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DynDOLOD 3.00 Alpha 182


sheson

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53 minutes ago, ThorRight said:

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

If the load order did not change after generating grass cache or grass LOD billboards there is typically no need to generate grass cache or create grass LOD billboards again. Same input typically results in the same output.

No logs were provided, so I can not answer/speculate about the why.

There is no such thing as vanilla grass LOD assets. TexGen creates grass LOD billboards for the current load order. DynDOLOD then uses the grass LOD billboards found in the TexGen output.
Check the logs and go through the  https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List, especially the parts about checking the grass LOD billboards.

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On 5/10/2022 at 11:37 PM, sheson said:

Go through the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List one by one.

Is that 100% reproducible?

Hey Sheson, I went through the steps you linked for no grass lod's and don't see anything that causes them not to work.

Here are links to the sse.log and sse.debug log and lodgen sse Tamriel log from when I Executed Lodgen with expert and verbose selected, to show the grass placements are found. 

https://ufile.io/cyypkfx2

https://ufile.io/m7g0yekz

https://ufile.io/m7g0yekz

Here are links to the lodgen sse export tamriel and lodgen sse grassmap tamriel logs

https://ufile.io/fohci8zq

https://ufile.io/z6u7438t

Here are pics of what the grass lod's look like in game

https://imgur.com/CCIEJZQ

https://imgur.com/vPpAhvz

Looking through my texgen and dyndolod outputs, the textures look like they are there. I'm not sure what else to try, so any guidance would be greatly appreciated.

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2 hours ago, broncofan0211 said:

Hey Sheson, I went through the steps you linked for no grass lod's and don't see anything that causes them not to work.

Here are links to the sse.log and sse.debug log and lodgen sse Tamriel log from when I Executed Lodgen with expert and verbose selected, to show the grass placements are found. 

https://ufile.io/cyypkfx2

https://ufile.io/m7g0yekz

https://ufile.io/m7g0yekz

Here are links to the lodgen sse export tamriel and lodgen sse grassmap tamriel logs

https://ufile.io/fohci8zq

https://ufile.io/z6u7438t

Here are pics of what the grass lod's look like in game

https://imgur.com/CCIEJZQ

https://imgur.com/vPpAhvz

Looking through my texgen and dyndolod outputs, the textures look like they are there. I'm not sure what else to try, so any guidance would be greatly appreciated.

You did not upload the TexGen logs which shows for which GRAS records grass billboards have been generated.
Also check TexGen output textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt.

As explained by the check list, double check the object bounds of GRAS records.
Looking at LODGen_SSE_Grass_Map_Tamriel.txt, there are only 18 different grass LOD billboards listed.

You are probably using (old) versions of grass mod that still have zero object bounds. Update to their latest versions or generate the object bounds with CK as explained https://dyndolod.info/Help/Object-Bounds

For example, with the current version 1.3 of Folkvangr Grass and Landscape overhaul, TexGen generates 74 LOD billboards.
You do not need seem to use that version you have modified it?

The DynDOLOD logs you uploaded do not show an entire object LOD generation with grass LOD but what seems to be just the expert mode with Executing LODGen.
If you generate /install new LOD billboards you need to do a complete object LOD generation, so they are discovered and added to the object LOD atlas (and the grass_map file) etc.

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so I've been trying to get Dyndolod to work for my load order that includes some custom new lands mods I made myself, but for some reason none of the terrain and texture LOD seems to work at all. while I get the popup saying that dyndolod has successfully initalized and can access the MCM just fine, it doesn't seem to be doing anything in game even tho I followed the installation instructions as best I could. the DynDOLOD resources are installed, I have the output from dyndolod and texgen installed, and I have the ESP/ESM loaded at the bottom, and yet the mod practically isn't working at all.

attached are some examples of what i'm talking about. could anyone help me figure out what I should do to get DynDOLOD to actually work in game? here's my load order, if that makes things easier

