Jump to content

DynDOLOD 3.00 Alpha 182


sheson

Recommended Posts

51 minutes ago, ThorRight said:

Hello, I hope everyone is well. I just downloaded DYNDOLOD and trying to get it to work. It's giving me the error "There are no modules in the data folder". I can see it's not using the correct file path for the SSE data folder on the loading screen.

How do I change the data file path? Will this also automatically update the plugins.txt, because the contents of that file don't look correct as well?

Thank you.

See https://dyndolod.info/Messages/Windows-Registry-Key

The mod manager is responsible for updating plugins.txt

Link to comment
Share on other sites

So I have seen mostly good results from Dyndolod 3.0 alpha but I've noticed some pretty bad z-fighting occurring in Solitude (video link: https://imgur.com/jXLvvqc), I have noticed that to a much lesser extent in some other areas too, also I have a problem where sometimes the LOD won't unload, especially in Whiterun where I'll have the LOD model clipping through the full model.

Link to comment
Share on other sites

4 hours ago, TFVgen said:

So I have seen mostly good results from Dyndolod 3.0 alpha but I've noticed some pretty bad z-fighting occurring in Solitude (video link: https://imgur.com/jXLvvqc), I have noticed that to a much lesser extent in some other areas too, also I have a problem where sometimes the LOD won't unload, especially in Whiterun where I'll have the LOD model clipping through the full model.

Moved to the post to the DynDOLOD 3 Alpha thread.

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

Read all log messages https://dyndolod.info/Messages and the summary https://dyndolod.info/Help/Summary-Of-Messages that opens at the end, especially about large reference bugs https://dyndolod.info/Help/Large-References

Read the https://dyndolod.info/FAQ answers for Object LOD shows in active exterior cells and Out of place or floating objects

Link to comment
Share on other sites

I have a slight issue, DynDOLOD has the grass lod check box untickable because it can't locate the grass cache. I have that generated, the folder is called 'grass cache' and it's in my MO2 mods folder, and box ticked in the MO2 load order. Should I do something different with the grass cache folder so DynDOLOD can see it?

Link to comment
Share on other sites

1 hour ago, ThorRight said:

Should I do something different with the grass cache folder so DynDOLOD can see it?

If the folder is named 'grass cache', neither DynDOLOD nor NGIO* can see it.

  1. In MO2, you should have a mod named anything you like, 'Grass Cache' or whatever.
  2. Inside this mod, there should be a folder named 'grass'.
  3. Inside this 'grass' folder, there should be a bunch of *.cgid files.
  4. This mod should be enabled.

The 'grass' folder and its contents are generated by NGIO by running it pre-caching mode. You can move it from MO2's overwrite to inside a mod or from a mod to another one. But don't rename it and don't touch its contents.

(*) Assuming you're using Skyrim 1.5.97?

Link to comment
Share on other sites

2 hours ago, ThorRight said:

I have a slight issue, DynDOLOD has the grass lod check box untickable because it can't locate the grass cache. I have that generated, the folder is called 'grass cache' and it's in my MO2 mods folder, and box ticked in the MO2 load order. Should I do something different with the grass cache folder so DynDOLOD can see it?

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

If DynDOLOD "can't locate the grass cache" it means there are no *.cgid (or whatever is set with GrassGID INI setting) grass cache files in the virtual/physcial data\grass\ folder that DynDOLOD checks.

https://dyndolod.info/Help/Grass-LOD

Link to comment
Share on other sites

1 hour ago, sheson said:

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

If DynDOLOD "can't locate the grass cache" it means there are no *.cgid (or whatever is set with GrassGID INI setting) grass cache files in the virtual/physcial data\grass\ folder that DynDOLOD checks.

https://dyndolod.info/Help/Grass-LOD

https://imgur.com/a/VLfAFzM

Is this correct? That's the grass folder, with the cgid files in the virtual data folder of MO2. I checked the GrassGID INI and it's cgid.

What if I just throw them into the physical data folder, where should they go - what's the file structure? And is there somewhere in DynDOLOD I can check what pathway it's using to look for grass/cgid files?

Thank you!

Link to comment
Share on other sites

38 minutes ago, ThorRight said:

https://imgur.com/a/VLfAFzM

Is this correct? That's the grass folder, with the cgid files in the virtual data folder of MO2. I checked the GrassGID INI and it's cgid.

What if I just throw them into the physical data folder, where should they go - what's the file structure? And is there somewhere in DynDOLOD I can check what pathway it's using to look for grass/cgid files?

Thank you!

If the folder 'grass' is the mod name in MO2 you have to create another folder 'grass' where the files have to go.

Like this: '.../mod manger/[name of the mod]/grass/*.cgid'

Link to comment
Share on other sites

28 minutes ago, PRieST said:

If the folder 'grass' is the mod name in MO2 you have to create another folder 'grass' where the files have to go.

Like this: '.../mod manger/[name of the mod]/grass/*.cgid'

Bingo! That's done it for me, the Grass lod checkbox is now clickable.

Thank you very much everyone.

Link to comment
Share on other sites

1 hour ago, sheson said:

Ah, great. Enjoy.

One last issue :)

 

It worked, very pleased about it. Fantastic mod! But it's used the ugly default vanilla grass rather that the grass in my grass mod. Is that a load order issue or has it used the vanilla grass to build the cache? And if it did use the vanilla grass to build the cache how do prevent that? My grass mod is checked, active and works and has not been turned off at any time during the last few days whilst working away at this.

Thank you guys for not only helping, but the quick replies It's really appreciated.

Link to comment
Share on other sites

7 hours ago, ThorRight said:

One last issue :)

 

It worked, very pleased about it. Fantastic mod! But it's used the ugly default vanilla grass rather that the grass in my grass mod. Is that a load order issue or has it used the vanilla grass to build the cache? And if it did use the vanilla grass to build the cache how do prevent that? My grass mod is checked, active and works and has not been turned off at any time during the last few days whilst working away at this.

Thank you guys for not only helping, but the quick replies It's really appreciated.

Grass cache generation and grass LOD billboard creation use the grass base records, models and textures that are installed at generation time.

Link to comment
Share on other sites

7 hours ago, sheson said:

Grass cache generation and grass LOD billboard creation use the grass base records, models and textures that are installed at generation time.

I'd have to go back and do the texgen again then the grass cache? But what would I change so it uses the replacement grass, because that was already installed prior to using DynDOLOD? I don't know why it's using vanilla assets.

Aside from the vanilla in Skyrim I have some other world spaces and it looks great, super job. Look at the custom gorse and heather in this screenshot:

https://imgur.com/a/QCvoilV

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.