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DynDOLOD 3.00 Alpha 182


sheson

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2 hours ago, Khronos said:

anyone know how to fix the pop up that says "Fatal: could not open registry key /SOFTWARE/Bethesda/Softworks/Skyrim"? I run the launcher like it says but that doesn't do anything to fix it

 

What game version/variant/localization? Using Steam?

If it's a standard, legal copy of the game and installed according to standards, then launching from Steam adds/updates the registry keys. You do this from straight vanilla. No mod manager or modding apps running.

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4 hours ago, Khronos said:

anyone know how to fix the pop up that says "Fatal: could not open registry key /SOFTWARE/Bethesda/Softworks/Skyrim"? I run the launcher like it says but that doesn't do anything to fix it

This is the thread for DynDOLOD DLL.

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

If the game launcher can not create the registry key, then you have maybe permission issues with the game or OS. Make sure the game is not installed into special Windows folders like Program Files x86 to avoid issues with UAC, antivir etc.

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54 minutes ago, Asmodeus said:

Almost 12 hours..... broo

image.thumb.png.4826d7a7a4307345912623edb2fb8b52.png

As has been said many times, please provide logs and information about what version of DynDOLOD you are running. Then post in the proper topic for that version.

Recommended: DynDOLOD 3 Alpha 122 (if you are not running the latest Alpha, then update and regenerate. Post those logs in that topic if you have this issue.)

Not recommended: DynDOLOD Beta 2.98

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6 hours ago, Asmodeus said:

Almost 12 hours..... broo

image.thumb.png.4826d7a7a4307345912623edb2fb8b52.png

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum
Do not post screenshots of text. Post the logs instead.

https://dyndolod.info/FAQ "Long running time or output several GB in file size" and "High memory usage / Out of memory"

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On 4/17/2023 at 8:26 AM, TomForStep said:

I have an issue with grass LOD (see also linked movie file below): the grass LOD in the distance is almost black, when getting nearer, the grass LOD seems to disappear and when getting even nearer, the "real" grass appears. At least that's what it looks to me.

I use Folkvangr Complex grass with pre-cached grass and DynDOLOD 3 Alpha 122.

What am I doing wrong? Any settings I should change in TexGen and/or DynDOLOD?

https://we.tl/t-nywyYOftdA

 

On 4/17/2023 at 9:15 AM, sheson said:

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

https://dyndolod.info/Help/Grass-LOD
Using the grass cache made by somebody else for a different load order for grass LOD generation only but not in game, means that grass LOD and full grass are not going to match.

https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

Make sure full grass renders to the edge of the active cells if NGIO is not used. Have a look at Grass Cache Fixes.
If full grass texture have bad mipmaps that were made without alpha-to-coverage it becomes more transparent the further away the texture are. To create better mipmaps for a full texture you can use Texconv -keepcoverage number. See https://github.com/Microsoft/DirectXTex/wiki/Texconv

Ok, so I have generated my own grass pre-cache and configured it and XLodGen/TexGen and DynDoLod with the settings as suggested on https://stepmodifications.org/wiki/SkyrimSE:Grass_LOD_Guide and the DynDoLod help pages.

-> Unfortunately, the grass LOD in the distance is still too dark (see video right at the beginning) with Rudy's ENB on. With the ENB off, the grass LOD is fine. Which settings should I change to make it look brighter with ENB on?

-> There is still grass LOD missing and when getting nearer, the real grass is showing up (see video at about 10 second timestamp). What could be the reason for this behaviour?

Video: https://we.tl/t-yksDrQi8Sh

Log and Debug logs: https://we.tl/t-Z20S9BK1UU

Edited by TomForStep
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48 minutes ago, TomForStep said:

Ok, so I have generated my own grass pre-cache and configured it and XLodGen/TexGen and DynDoLod with the settings as suggested on https://stepmodifications.org/wiki/SkyrimSE:Grass_LOD_Guide and the DynDoLod help pages.

-> Unfortunately, the grass LOD in the distance is still too dark (see video right at the beginning) with Rudy's ENB on. With the ENB off, the grass LOD is fine. Which settings should I change to make it look brighter with ENB on?

-> There is still grass LOD missing and when getting nearer, the real grass is showing up (see video at about 10 second timestamp). What could be the reason for this behaviour?

Video: https://we.tl/t-yksDrQi8Sh

Log and Debug logs: https://we.tl/t-Z20S9BK1UU

https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

The video seems to show full grass being set to fade-in after cells attach. This should not happen with NGIO being set to use grass cache and DynDOLODGrassMode=1 in GrassControl.config.txt.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Also pay attention to this part of the 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\.

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23 hours ago, sheson said:

https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

The video seems to show full grass being set to fade-in after cells attach. This should not happen with NGIO being set to use grass cache and DynDOLODGrassMode=1 in GrassControl.config.txt.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Also pay attention to this part of the 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\.

