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DynDOLOD 3.00 Alpha 182


sheson

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28 minutes ago, ibirdr said:

I started having this error trying to use texgen from MO2.. before today it had never happened, I tried to find a solution but nothing.
please help

Immagine.png

When you invoke TexGen from MO2 and the TexGen window is shown, set the path to D:\DynDOLOD\TexGen_Output

Did you bother clicking the link in the error message?

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12 hours ago, ibirdr said:

I started having this error trying to use texgen from MO2.. before today it had never happened, I tried to find a solution but nothing.
please help

Immagine.png

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

As explained on the first post, if the option "Copy this message to clipboard" is available, copy and paste the text instead posting a screenshot. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text.

Installation path not allowed

If you set any command line arguments, copy and paste them as well. It looks like you set the data folder to D:\DynDOLOD\ and that it also contains a data folder, which is not part of the DynDOLOD Standalone download archive. Typically the data folder should be discovered automatically via the registry entry. https://dyndolod.info/Messages/Windows-Registry-Key

If using command line arguments the -d command line needs to point to game data folder. https://dyndolod.info/Help/Command-Line-Argument

https://dyndolod.info/Installation-Instructions

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need help re: the Shrine of Azura. The statue appears correctly in LOD from a distance, and appears correctly on the world map (using ACMOS). However approaching the statue causes it to disappear entirely. it never shows up no matter how close I get. typing prid 00033DCB and recycleactor causes the statue to appear for a split second before it disappears again. This happens on a new game. also lod was generated with Large Reference Bug workarounds enabled

I'm using a file on this page to replace the vanilla statue (normal size, not the 3x version). Here is what's shown in xEdit and the rule

Edited by dragsville
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5 hours ago, z929669 said:

When you invoke TexGen from MO2 and the TexGen window is shown, set the path to D:\DynDOLOD\TexGen_Output

Did you bother clicking the link in the error message?

the window wasn't showing at all, but i wrote the path you gived me on the registry editor and it showed up. after that i wrote again the game path and it worked. thanks

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7 hours ago, dragsville said:

need help re: the Shrine of Azura. The statue appears correctly in LOD from a distance, and appears correctly on the world map (using ACMOS). However approaching the statue causes it to disappear entirely. it never shows up no matter how close I get. typing prid 00033DCB and recycleactor causes the statue to appear for a split second before it disappears again. This happens on a new game. also lod was generated with Large Reference Bug workarounds enabled

I'm using a file on this page to replace the vanilla statue (normal size, not the 3x version). Here is what's shown in xEdit and the rule

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

Also post the papyrus logs as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs / https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing

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I don't know where i should post this, so i'll start here.  After running the instructions here https://www.reddit.com/r/skyrimmods/comments/xg1g30/simple_guide_for_installing_seasons_of_skyrim/?q=lodgen%20options&type=comment
i started a new game via Skyrim Unbound and my start point was the Frozen Hearth in Winterhold.  I stepped oustside, and this is summer in Winterhold:
 

20230726082409_1.jpg

20230726082351_1.jpg

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3 hours ago, Tourist said:

I don't know where i should post this, so i'll start here.  After running the instructions here https://www.reddit.com/r/skyrimmods/comments/xg1g30/simple_guide_for_installing_seasons_of_skyrim/?q=lodgen%20options&type=comment
i started a new game via Skyrim Unbound and my start point was the Frozen Hearth in Winterhold.  I stepped oustside, and this is summer in Winterhold:
 

20230726082409_1.jpg

20230726082351_1.jpg

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

The screenshots seem to stuff in the active cells. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
To determine if something is LOD, toggle LOD on/off with tll in console. 

Why do you believe either screenshot shows something that has anything to do with DynDOLOD? What rudimentary troubleshooting have to done so far?
The first screenshot might be full model grass missing textures. 
DynDOLOD does not change the seasons or full model/textures.
Most likely both things happen with no DynDOLOD output.

Follow, read https://dyndolod.info/Installation-Instructionshttps://dyndolod.info/Generation-Instructions and https://dyndolod.info/Help/Seasons

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My troubleshooting has been before following the guide, it all looks fine.  After following the guide, you can see that the snow has been removed from the ground, but the weather is still snowy and some of the grass has the purple texture.  Removing the Seasons of Skyrim SKSE and the other mods listed in the tutorial has everything working again.  So my limited troubleshooting skills point to something having gone awry with my efforts to get this working.  I am hoping to get guidance about where to go next. 