Plugns
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
ccasvsse001-almsivi.esm
ccBGSSSE001-Fish.esm
ccbgssse002-exoticarrows.esl
ccbgssse003-zombies.esl
ccbgssse004-ruinsedge.esl
ccbgssse005-goldbrand.esl
ccbgssse006-stendarshammer.esl
ccbgssse007-chrysamere.esl
ccbgssse010-petdwarvenarmoredmudcrab.esl
ccbgssse011-hrsarmrelvn.esl
ccbgssse012-hrsarmrstl.esl
ccbgssse014-spellpack01.esl
ccbgssse019-staffofsheogorath.esl
ccbgssse020-graycowl.esl
ccbgssse021-lordsmail.esl
ccmtysse001-knightsofthenine.esl
ccQDRSSE001-SurvivalMode.esl
cctwbsse001-puzzledungeon.esm
cceejsse001-hstead.esm
ccqdrsse002-firewood.esl
ccbgssse018-shadowrend.esl
ccbgssse035-petnhound.esl
ccfsvsse001-backpacks.esl
cceejsse002-tower.esl
ccedhsse001-norjewel.esl
ccvsvsse002-pets.esl
ccBGSSSE037-Curios.esl
ccbgssse034-mntuni.esl
ccbgssse045-hasedoki.esl
ccbgssse008-wraithguard.esl
ccbgssse036-petbwolf.esl
ccffbsse001-imperialdragon.esl
ccmtysse002-ve.esl
ccbgssse043-crosselv.esl
ccvsvsse001-winter.esl
cceejsse003-hollow.esl
ccbgssse016-umbra.esm
ccbgssse031-advcyrus.esm
ccbgssse038-bowofshadows.esl
ccbgssse040-advobgobs.esl
ccbgssse050-ba_daedric.esl
ccbgssse052-ba_iron.esl
ccbgssse054-ba_orcish.esl
ccbgssse058-ba_steel.esl
ccbgssse059-ba_dragonplate.esl
ccbgssse061-ba_dwarven.esl
ccpewsse002-armsofchaos.esl
ccbgssse041-netchleather.esl
ccedhsse002-splkntset.esl
ccbgssse064-ba_elven.esl
ccbgssse063-ba_ebony.esl
ccbgssse062-ba_dwarvenmail.esl
ccbgssse060-ba_dragonscale.esl
ccbgssse056-ba_silver.esl
ccbgssse055-ba_orcishscaled.esl
ccbgssse053-ba_leather.esl
ccbgssse051-ba_daedricmail.esl
ccbgssse057-ba_stalhrim.esl
ccbgssse066-staves.esl
ccbgssse067-daedinv.esm
ccbgssse068-bloodfall.esl
ccbgssse069-contest.esl
ccvsvsse003-necroarts.esl
ccvsvsse004-beafarmer.esl
ccBGSSSE025-AdvDSGS.esm
ccffbsse002-crossbowpack.esl
ccbgssse013-dawnfang.esl
ccrmssse001-necrohouse.esl
ccedhsse003-redguard.esl
cceejsse004-hall.esl
cceejsse005-cave.esm
cckrtsse001_altar.esl
cccbhsse001-gaunt.esl
ccafdsse001-dwesanctuary.esm
Unofficial Skyrim Special Edition Patch.esp
SkyUI_SE.esp
Alternate Start - Live Another Life.esp
IntoTheWest.esp
Jehanna.esp
Folkstead.esp
ITW_Folkstead_Patch'.esp
ITW_Haafstad Patch.esp
DynDOLOD.esm
DynDOLOD.esp
Occlusion.esp

20220514123913_1.jpg20220514123947_1.jpg20220514124007_1.jpg

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Then i use object lod checkbox, for some reason it use ugly water, probably vanilla.

https://i.imgur.com/fBFm3zc.jpeg

Previously it was fine.

https://i.imgur.com/6wjXcfR.jpeg

Also it is fine with only trees and dynamic lods checkbox.

https://i.imgur.com/QJDUMov.jpeg

Then i unpacked mods bsas, optimized everything with cathedral assets optimizer, installed some new mods and upgraded to latest version of dyndolod and resources.

So im not sure if it because of new dyndolod or i have installed some incompatible mod, or because unpacked bsas.

I cant test with older version of dyndolod because i replaced resourced with new one. Resources overwrites unofficial patch lose files, so should be fine.

Problem somewhere in Meshes\Terrain, if i remove this folder water is ok.

Any suggestions?

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8 hours ago, sheson said:

You did not upload the TexGen logs which shows for which GRAS records grass billboards have been generated.
Also check TexGen output textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt.

As explained by the check list, double check the object bounds of GRAS records.
Looking at LODGen_SSE_Grass_Map_Tamriel.txt, there are only 18 different grass LOD billboards listed.

You are probably using (old) versions of grass mod that still have zero object bounds. Update to their latest versions or generate the object bounds with CK as explained https://dyndolod.info/Help/Object-Bounds

For example, with the current version 1.3 of Folkvangr Grass and Landscape overhaul, TexGen generates 74 LOD billboards.
You do not need seem to use that version you have modified it?

