invented" by NGIO. There is no other tool that generates them at the moment.

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I see. Are there any recommendations to run or not run specific worldspaces? I'm getting a lot of mesh/similar errors about things like BS Burma (which I expected) and 3DNPC (also expected). I understand those errors have to do with the mods not being LOD ready, rather than a DynDOLOD issue. I'm having trouble understanding whether letting DynDOLOD proceed will cause issues, or if I can just completely ignore all of those and run with whatever DynDOLOD outputs.

I apologize for all of the stupid questions, by the way. It's my first time running DynDOLOD and despite reading all of the documentation and the FAQs I'm still not sure I understand everything it says correctly.

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51 minutes ago, Swifty819 said:

I see. Are there any recommendations to run or not run specific worldspaces? I'm getting a lot of mesh/similar errors about things like BS Burma (which I expected) and 3DNPC (also expected). I understand those errors have to do with the mods not being LOD ready, rather than a DynDOLOD issue. I'm having trouble understanding whether letting DynDOLOD proceed will cause issues, or if I can just completely ignore all of those and run with whatever DynDOLOD outputs.

I apologize for all of the stupid questions, by the way. It's my first time running DynDOLOD and despite reading all of the documentation and the FAQs I'm still not sure I understand everything it says correctly.

Read https://dyndolod.info/Help/Wizard-Mode or https://dyndolod.info/Help/Advanced-Mode what it says for the Worldspace check list. DynDOLOD already filters out worldspaces by default.

See https://dyndolod.info/Mods for specific mention of mods, for example https://dyndolod.info/Mods/Beyond-Skyrim-Bruma

Really read the explanations for each message type in the Summary or at https://dyndolod.info/Messages.

"Warning messages inform about issues that should be fixed. If they are ignored there might be visual or game play issues."

"Error messages inform about issues that need to be fixed. If they are ignored the process might not be to complete successfully and/or just like with warnings, there might be visual or game play issues including CTD."

Typically the warning message are either to easily and quickly spot problems with mods or the load order, or to check once a problem is noticed in the game.

As https://dyndolod.info/Generation-Instructions explains, if the processes  "completed successfully" and you saved the plugins, the LOD mod is typically usable then.

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