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DynDOLOD 3.00 Alpha 182


sheson

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Hey again, sheson...I just ran alpha 100 with the large reference bug workaround and when I went to start my game I got a message "dyndolod dll papyrus scripts are the wrong version."  However I use 1.5.97 and have been using the same scripts and dll since I've been running dyndolod 3.0.

 

Ah ok now I'm reading the effin manual I see the latest scripts are needed...trying again, sorry.

Edited by MisterMorden
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When running TexGen and creating textures I'm getting the following error with Skyrim VR:

Error: File not found textures\effects\FXWhiteWater02_falls.dds.

Could be that period on the end of the filename

Edited by benhollio
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2 hours ago, benhollio said:

When running TexGen and creating textures I'm getting the following error with Skyrim VR:

Error: File not found textures\effects\FXWhiteWater02_falls.dds.

Could be that period on the end of the filename

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

As explained, read https://dyndolod.info/Messages -> https://dyndolod.info/Messages/File-Not-Found-Textures for explanations of log messages and/or read the https://dyndolod.info/Help/Summary-Of-Messages.

It is not the period that is added at the end of a sentence. The texture is part of the core files of Realistic Water Two and is missing while the RealisticWaterTwo.esp is installed.

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I am still testing, but I mostly have the configs for the vanilla stitched object LOD textures complete for Fallout 4.

However, I did notice an issue with a very popular mod in my list that causes the output to contain a bad texture. FlaconOil's Complete Retexture Project erroneously includes a few textures in sRGB instead of linear, and while it doesn't appear to cause apparent artifacts in game, it causes the generated LOD texture to be incorrect. Specifically, the textures\architecture\diamondcity\corrugatedmetal02_d.dds inside the FlaconOil - BA2 2K - Part3 file is saved as DXGI_FORMAT_BC1_UNORM_SRGB.

Perhaps a warning could be added for when an input texture is in sRGB instead of linear? Or perhaps it could convert to linear upon generation?

I will also try to reach out to the mod author so they can hopefully correct this oversight.

Included are the logs, the configs, and the output incorrect texture. https://mega.nz/file/pY4l1RLb#J3mIXjYuONKJ9zSSfVzqXNtfcaTxqWYqV6KkH9LOpZ0

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On 10/1/2022 at 5:44 PM, sheson said:

Check before generating LOD if any plugin overwrites 03010F54  or the enable parent 03016DF1.

The  Lux Orbis - Master plugin.esm overwrite of 03010F54 should be fine if it is only adding the BYOHHouse3Location

If there is nothing else overwriting / patched, let me know the new form id of the LOD reference in the DynDOLOD plugin and upload ..\skse\plugins\DynDOLOD_Data\DynDOLOD_Tamriel_Objects.txt from the output.

Updating to Alpha 100 seems to have solved the memory issues, at least I didn't get any Out of memory errors during my latest run.

03010F54  is overwritten by Lux Orbis - Master plugin.esm only, it changes the emittance in addition to adding the location value.

03016DF1 is overwritten by Lux.esp, it adds an emittance value and a location value.

The form IDs of the LOD reference are 380A258F (base, DynDOLOD.esm) and 6E67B45B (ref, DynDOLOD.esp), assuming this is what you meant https://i.imgur.com/E3EWJyH.png

DynDOLOD_Tamriel_Objects.txt from the output

Logs in case they are needed

Edited by Blackread
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Hi I am using the latest version of DynDOLOD 3 -68518-Alpha and after running it 2 modded houses I used were buried under rock; Frostvale Estate which is just up the path from Windhelm stables and before you get to the turning for Kynsgrove and Winterberry Chateau which is just outside of Morthal, both are kinda set into the mountains already.  Can anyone explain what causes that to happen? Usually if I turn a mod off once Dyn has run MO2 alerts me (the previous version did) but it never did with this most recent version when I turned those mods off after as I couldn't use them so I am wondering if Dyn simply didn't find them. I am lost, I deleted the output files and was going to try again tomorrow once I'm home but if anyone knows what causes this to happen I would appreciate it.

This is Frostvale Estate buried under rock.  

uQWG0uW.png

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3 hours ago, DoubleYou said:

I am still testing, but I mostly have the configs for the vanilla stitched object LOD textures complete for Fallout 4.