The DynDOLOD logs you uploaded do not show an entire object LOD generation with grass LOD but what seems to be just the expert mode with Executing LODGen.
If you generate /install new LOD billboards you need to do a complete object LOD generation, so they are discovered and added to the object LOD atlas (and the grass_map file) etc.

Hi Sheson, thanks for the fast response, and for your time. It's much appreciated! The grass mods that are used for the patch are Folkvangr, Origins of Forest, and Cathedral 3d Pines. They are all the latest versions. With Folkvangr, I do hide the Landscape Textures in MO2 (I don't touch the grass folder at all, just the landscape textures). I also Recalc Bounds in CK for Folkvangr as that is what I had to do for QW's 1st Grass Patch. I reran everything to get new logs and have linked some more that you mention. Hopefully these help more than what I linked earlier. Thanks again!

https://ufile.io/u3mw88v3  TexGen SSE log

https://ufile.io/k3pwzvxo  Dyndolod SSE log

https://ufile.io/o4f9w2z1  Lodgen SSE Tamriel log

https://ufile.io/98ddnkoy  Dyndolod SSE debug log

https://ufile.io/uoq7ufv1  Lodgen SSE Export Tamriel log

https://ufile.io/mwi69qr3  Lodgen SSE Grass map Tamriel

https://ufile.io/kcff5pud   Grass Billboards from my Texgen Output

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15 hours ago, Cascaden said:

so I've been trying to get Dyndolod to work for my load order that includes some custom new lands mods I made myself, but for some reason none of the terrain and texture LOD seems to work at all. while I get the popup saying that dyndolod has successfully initalized and can access the MCM just fine, it doesn't seem to be doing anything in game even tho I followed the installation instructions as best I could. the DynDOLOD resources are installed, I have the output from dyndolod and texgen installed, and I have the ESP/ESM loaded at the bottom, and yet the mod practically isn't working at all.

attached are some examples of what i'm talking about. could anyone help me figure out what I should do to get DynDOLOD to actually work in game? here's my load order, if that makes things easier

Plugns

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
ccasvsse001-almsivi.esm
ccBGSSSE001-Fish.esm
ccbgssse002-exoticarrows.esl
ccbgssse003-zombies.esl
ccbgssse004-ruinsedge.esl
ccbgssse005-goldbrand.esl
ccbgssse006-stendarshammer.esl
ccbgssse007-chrysamere.esl
ccbgssse010-petdwarvenarmoredmudcrab.esl
ccbgssse011-hrsarmrelvn.esl
ccbgssse012-hrsarmrstl.esl
ccbgssse014-spellpack01.esl
ccbgssse019-staffofsheogorath.esl
ccbgssse020-graycowl.esl
ccbgssse021-lordsmail.esl
ccmtysse001-knightsofthenine.esl
ccQDRSSE001-SurvivalMode.esl
cctwbsse001-puzzledungeon.esm
cceejsse001-hstead.esm
ccqdrsse002-firewood.esl
ccbgssse018-shadowrend.esl
ccbgssse035-petnhound.esl
ccfsvsse001-backpacks.esl
cceejsse002-tower.esl
ccedhsse001-norjewel.esl
ccvsvsse002-pets.esl
ccBGSSSE037-Curios.esl
ccbgssse034-mntuni.esl
ccbgssse045-hasedoki.esl
ccbgssse008-wraithguard.esl
ccbgssse036-petbwolf.esl
ccffbsse001-imperialdragon.esl
ccmtysse002-ve.esl
ccbgssse043-crosselv.esl
ccvsvsse001-winter.esl
cceejsse003-hollow.esl
ccbgssse016-umbra.esm
ccbgssse031-advcyrus.esm
ccbgssse038-bowofshadows.esl
ccbgssse040-advobgobs.esl
ccbgssse050-ba_daedric.esl
ccbgssse052-ba_iron.esl
ccbgssse054-ba_orcish.esl
ccbgssse058-ba_steel.esl
ccbgssse059-ba_dragonplate.esl
ccbgssse061-ba_dwarven.esl
ccpewsse002-armsofchaos.esl
ccbgssse041-netchleather.esl
ccedhsse002-splkntset.esl
ccbgssse064-ba_elven.esl
ccbgssse063-ba_ebony.esl
ccbgssse062-ba_dwarvenmail.esl
ccbgssse060-ba_dragonscale.esl
ccbgssse056-ba_silver.esl
ccbgssse055-ba_orcishscaled.esl
ccbgssse053-ba_leather.esl
ccbgssse051-ba_daedricmail.esl
ccbgssse057-ba_stalhrim.esl
ccbgssse066-staves.esl
ccbgssse067-daedinv.esm
ccbgssse068-bloodfall.esl
ccbgssse069-contest.esl
ccvsvsse003-necroarts.esl
ccvsvsse004-beafarmer.esl
ccBGSSSE025-AdvDSGS.esm
ccffbsse002-crossbowpack.esl
ccbgssse013-dawnfang.esl
ccrmssse001-necrohouse.esl
ccedhsse003-redguard.esl
cceejsse004-hall.esl
cceejsse005-cave.esm
cckrtsse001_altar.esl
cccbhsse001-gaunt.esl
ccafdsse001-dwesanctuary.esm
Unofficial Skyrim Special Edition Patch.esp
SkyUI_SE.esp
Alternate Start - Live Another Life.esp
IntoTheWest.esp
Jehanna.esp
Folkstead.esp
ITW_Folkstead_Patch'.esp
ITW_Haafstad Patch.esp
DynDOLOD.esm
DynDOLOD.esp
Occlusion.esp

