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DynDOLOD 3.00 Alpha 182


sheson

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30 minutes ago, TFVgen said:

Here's the thing, this object is floating in both ugrids and LOD space (or whatever you call them), in ugrids space it definitely has a form ID (that I can disable with console too if I want, in which case the object only appears as LOD) and the LOD doesn't like you said, I remember that it pointed Dyndolod as reference, I'll have to open the game and screenshot this additional info though.

In regards to grass, do I need to run Dyndolod again after regenerating TexGen? Because it takes almost 2 hours to do it's thing, and my pc is not a potato by any means either.

Another thing, does updating Dyndolod comes with any caveat? Do I just overwrite it's tool's files?

Read https://dyndolod.info/Help/Grass-LOD#Updating
In case only the grass textures have been changed or different settings in TexGen are used, update the grass LOD billboards with TexGen, install the TexGen output, then start DynDOLOD in expert mode, select the desired worldspace and click the Rebuild Atlas button. Then merge the new output with the existing output, overwriting all older files.

Read https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\.

Read https://dyndolod.info/Updating if you plan to update an existing save.

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29 minutes ago, sheson said:

Read https://dyndolod.info/Help/Grass-LOD#Updating
In case only the grass textures have been changed or different settings in TexGen are used, update the grass LOD billboards with TexGen, install the TexGen output, then start DynDOLOD in expert mode, select the desired worldspace and click the Rebuild Atlas button. Then merge the new output with the existing output, overwriting all older files.

Read https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\.

Read https://dyndolod.info/Updating if you plan to update an existing save.

7F5nHen.png

Whiterun LOD won't go away even with tll, note the floating object here is gone since it's LOD that was loaded at this distance.

10V8i8N.png

Info on this persistent LOD model.

G8kZx54.png

Info on that floating object persistent LOD model.

lW3oQva.png

The LOD model viewed from afar has no form ID (used tfc to get close obviously).

If I delete all content inside my Dyndolod (the tool, not the output) folder and extract the updated version there will it cause issues then?

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8 hours ago, TFVgen said:

7F5nHen.png

Whiterun LOD won't go away even with tll, note the floating object here is gone since it's LOD that was loaded at this distance.

10V8i8N.png

Info on this persistent LOD model.

G8kZx54.png

Info on that floating object persistent LOD model.

lW3oQva.png

The LOD model viewed from afar has no form ID (used tfc to get close obviously).

If I delete all content inside my Dyndolod (the tool, not the output) folder and extract the updated version there will it cause issues then?

Find out the source for these objects as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Take note of the Editor ID, which is typically of the format plugniname_formID for the source plugin and reference.

Let me know if help is required with this step.

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7 hours ago, sheson said:

Find out the source for these objects as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Take note of the Editor ID, which is typically of the format plugniname_formID for the source plugin and reference.

Let me know if help is required with this step.

What do you mean point to a Dyndolod plugin? As in a Dyndolod esp/esm? In the image it seems to point to both it's esm and esp for base and reference, don't know which of those is the relevant one so which should I open in SSEEdit?

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1 hour ago, TFVgen said:

What do you mean point to a Dyndolod plugin? As in a Dyndolod esp/esm? In the image it seems to point to both it's esm and esp for base and reference, don't know which of those is the relevant one so which should I open in SSEEdit?

"When making screenshots of things in the game, open console and click the object in question to show its reference form ID."

Without the More Informative Console mod, clicking an object with console open shows only the reference form id of the object and nothing else.

"If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Take note of the Editor ID, which is typically of the format plugniname_formID for the source plugin and reference."

The first two (in case of ESL the first 5) digits are the load order ID of the plugin that add the reference. Only ESM, ESP, ESL plugins can contain form IDs. So the first two digits of the reference form ID point us to the plugin which adds the reference. From the More Informative Console screenshot we already know it is DynDOLOD.esp.

The instructions specifically say to "look up the reference".

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With the latest 3.00 alpha 92 (22nd May 2022), distant lights and window glows do not appear unless I deactivate and reactivate DynDOLOD using the MCM menu. So if I stand on top of the Western Watchtower at night, the lights of Whiterun and High Hrogthar and the fort nearby do not appear, unless I switch DynDOLOD on and off. Everything else seems to work fine, though.

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@sheson I'm trying to decipher the meaning of this message summary. The textures and models are present in my LO. I am using complex grass texture replacers for CL grasses im my LO but no premade billboards.