Ok, with adjusting the values for Direct/Ambient settings for grass LOD billboards in TexGen and in DynDOLOD_SSE.ini, I am able to achieve a reasonable look for grass LOD with Rudy's ENB. Thank you for your directions!

Regarding the seemingly missing grass LOD and then the grass fade-in: I think I have installed DynDOLOD correctly. At least it seems to work fine for everything else (trees, buildings etc.). The fade-in happens regardless whether NGIO is enabled or disabled during gameplay (actually, I would prefer to have it disabled during gameplay as I plan to move to AE some day). The fade-in seems to occur only at certain specific places and there it's always reproducable. I have double and triple checked the suggested settings in https://dyndolod.info/Help/Grass-LOD#Settings. What else could I test/check/change?

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14 minutes ago, TomForStep said:

Ok, with adjusting the values for Direct/Ambient settings for grass LOD billboards in TexGen and in DynDOLOD_SSE.ini, I am able to achieve a reasonable look for grass LOD with Rudy's ENB. Thank you for your directions!

Regarding the seemingly missing grass LOD and then the grass fade-in: I think I have installed DynDOLOD correctly. At least it seems to work fine for everything else (trees, buildings etc.). The fade-in happens regardless whether NGIO is enabled or disabled during gameplay (actually, I would prefer to have it disabled during gameplay as I plan to move to AE some day). The fade-in seems to occur only at certain specific places and there it's always reproducable. I have double and triple checked the suggested settings in https://dyndolod.info/Help/Grass-LOD#Settings. What else could I test/check/change?

You have yet to show any screenshots of the supposedly missing grass LOD. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

DynDOLOD / grass LOD does not change or affect full grass in any way.

Either setup NGIO with grass cache correctly, or disable grass fade-in via INI setting. As explained at https://dyndolod.info/Help/Grass-LOD, have a look at Grass Cache Fixes

Unless the game use the same grass cache files - with NGIO or natively - as were used for generating LOD, the game auto generates grass at cell load. The full grass will match the current load order and INI settings, while the grass LOD will match the load order and INI settings at grass cache generation. Even If the load order does not change at all, full grass placements/rotations/brightness will randomly be slightly different ever time cells load.

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This error makes no sense to me. I have several of them for other trees. I included one example below.

First, the LOD model does not have the same CRC32 as the full model. Second, the LOD model uses the full model CRC32 in the file name as per standards.

[00:55] <Warning: LOD model meshes\dyndolod\lod\trees\treeaspen05_8b5f6a69passthru_lod.nif has same CRC32 as full model Meshes\landscape\trees\treeaspen05.nif Veydogolt.esp TreeAspen05 [TREE:0007614B]>

Logs.7z

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4 hours ago, z929669 said:

This error makes no sense to me. I have several of them for other trees. I included one example below.

First, the LOD model does not have the same CRC32 as the full model. Second, the LOD model uses the full model CRC32 in the file name as per standards.

[00:55] <Warning: LOD model meshes\dyndolod\lod\trees\treeaspen05_8b5f6a69passthru_lod.nif has same CRC32 as full model Meshes\landscape\trees\treeaspen05.nif Veydogolt.esp TreeAspen05 [TREE:0007614B]>

Logs.7z 67.36 kB · 0 downloads

Read the first post which debug log to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model

The messages means that the winning file meshes\dyndolod\lod\trees\treeaspen05_8b5f6a69passthru_lod.nif has the same CRC32 as the winning file the Meshes\landscape\trees\treeaspen05.nif at the time the message was printed. You are probably not looking at the same files.

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5 hours ago, sheson said:

Read the first post which debug log to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model

The messages means that the winning file meshes\dyndolod\lod\trees\treeaspen05_8b5f6a69passthru_lod.nif has the same CRC32 as the winning file the Meshes\landscape\trees\treeaspen05.nif at the time the message was printed. You are probably not looking at the same files.

I see now. I had left my full model renamed by the DynDOLOD CRC32 script in my xEdit output mod. Normally, I move/delete those out of the mod lineup to create the hybrid trunks/crowns:

image.png

The error message lead me to believe that DynDOLOD was comparing CRC of the LOD with that of the full file, which it was, effectively.

Thanks

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On 4/27/2023 at 7:14 PM, Soli said:

Quick question if I may but if I were to change the name of a couple mod files in order for them to work like they should, will I need to do anything on dyndolod?

For example I need to rename a file from nortowerruins01 to nortowerruinst01

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

The lack of information and question is too vague/leading to properly answer. "Need to do anything" in order to accomplish/ensure what ...
The already generated LOD will continue to work as is.

There are vanilla/DynDOLOD Resources LOD models to match the vanilla fullmodel nortowerruins01.nif. There are no such LOD models for full model filename nortowerruinst01.nif.

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