20220514123913_1.jpg20220514123947_1.jpg20220514124007_1.jpg

I moved the post to the DynDOLOD 3 Alpha thread.
Read the first post what log and debug log to upload when making posts.

DynDOLOD generate object, tree LOD and dynamic LOD. If you type tll in console it disable object, tree and terrain LOD, so it easy to determine what was LOD. https://dyndolod.info/How-LOD-Works. Dynamic LOD will be single remaining objects and tree in the distance outside the active cells. https://dyndolod.info/Help/Dynamic-LOD

To slightly improve the terrain LOD, use higher resolution diffuse and normal maps and bake normals for LOD level 4. Test with different noise textures.

Maybe extended grass with NGIO or generating grass LOD with DynDOLOD helps. Otherwise place objects that have LOD to cover blank terrain in active cells and LOD area.

What are the screenshots supposed to show? It seems there is some terrain, object and tree LOD in the foggy distance. If things do not have object LOD, create/install LOD assets for them. https://dyndolod.info/Mod-Authors

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8 hours ago, had said:

Then i use object lod checkbox, for some reason it use ugly water, probably vanilla.

https://i.imgur.com/fBFm3zc.jpeg

Previously it was fine.

https://i.imgur.com/6wjXcfR.jpeg

Also it is fine with only trees and dynamic lods checkbox.

https://i.imgur.com/QJDUMov.jpeg

Then i unpacked mods bsas, optimized everything with cathedral assets optimizer, installed some new mods and upgraded to latest version of dyndolod and resources.

So im not sure if it because of new dyndolod or i have installed some incompatible mod, or because unpacked bsas.

I cant test with older version of dyndolod because i replaced resourced with new one. Resources overwrites unofficial patch lose files, so should be fine.

Problem somewhere in Meshes\Terrain, if i remove this folder water is ok.

Any suggestions?

As explained many timers before, DynDOLOD does not affect/change anything with cell LOD water. https://dyndolod.info/How-LOD-Works and https://dyndolod.info/Help/Terrain-LOD

Finalize the load order before generating LOD so that the desired plugin defines the LOD water record on the worldspace record for Tamriel. https://dyndolod.info/Generation-Instructions#Prerequisites

Terrain LOD meshes define where cell LOD is and its height. Terrain LOD meshes do not change how LOD water looks. This is defined by the LOD water record set on the worldspace record.

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1 hour ago, sheson said:

Finalize the load order before generating LOD so that the desired plugin defines the LOD water record on the worldspace record for Tamriel. https://dyndolod.info/Generation-Instructions#Prerequisites

Yeah, water is fine without DynDOLOD_Output enabled.

1 hour ago, sheson said:

This is defined by the LOD water record set on the worldspace record.

If so water should be ok with dyndolod plugins disabled, right?

But with disabled plugins it is still ugly and became ok with mesh folder removed. Or DynDOLOD_Output disabled in vortex.

I tried remove recent mods but problem still here, so i kind of tend to blame recent dyndolode update, should you give me alpha 25 resources archive version?

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44 minutes ago, had said:

Yeah, water is fine without DynDOLOD_Output enabled.

If so water should be ok with dyndolod plugins disabled, right?

But with disabled plugins it is still ugly and became ok with mesh folder removed. Or DynDOLOD_Output disabled in vortex.