Outdated Billboards


Warning: Billboard for model Meshes\landscape\grass\ferngrass01a.nif does not contain texture textures\landscape\grass\ferngrass01a.dds Cathedral Landscapes.esp FernGrass01aLight_NoGrass [GRAS:2200088E]
Warning: Billboard for model Meshes\landscape\grass\ferngrassff.nif does not contain texture textures\landscape\grass\ferngrassff.dds Cathedral Landscapes.esp FernGrassFF [GRAS:22005940]
Warning: Billboard for model Meshes\landscape\grass\ferngrassff.nif does not contain texture textures\landscape\grass\ferngrassff.dds Cathedral Landscapes.esp FernGrassFF_D [GRAS:22000848]
Warning: Billboard for model Meshes\landscape\grass\ferngrassff.nif does not contain texture textures\landscape\grass\ferngrassff.dds Cathedral Landscapes.esp FernGrassFF_NoGrass [GRAS:220008AA]
Warning: Billboard for model Meshes\landscape\grass\ffgrass01.nif does not contain texture textures\landscape\grass\ffgrass01.dds Cathedral Landscapes.esp FFGrass01 [GRAS:22005942]
Warning: Billboard for model Meshes\landscape\grass\ffgrass01.nif does not contain texture textures\landscape\grass\ffgrass01.dds Cathedral Landscapes.esp FFGrass01_L [GRAS:22000836]
Warning: Billboard for model Meshes\landscape\grass\ffgrass01.nif does not contain texture textures\landscape\grass\ffgrass01.dds Cathedral Landscapes.esp FFGrass01_NoGrass [GRAS:220008AB]
Warning: Billboard for model Meshes\landscape\grass\ffgrass03.nif does not contain texture textures\landscape\grass\ffgrass03.dds Cathedral Landscapes.esp FFGrass03 [GRAS:22005941]
Warning: Billboard for model Meshes\landscape\grass\ffgrass03.nif does not contain texture textures\landscape\grass\ffgrass03.dds Cathedral Landscapes.esp FFGrass03_NoGrass [GRAS:220008AC]
Warning: Billboard for model Meshes\landscape\grass\fieldgrass01a.nif does not contain texture textures\landscape\grass\fieldgrassobj01a.dds Cathedral Landscapes.esp FieldGrass01a_NoGrass [GRAS:2200088F]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (1).nif does not contain texture textures\landscape\grass\fieldgrasstu (1).dds Cathedral Landscapes.esp FieldGrassTU_1 [GRAS:22000DB2]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (1).nif does not contain texture textures\landscape\grass\fieldgrasstu (1).dds Cathedral Landscapes.esp FieldGrassTU_1_NoGrass [GRAS:220008A0]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (10).nif does not contain texture textures\landscape\grass\fieldgrasstu (10).dds Cathedral Landscapes.esp FieldGrassTU_10_L [GRAS:2200080B]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (11).nif does not contain texture textures\landscape\grass\fieldgrasstu (11).dds Cathedral Landscapes.esp FieldGrassTU_11 [GRAS:22000DBC]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (11).nif does not contain texture textures\landscape\grass\fieldgrasstu (11).dds Cathedral Landscapes.esp FieldGrassTU_11_NoGrass [GRAS:220008A1]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (14).nif does not contain texture textures\landscape\grass\fieldgrasstu (14).dds Cathedral Landscapes.esp FieldGrassTU_14 [GRAS:22000D95]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (14).nif does not contain texture textures\landscape\grass\fieldgrasstu (14).dds Cathedral Landscapes.esp FieldGrassTU_14_NoGrass [GRAS:220008A2]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (15).nif does not contain texture textures\landscape\grass\fieldgrasstu (15).dds Cathedral Landscapes.esp FieldGrassTU_15 [GRAS:220008B4]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (15).nif does not contain texture textures\landscape\grass\fieldgrasstu (15).dds Cathedral Landscapes.esp FieldGrassTU_15_NoGrass [GRAS:220008A3]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (16).nif does not contain texture textures\landscape\grass\fieldgrasstu (16).dds Cathedral Landscapes.esp FieldGrassTU_16 [GRAS:22000D97]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (16).nif does not contain texture textures\landscape\grass\fieldgrasstu (16).dds Cathedral Landscapes.esp FieldGrassTU_16_NoGrass [GRAS:220008A4]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (17).nif does not contain texture textures\landscape\grass\fieldgrasstu (17).dds Cathedral Landscapes.esp FieldGrassTU_17 [GRAS:22000D98]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (8).nif does not contain texture textures\landscape\grass\fieldgrasstu (8).dds Cathedral Landscapes.esp FieldGrassTU_8_L [GRAS:22000808]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (9).nif does not contain texture textures\landscape\grass\fieldgrasstu (9).dds Cathedral Landscapes.esp FieldGrassTU_9 [GRAS:22000DBA]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (9).nif does not contain texture textures\landscape\grass\fieldgrasstu (9).dds Cathedral Landscapes.esp FieldGrassTU_9_L [GRAS:22000809]
Warning: Billboard for model Meshes\landscape\grass\fieldgrasstu (9).nif does not contain texture textures\landscape\grass\fieldgrasstu (9).dds Cathedral Landscapes.esp FieldGrassTU_9_NoGrass [GRAS:220008A5]
Warning: Billboard for model Meshes\landscape\grass\icegrass (10).nif does not contain texture textures\landscape\grass\icegrass10.dds Cathedral Landscapes.esp _ICEGrass_10 [GRAS:2200081A]
Warning: Billboard for model Meshes\landscape\grass\icegrassw11.nif does not contain texture textures\landscape\grass\icegrass11.dds Cathedral Landscapes.esp _ICEGrass_11 [GRAS:2200594D]
Warning: Billboard for model Meshes\landscape\grass\icegrassw12.nif does not contain texture textures\landscape\grass\icegrass12.dds Cathedral Landscapes.esp _ICEGrass_12 [GRAS:22000831]
Warning: Billboard for model Meshes\landscape\grass\icegrassw13.nif does not contain texture textures\landscape\grass\icegrass13.dds Cathedral Landscapes.esp _ICEGrass_13 [GRAS:22000847]
Warning: Billboard for model Meshes\landscape\grass\icegrassw14.nif does not contain texture textures\landscape\grass\icegrass14.dds Cathedral Landscapes.esp _ICEGrass_14 [GRAS:2200084A]
Warning: Billboard for model Meshes\landscape\grass\icegrassw9.nif does not contain texture textures\landscape\grass\icegrassw9.dds Cathedral Landscapes.esp IceGrassW_9_L [GRAS:22000D92]

