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DynDOLOD 3.00 Alpha 182


sheson

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5 hours ago, Gamma_Metroid said:

Ah I see. Here is the log from that session: https://ufile.io/3hlqb8ts

It's a bit of a mess at the moment, there are many outstanding warnings that I am in the process of fixing. Those wooden pole textures and env2d_chim_vivecwallplaster_decal_2x4lod.dds are the culprits. I only used TexGen for trees, these were done by DynDOLOD.

I can download that log but its only the normal log. Can you upload the accompanying debug log as well?

If you already know which original TexGen configs are being used for them to create these textures adhoc, let me know. Knowing one of the LOD models would help, too.

Basically looking for a line like 

[AddMiniAtlas] <Debug: Automatically generate new mini atlas textures\lod\prop2d_com_elorav_woodenpole_wetlod.dds based on textures\..\prop2d_com_elorav_woodenpole_wet.dds for textures\..\[some textures].dds plugin.esm editor id  [STAT:formid]>

That [some textures].dds is the original one to find the TexGen config for.

Edit: I was able to reproduce the bug after some trial and error based on the provided files. Will be fixed next alpha version.

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10 hours ago, sheson said:

I can download that log but its only the normal log. Can you upload the accompanying debug log as well?

If you already know which original TexGen configs are being used for them to create these textures adhoc, let me know. Knowing one of the LOD models would help, too.

Basically looking for a line like 

[AddMiniAtlas] <Debug: Automatically generate new mini atlas textures\lod\prop2d_com_elorav_woodenpole_wetlod.dds based on textures\..\prop2d_com_elorav_woodenpole_wet.dds for textures\..\[some textures].dds plugin.esm editor id  [STAT:formid]>

That [some textures].dds is the original one to find the TexGen config for.

Edit: I was able to reproduce the bug after some trial and error based on the provided files. Will be fixed next alpha version.

Okay thanks! I have another question--since Skywind is a total conversion mod, is there a way I can run DynDOLOD without the "core files" that are not applicable to our build?

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15 minutes ago, Gamma_Metroid said:

Okay thanks! I have another question--since Skywind is a total conversion mod, is there a way I can run DynDOLOD without the "core files" that are not applicable to our build?

Are there conflicts or other issues?

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14 minutes ago, Gamma_Metroid said:

No, I just like to have an uncluttered data folder, and many of those files aren't useful for our purposes.

Delete ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_Required_Resources.txt to skip the files check.

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Hey guys. Just curious if you can help me generate lod for grass. I changed the inis within ngio to extend grass count= true, use cache= true, only load from cache= true, and dyndolod grass mode= 2. I then precached grass, ran texgen with grass selected, and finally I used dyndolod 3.0 to generate lod for everything ( I selected grass lod option, mode 2). With dyndolod active, I still don't have any grass lod in my world. 

My xlod output file is still within the overwrite settings, is that why the grass lod isn't showing, that it's being overwritten by xlod? 

 

Edit: that doesn't make sense though, because everything else in dyndolod looks as it should. The trees, especially with ultra trees; Holy crap, it looks amazing. It's just the grass lod that isn't showing. 

Edited by NBBEAST
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22 minutes ago, NBBEAST said:

Hey guys. Just curious if you can help me generate lod for grass. I changed the inis within ngio to extend grass count= true, use cache= true, only load from cache= true, and dyndolod grass mode= 2. I then precached grass, ran texgen with grass selected, and finally I used dyndolod 3.0 to generate lod for everything ( I selected grass lod option, mode 2). With dyndolod active, I still don't have any grass lod in my world. 

Read the first post which log and debug log to upload when making posts.

See https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

22 minutes ago, NBBEAST said:

My xlod output file is still within the overwrite settings, is that why the grass lod isn't showing, that it's being overwritten by xlod? 

xLODGen does not affect grass LOD or its generation in any way, obviously.

Always start xLODGen with the -o command line argument as explained in the first post, description and readmes to set a dedicated output folder. Only new files are put into the overwrite folder. Existing files are replaced in their respective mod folders.

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22 minutes ago, sheson said:

Read the first post which log and debug log to upload when making posts.