I tried remove recent mods but problem still here, so i kind of tend to blame recent dyndolode update, should you give me alpha 25 resources archive version?

If you check in xEdit, the worldspace record 0000003C for Tamriel has a row called NAM3 - LOD Water Type. The last plugin to the right is the winning plugin. Whatever water record it sets, defines how the LOD water looks. DynDOLOD and Occlusion plugins are created by copying the winning overwrite from the last plugin before them.

The game uses LOD meshes/textures for cubemap reflections. Make sure that all 3 LOD types are enabled in the Skyrim.ini or custom or the last plugin INI for cubemap reflections. If bReflectLODObjects was disabled and you generated ultra tree LOD (which disables standard tree LOD), then the reflections would not have any trees anymore (and no other objects).

[Water]
bReflectLODObjects=1
bReflectLODLand=1
bReflectLODTrees=1

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34 minutes ago, sheson said:

If you check in xEdit, the worldspace record 0000003C for Tamriel has a row called NAM3 - LOD Water Type. The last plugin to the right is the winning plugin. Whatever water record it sets, define how the LOD water looks.

Seems ok.

nPGwJpF.png

37 minutes ago, sheson said:

Make sure that all 3 LOD types are enabled in the Skyrim.ini for cubemap reflections.

I have no such entries in skyrim.ini

Adding doesnt help.

40 minutes ago, sheson said:

and you generated ultra tree LOD

Im pressing medium preset, should be default tree lods.

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35 minutes ago, had said:

Seems ok.

nPGwJpF.png

I have no such entries in skyrim.ini

Adding doesnt help.

Im pressing medium preset, should be default tree lods.

If the DynDOLOD/Occlusion plugins define the same water record, then the LOD water has to be the same when the DynDOLOD/Occlusion plugin are enabled.
Object and tree LOD meshes themselves do/can not directly affect water records or water shaders. Meshes and textures can not change which LOD types are used for cubemap reflections.

Doublecheck the INI settings are enabled via the getini console command. https://stepmodifications.org/wiki/Guide:Skyrim_Configuration_Settings#Console
Also check the bReflectSky setting.

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42 minutes ago, sheson said:

DynDOLOD/Occlusion plugins define the same water record

Seems so.

45 minutes ago, sheson said:

Also check the bReflectSky setting.

All return 1.

So, should you give link to prev resource archive?

Older texgen raise error on new resources.

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5 hours ago, had said:

Seems so.

All return 1.

So, should you give link to prev resource archive?

Older texgen raise error on new resources.

If you believe there is something in the DynDOLOD Resources or the TexGen/DynDOLOD output that does affect how LOD water looks or maybe affects its reflections, then use a binary search to  find the single mesh or texture. E.g. Do not just disable all Meshes, go into the terrain/Tamriel/Objects/ folder for example and then hide half the object LOD meshes. If there is no change unhide them and hide the other half. Always keep the half that still present the problem. Repeat until only one or a couple files remain.

TexGen does not require or cares about DynDOLOD Resources. If there is a message from TexGen it should not have anything to do with DynDOLOD Resources.
If there is a error message use the "Click on this link for additional explanations and help for this message" link to open additional explanations and help for the message from the DynDOLOD.info website.
If you want to report an error message, use "copy message to clipboard" and paste it, upload the log/debug log, bugreport.txt if it exists as explained on the first post.

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9 hours ago, broncofan0211 said:

Hi Sheson, thanks for the fast response, and for your time. It's much appreciated! The grass mods that are used for the patch are Folkvangr, Origins of Forest, and Cathedral 3d Pines. They are all the latest versions. With Folkvangr, I do hide the Landscape Textures in MO2 (I don't touch the grass folder at all, just the landscape textures). I also Recalc Bounds in CK for Folkvangr as that is what I had to do for QW's 1st Grass Patch. I reran everything to get new logs and have linked some more that you mention. Hopefully these help more than what I linked earlier. Thanks again!

https://ufile.io/u3mw88v3  TexGen SSE log

https://ufile.io/k3pwzvxo  Dyndolod SSE log

https://ufile.io/o4f9w2z1  Lodgen SSE Tamriel log

https://ufile.io/98ddnkoy  Dyndolod SSE debug log

https://ufile.io/uoq7ufv1  Lodgen SSE Export Tamriel log

https://ufile.io/mwi69qr3  Lodgen SSE Grass map Tamriel

https://ufile.io/kcff5pud   Grass Billboards from my Texgen Output

What are the coordinates / locations of the screenshots you posted earlier?

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