I did say, in the very first sentence that i did not where to start posting for help, so if there is a forum better suited, please point me in that direction.  I have posted on the Seasons of Skyrim SKSE Nexus page, but have received no reply as yet.

EDIT:  tll made no changes to the purple grass.

Edited by Tourist
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18 minutes ago, Tourist said:

My troubleshooting has been before following the guide, it all looks fine.  After following the guide, you can see that the snow has been removed from the ground, but the weather is still snowy and some of the grass has the purple texture.  Removing the Seasons of Skyrim SKSE and the other mods listed in the tutorial has everything working again.  So my limited troubleshooting skills point to something having gone awry with my efforts to get this working.  I am hoping to get guidance about where to go next. 

I did say, in the very first sentence that i did not where to start posting for help, so if there is a forum better suited, please point me in that direction.  I have posted on the Seasons of Skyrim SKSE Nexus page, but have received no reply as yet.

This is the official DynDOLOD support forum. This is about helping/generating/developing xLODGen/DynDOLOD, the tools to generate LOD. 

I do/can not provide generic modding support or support for 3rd party guides. I suggest to ask the author of a guide in case of problems unrelated to LOD.

Check the comments/forums of a mod or may be ask on a generic modding forum or discord. I am not able to recommend one specifically.
If you are on reddit already, read the posting rules and then make one specific and detailed help post per problem.

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On 7/16/2023 at 5:27 PM, sheson said:

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
If making general screenshots of areas or worldspaces, provide information like the worldspace name and the cell coordinates. The DynDOLOD SkyUI MCM - You Are Here page provides the current cell coordinates of the player.

Make sure terrain LOD meshes were generated with restored data xLODGen Resource - SSE Terrain Tamriel and that the geenrated LOD is active when generating occlusion.

If that was the case, see https://dyndolod.info/Help/Occlusion-Data#Optional-Configuration
For the settings below, edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini:
OcclusionHeight - the algorithm uses the highest point of the heightmap or object LOD between two samples points. Since the player itself could be standing on the highest point, this can add a bit of additional height if required. There is no need to change the height unless holes can still be seen in the distance from a vantage point.

Maybe try with 50 or 100.

It could also help to recalculate the MHDT data of the cell with CK. The game uses that data to know when to not disable LOD in the distance.

Updates from two weeks later. They claimed that the phenomenon could be observed from alongside the northeastern coastline so probably not limited to one cell, and I don't think they could realistically just recalculate the MHDT data of one cell to solve the problem. They also tried adjusting OcclusionHeight as per your suggestion but it didn't seem to work. Weird thing is that just now they reported they created a brand new instance without any mods installed (alongside a modded one, of course) but they saw the same problem in this new instance. I'll try to get more information on this.

https://anonfiles.com/y815U742z6/video_0716_mp4 Also, a video they recorded two weeks ago showing the problem. I'm no expert but it didn't seem very height-oriented.

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2 hours ago, heheloveer said:

Updates from two weeks later. They claimed that the phenomenon could be observed from alongside the northeastern coastline so probably not limited to one cell, and I don't think they could realistically just recalculate the MHDT data of one cell to solve the problem. They also tried adjusting OcclusionHeight as per your suggestion but it didn't seem to work. Weird thing is that just now they reported they created a brand new instance without any mods installed (alongside a modded one, of course) but they saw the same problem in this new instance. I'll try to get more information on this.

Provide the new logs for any new generation for which issues are reported.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
If making general screenshots of areas or worldspaces, provide information like the worldspace name and the cell coordinates. The DynDOLOD SkyUI MCM - You Are Here page provides the current cell coordinates of the player.

"alongside the northeastern coastline" does not tell me the coordinates or form id of an effected cell.

Make sure terrain LOD meshes were generated with restored data xLODGen Resource - SSE Terrain Tamriel and that the generated LOD is active when generating occlusion.
Report back on every verification step or suggestion if it has been done or is the case or not.

I assume "a brand new instance without any mods installed" means just the vanilla game.
Does this mean the problem looks the same for the vanilla game and with Occlusion.esp generated normally or with additional height for the vanilla game?