See https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

xLODGen does not affect grass LOD or its generation in any way, obviously.

Always start xLODGen with the -o command line argument as explained in the first post, description and readmes to set a dedicated output folder. Only new files are put into the overwrite folder. Existing files are replaced in their respective mod folders.

Yeah I thought about what I said about 2 minutes after and realized how dumb that was lol. I'm just at my wits end I guess, so exhausting all possible reasons. I'll look at the logs and upload what I can. Thank you for the quick response. I don't think it's any world space grass is missing, as I already solved an issue related to grass not generating in a cgid file a few days ago that was stopping dyndolod from finishing generation. 

Edited by NBBEAST
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I can't upload my dyndolod debug log as its 120 mb, but heres the texgen log. 

 

TexGen_SSE_log.txt

Do you think it's because of my ini settings within ngio or bethini? 

I do have extend grass count= true 

Extend grass distance= true

Use grass cache= true 

Overwrite grass distance= 12,000 

Overwrite grass fade range= 8,000

Only load from cache=true. 

Dyndolod grass mode=2

Bethini settings are under detail, grass fade range, slider is set to 14,128.

 

I can't find an app to open the grass lod files within my texgen output folder. 

Edited by NBBEAST
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2 hours ago, NBBEAST said:

I can't upload my dyndolod debug log as its 120 mb, but heres the texgen log. 

 

TexGen_SSE_log.txt 1.68 MB · 0 downloads

Do you think it's because of my ini settings within ngio or bethini? 

I do have extend grass count= true 

Extend grass distance= true

Use grass cache= true 

Overwrite grass distance= 12,000 

Overwrite grass fade range= 8,000

Only load from cache=true. 

Dyndolod grass mode=2

Bethini settings are under detail, grass fade range, slider is set to 14,128.

 

I can't find an app to open the grass lod files within my texgen output folder. 

As explained on the first post, zip and upload large files to a file service.

We can see from the TexGen log, that in the last session a good number of grass LOD billboards have been generated.

Read the already mentioned https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List, which explains what other things to check.

The NGIO or BethINI setting are irrelevant to grass LOD generation. As explained at https://dyndolod.info/Help/Grass-LOD, grass LOD is generated in object LOD Level 4. The only SkyrimPrefs.INI setting that affects that is the object LOD Level 4 (fBlockLevel0Distance) distance setting https://dyndolod.info/Help/Object-LOD#Settings, which can by changed in the game with the DynDOLOD SkyUI MCM Settings https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List#Settings

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On 4/10/2022 at 5:14 PM, sheson said:

As explained on the first post, zip and upload large files to a file service.

We can see from the TexGen log, that in the last session a good number of grass LOD billboards have been generated.

Read the already mentioned https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List, which explains what other things to check.

The NGIO or BethINI setting are irrelevant to grass LOD generation. As explained at https://dyndolod.info/Help/Grass-LOD, grass LOD is generated in object LOD Level 4. The only SkyrimPrefs.INI setting that affects that is the object LOD Level 4 (fBlockLevel0Distance) distance setting https://dyndolod.info/Help/Object-LOD#Settings, which can by changed in the game with the DynDOLOD SkyUI MCM Settings https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List#Settings

Thank you for the response. I'm sorry if i''m being tiresome, still getting used to the navigation of the forums. So I uploaded my debug log to Mega. https://mega.nz/file/4ctmEY4D#rUAzTI-LBlEHlqDgXrMG0fHTCpBHyp91_mW6FeD-P1c 

I saw things like "processing grass lod" in there. I also ran texgen and saw that it had grass textures and lod present for the grass within the preview screen. 

I did change the fblocklevel0distance in game using skyui from 15,000 to 90,000 and i didnt notice any difference. 

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4 hours ago, NBBEAST said:

Thank you for the response. I'm sorry if i''m being tiresome, still getting used to the navigation of the forums. So I uploaded my debug log to Mega. https://mega.nz/file/4ctmEY4D#rUAzTI-LBlEHlqDgXrMG0fHTCpBHyp91_mW6FeD-P1c 

I saw things like "processing grass lod" in there. I also ran texgen and saw that it had grass textures and lod present for the grass within the preview screen. 