DynDOLOD_SSE_log.txt

Debug log

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5 hours ago, aymanalaz said:

With the latest 3.00 alpha 92 (22nd May 2022), distant lights and window glows do not appear unless I deactivate and reactivate DynDOLOD using the MCM menu. So if I stand on top of the Western Watchtower at night, the lights of Whiterun and High Hrogthar and the fort nearby do not appear, unless I switch DynDOLOD on and off. Everything else seems to work fine, though.

Read the first post which log and debug log to upload when making posts.
Test with a new game. If that works, redo the clean save routine.

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4 hours ago, z929669 said:

@sheson I'm trying to decipher the meaning of this message summary. The textures and models are present in my LO. I am using complex grass texture replacers for CL grasses im my LO but no premade billboards.

 

DynDOLOD_SSE_log.txt 904.54 kB · 1 download

Debug log

The billboard txt contains a list of the texture filenames and their CRC32 when the billboard is generated with TexGen.

DynDOLOD checks which textures a NIF defines. The texture filename is not listed in the currently installed billboard txt.

Typically that should only happen if the NIF changes between the time the billboard was generated and DynDOLOD is executed.

Check what texture(s) are listed in one of the billboard txt and also check the TexGen log for warnings or error.
 It could also mean something went wrong when the billboard was generated.

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Hi Everyone 

I'm following Lexy's LOTD guide https://lexyslotd.com/guide/finishing-line/ but I can't seem to get DynDOLOD to work. I'm starting it up with the settings recommended in the guide:

unknown.png

But I'm getting all sorts of errors. In particular it seems to be Occlusion Error and LODgen error when DynDOLOD stops working but there are other errors as well:

[16:05] <Error: Occlusion generation aborted due to LODGen error>
[16:06] DynDOLOD plugins generated successfully
[16:06] <Error: LODGenx64Win.exe failed to generate object LOD for mannyGFDesert. LODGenx64Win.exe returned 25B. Check D:\Modding Tools\DynDOLOD Special Edition\DynDOLOD\Logs\LODGen_SSE_mannyGFDesert_log.txt>

I was going to attach the logs but there's loads of them and I'm not sure which ones are relevant, sorry. I can post any that you guys might think will help diagnose the problem though.

I've disabled my windows anti-virus and I don't have any other anti-virus so I don't think that can be causing the issue. 

I've tried asking for help in Lexy's Discord but she's directed me here. I'm really hoping you guys can help as it's driving me nuts to go through this long guide and fail at the final hurdle :help:.

thanks!