However, I did notice an issue with a very popular mod in my list that causes the output to contain a bad texture. FlaconOil's Complete Retexture Project erroneously includes a few textures in sRGB instead of linear, and while it doesn't appear to cause apparent artifacts in game, it causes the generated LOD texture to be incorrect. Specifically, the textures\architecture\diamondcity\corrugatedmetal02_d.dds inside the FlaconOil - BA2 2K - Part3 file is saved as DXGI_FORMAT_BC1_UNORM_SRGB.

Perhaps a warning could be added for when an input texture is in sRGB instead of linear? Or perhaps it could convert to linear upon generation?

I will also try to reach out to the mod author so they can hopefully correct this oversight.

Included are the logs, the configs, and the output incorrect texture. https://mega.nz/file/pY4l1RLb#J3mIXjYuONKJ9zSSfVzqXNtfcaTxqWYqV6KkH9LOpZ0

If the game supports sRGB there should be no reason not to support it. In fact, there is no reason for the image library to have this bug with BC1 sRGB.

Texconv converts it properly I think. Try with this test version https://mega.nz/file/JR4xGBAI#sM7AUUgx6SZpCLll7kz7ycW-QrgJUkiLa95vJd6m4U4 Make sure it has no side effects on the other texture formats.

3 hours ago, Blackread said:

Updating to Alpha 100 seems to have solved the memory issues, at least I didn't get any Out of memory errors during my latest run.

03010F54  is overwritten by Lux Orbis - Master plugin.esm only, it changes the emittance in addition to adding the location value.

03016DF1 is overwritten by Lux.esp, it adds an emittance value and a location value.

The form IDs of the LOD reference are 380A258F (base, DynDOLOD.esm) and 6E67B45B (ref, DynDOLOD.esp), assuming this is what you meant https://i.imgur.com/E3EWJyH.png

DynDOLOD_Tamriel_Objects.txt from the output

Logs in case they are needed

This test version should fix that https://mega.nz/file/YYoxxYxR#mNlC7ezYqCMRxDo7YnJ55hCtGPN-Pkhu_wZoV8uCN5k

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29 minutes ago, Fiery said:

Hi I am using the latest version of DynDOLOD 3 -68518-Alpha and after running it 2 modded houses I used were buried under rock; Frostvale Estate which is just up the path from Windhelm stables and before you get to the turning for Kynsgrove and Winterberry Chateau which is just outside of Morthal, both are kinda set into the mountains already.  Can anyone explain what causes that to happen? Usually if I turn a mod off once Dyn has run MO2 alerts me (the previous version did) but it never did with this most recent version when I turned those mods off after as I couldn't use them so I am wondering if Dyn simply didn't find them. I am lost, I deleted the output files and was going to try again tomorrow once I'm home but if anyone knows what causes this to happen I would appreciate it.

This is Frostvale Estate buried under rock.  

uQWG0uW.png

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

The screenshot seems to show full models and full terrain in an active cell. DynDOLOD does not affect terrain in active cells. DynDOLOD does not generate terrain LOD.
What does this supposedly have to do with DynDOLOD?

The last plugin to overwrite a record wins. The conflicting record in this case is the LAND record of the temporary CELL for this location. Adjust the priority of the involved plugins so the one with the desired terrain height information wins.

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Hey, hmm this is odd, as it was fine after running xlodgen for the terrain, I went into game and checked, than ran texgen/ dyndolod back into game after that finished and the ground was suddenly like this. If it is simply a case of load order winning I'll try shoving those houses to the bottom. Thanks for the help. :) 

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1 hour ago, sheson said:

If the game supports sRGB there should be no reason not to support it. In fact, there is no reason for the image library to have this bug with BC1 sRGB.

Texconv converts it properly I think. Try with this test version https://mega.nz/file/JR4xGBAI#sM7AUUgx6SZpCLll7kz7ycW-QrgJUkiLa95vJd6m4U4 Make sure it has no side effects on the other texture formats.

This test version should fix that https://mega.nz/file/YYoxxYxR#mNlC7ezYqCMRxDo7YnJ55hCtGPN-Pkhu_wZoV8uCN5k

This did fix the sRGB texture. However, all normal maps and speculars appear to be brighter. Also, diffuses with alpha transparency appear to be brighter as well.

Log file is with vanilla textures (no texture mods). Included two output examples. Before folder is with TexGen from alpha 100. After is from the test version.

https://mega.nz/file/pMhSTZDJ#FgJjeSMG7IRhynthud9q2_TBlRYUz81y-R1W2Bjy6zQ

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