I did change the fblocklevel0distance in game using skyui from 15,000 to 90,000 and i didnt notice any difference. 

It looks like the grass LOD billboards that TexGen generated are not installed in the load order or they are not being found.

Make sure the TexGen output contains textures like textures\terrain\lodgen\tamrielicgrass.esp\tg_pineforest_mixedplants_00000800_1.dds and they are accessible in the game data folder (e.g. MO2 right window data tab).

https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

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Hello everyone. I've read the FAQs, etc. Recently upgraded to Dyndolod 3.0 which is fantastic but I just want a little clarification. I understand billboards are no longer needed but do I still need these LOD packs below for generation?

 

 

2022-04-14.png

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1 hour ago, Gonzeh said:

Hello everyone. I've read the FAQs, etc. Recently upgraded to Dyndolod 3.0 which is fantastic but I just want a little clarification. I understand billboards are no longer needed but do I still need these LOD packs below for generation?

2022-04-14.png

https://dyndolod.info/Help/Tree-Grass-LOD-Billboards
"All LOD billboards files are in ..\Textures\Terrain\LODGen\*.*."
"Use TexGen to generate all required LOD billboards for the current load order automatically."
""Do not install 3rd party LOD billboards. Use TexGen to generate them.""

Check what LOD assets any 3rd party LOD pack contains. Do not install or remove the billboards if necessary, keep other LOD assets.

https://dyndolod.info/Mods/Useful-3rd-Party-Mods
"HD LODs Textures SE - install the DynDOLOD version. Overwrite any textures from DynDOLOD Resources SE but not the textures generated by TexGen. Adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created. Do not install tree LOD billboards. Use TexGen to generate all desired billboards"

https://dyndolod.info/Mods/Majestic-Mountains
"Download and install the DynDOLOD V3.0 LOD Pack from the mods file section overwriting all of DynDOLOD Resources SE."
It does not contain any billboards.

Remove Mehrunes Dagon Distant Lod. Despite its name, it does not contain any distant LOD. It is a plugin that sets the IsFullLOD flag which means the full model is always shows. This will get replaced by the LOD model (for the vanilla statue) that ships with DynDOLOD Resources SE automatically. Instead add a rule to use the full model for static object LOD as explained at  https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue

The TexGen and DynDOLOD output need to overwrite any other mod.

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29 minutes ago, sheson said:

https://dyndolod.info/Help/Tree-Grass-LOD-Billboards
"All LOD billboards files are in ..\Textures\Terrain\LODGen\*.*."
"Use TexGen to generate all required LOD billboards for the current load order automatically."
""Do not install 3rd party LOD billboards. Use TexGen to generate them.""

Check what LOD assets any 3rd party LOD pack contains. Do not install or remove the billboards if necessary, keep other LOD assets.

https://dyndolod.info/Mods/Useful-3rd-Party-Mods
"HD LODs Textures SE - install the DynDOLOD version. Overwrite any textures from DynDOLOD Resources SE but not the textures generated by TexGen. Adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created. Do not install tree LOD billboards. Use TexGen to generate all desired billboards"

https://dyndolod.info/Mods/Majestic-Mountains
"Download and install the DynDOLOD V3.0 LOD Pack from the mods file section overwriting all of DynDOLOD Resources SE."
It does not contain any billboards.

Remove Mehrunes Dagon Distant Lod. Despite its name, it does not contain any distant LOD. It is a plugin that sets the IsFullLOD flag which means the full model is always shows. This will get replaced by the LOD model (for the vanilla statue) that ships with DynDOLOD Resources SE automatically. Instead add a rule to use the full model for static object LOD as explained at  https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue

The TexGen and DynDOLOD output need to overwrite any other mod.

Thank you so much for clearing all of this up for me! Next up i'm gonna learn how to xlodgen my terrain as i've never tried that before. I have MM overwriting resources as stated, TexGen overwrites everything that isn't covered by HD LOD Textures SE as well and Dyndolod is overwriting all the relevant files. Thanks to your help I think I have it setup perfectly.

Much appreciated!

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