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2 hours ago, BigBeef said:

Hi Everyone 

I'm following Lexy's LOTD guide https://lexyslotd.com/guide/finishing-line/ but I can't seem to get DynDOLOD to work. I'm starting it up with the settings recommended in the guide:

unknown.png

But I'm getting all sorts of errors. In particular it seems to be Occlusion Error and LODgen error when DynDOLOD stops working but there are other errors as well:

[16:05] <Error: Occlusion generation aborted due to LODGen error>
[16:06] DynDOLOD plugins generated successfully
[16:06] <Error: LODGenx64Win.exe failed to generate object LOD for mannyGFDesert. LODGenx64Win.exe returned 25B. Check D:\Modding Tools\DynDOLOD Special Edition\DynDOLOD\Logs\LODGen_SSE_mannyGFDesert_log.txt>

I was going to attach the logs but there's loads of them and I'm not sure which ones are relevant, sorry. I can post any that you guys might think will help diagnose the problem though.

I've disabled my windows anti-virus and I don't have any other anti-virus so I don't think that can be causing the issue. 

I've tried asking for help in Lexy's Discord but she's directed me here. I'm really hoping you guys can help as it's driving me nuts to go through this long guide and fail at the final hurdle :help:.

thanks!

I moved the post to the DynDOLOD 3 Alpha thread.

The first post explains which log files to upload. The message itself explains which LODGen log file to check in particular.

If there was a message pop-up and/or the summary opened it should open/point to the corresponding help page for LODGen:

https://dyndolod.info/Help/LODGen
25B Error accessing ...
There is a problem reading the mentioned *.NIF. Try to reinstall the file or mod from its download archive. Run the *.NIF through Cathedral Assets Optimizer. If the file opens without error in NifSkope, make a post on the official DynDOLOD support forum and upload the *.NIF or provide a link to the mod etc.

Again, check the mentioned log file for details.

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On 5/21/2022 at 10:57 AM, sheson said:

"When making screenshots of things in the game, open console and click the object in question to show its reference form ID."

Without the More Informative Console mod, clicking an object with console open shows only the reference form id of the object and nothing else.

"If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Take note of the Editor ID, which is typically of the format plugniname_formID for the source plugin and reference."

The first two (in case of ESL the first 5) digits are the load order ID of the plugin that add the reference. Only ESM, ESP, ESL plugins can contain form IDs. So the first two digits of the reference form ID point us to the plugin which adds the reference. From the More Informative Console screenshot we already know it is DynDOLOD.esp.

The instructions specifically say to "look up the reference".

Why would you look up a reference in SSEEdit anyway? That wording is very vague, anyway, I couldn't find this editor ID, also nothing in that reference ID matches with anything on any Dyndolod plugin, if you could screenshot the information that you need that would be great.

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43 minutes ago, TFVgen said:

Why would you look up a reference in SSEEdit anyway? That wording is very vague, anyway, I couldn't find this editor ID, also nothing in that reference ID matches with anything on any Dyndolod plugin, if you could screenshot the information that you need that would be great.

As explained, the Editor ID of such reference is of the format pluginame_formid so it tells us the source plugin and reference for which this LOD reference has been added to the DynDOLOD plugin.

The wording is verbatim. The DynDOLOD documentation simply does not re-explain the use of other tools. Refer to the xEdit manual or ask further question how to use xEdit.

Every reference in the DynDOLOD plugins has an Editor ID. In this case it should look something like this in the image.

editorid.png

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31 minutes ago, sheson said:

As explained, the EditorID of such reference is of the format pluginame_formid so it tells us the source plugin and reference for which this LOD reference has been added to the DynDOLOD plugin.

The wording is verbatim. The DynDOLOD documentation simply does not try re-explain the use of other tools. Refer to the xEdit manual or ask further question how to use xEdit.

Every reference in the DynDOLOD plugins has an EditorID. In this case it should look something like in the image.

editorid.png

Alright, searched both references on the editor ID search bar and nothing came up, what do I do now?

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31 minutes ago, TFVgen said:

Alright, searched both references on the editor ID search bar and nothing came up, what do I do now?

You can not search by the Editor ID obviously, since you do not have it from your in-game screenshot. As explained and shown in my xEdit screenshot, the Editor ID is what you will find on the reference in xEdit when you look it up.

As explained, from the in-game screenshot (open console, clicking the object) you have form ID of the reference. So load up xEdit and look up the reference by its form ID. For example by entering the form ID into the Form ID field top left of xEdit and hitting Enter. Adjust the load order form  (the first two digits)  in case the load order ID of the plugin changed.

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