Make sure Occlusion.esp has been in fact generated for the same load order (no old files in MO2 Overwrite) and that no other plugin overwrites the cell records it contains.

Provide screenshots of the DynDOLOD SkyUI MCM pages "Settings".

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On 7/17/2023 at 8:14 AM, sheson said:

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

From the the LODGen log you upload:
meshes\cotn\landscape\bridges\lod\cotn_wood_small_01_noroof_end_lod.nif unexpected root node. Ignoring file.

Isn't there a related message like https://dyndolod.info/Messages/Root-Block in the DynDOLOD log that I asked for ? Is it it not listed in the https://dyndolod.info/Help/Summary-Of-Messages that open at then end? Fix that LOD model with NifSkope or maybe with Cathedral Assets Optimizer in any case.

You posted screenshots of the map. No close ups from the full models. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots:
In that case, also walk close to an object, so its reference with the full model is loaded in order to get its form ID and provide that screenshot of the full model in addition to the screenshot of the LOD.

Are you saying there are no full models you can walk close to in order to make a screenshot of them? You are not able to check / screenshot how LOD level 4 looks to see if it looks OK to see if the LOD level used for the map might just need updated mesh mask rules? You are also not able to provide the cell coordinates as alternative as explained?

Root block is BSTriShape in meshes\cotn\landscape\bridges\lod\cotn_wood_small_01_noroof_end_lod.nif Northern Roads.esp COTN_BridgeWoodSmallEnd01 [STAT:6D07A148]

This is in DynDOLOD_Summary_RootBlock.

I misunderstood. These 2 are the bugged bridges. They cannot be selected by console like landscape. The warning in the log was wrong, it was causing by me trying to fix in a weird way, which doesn't work anyway.

image.thumb.png.8fc1b68a940c90ebb01040b3fd613459.png

image.thumb.png.ebe37d12e3f1e1e77537c62ec7119614.png

This is the SSE_log. The Debug_log is too big to be posted.
https://discord.com/channels/471930020454072348/483468767829950464/1135623693624688783

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2 hours ago, FinalCraneFall said:
Root block is BSTriShape in meshes\cotn\landscape\bridges\lod\cotn_wood_small_01_noroof_end_lod.nif Northern Roads.esp COTN_BridgeWoodSmallEnd01 [STAT:6D07A148]

This is in DynDOLOD_Summary_RootBlock.

I misunderstood. These 2 are the bugged bridges. They cannot be selected by console like landscape. The warning in the log was wrong, it was causing by me trying to fix in a weird way, which doesn't work anyway.

image.thumb.png.8fc1b68a940c90ebb01040b3fd613459.png

image.thumb.png.ebe37d12e3f1e1e77537c62ec7119614.png

This is the SSE_log. The Debug_log is too big to be posted.
https://discord.com/channels/471930020454072348/483468767829950464/1135623693624688783

Log messages are reporting facts. They are not wrong. https://dyndolod.info/Messages/Root-Block

The screenshots seem to show dozens of objects that can be clicked. Terrain is what can not be clocked in console. There is always something can be clicked after opening console with ~, even if it is a vanilla object it could have helped to determine cell coordinates. If opening console and clcking things does not gets a form id and additional information from more informative console, then troubleshoot and fix that issue.
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots with console opened, with more informative console installed.
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to at least provide cell coordinates.

Read the first post, my signature or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload large log file to a file service. Do not post logs to discord instead.

Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

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1 hour ago, sheson said:

Log messages are reporting facts. They are not wrong. https://dyndolod.info/Messages/Root-Block

The screenshots seem to show dozens of objects that can be clicked. Terrain is what can not be clocked in console. There is always something can be clicked after opening console with ~, even if it is a vanilla object it could have helped to determine cell coordinates. If opening console and clcking things does not gets a form id and additional information from more informative console, then troubleshoot and fix that issue.
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots with console opened, with more informative console installed.
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to at least provide cell coordinates.

Read the first post, my signature or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload large log file to a file service. Do not post logs to discord instead.

The problem is the bridge's body including the poles. The LOD on the map is accurate that is missing. The whole bridge cannot be shown, thus that is the best screenshot of the whole model, although I forgot to use TCF. The 2 bridges' bodies cannot be selected by console, while the clutters over them like snow and other stuffs can. If I could select them it would be way easier because I would already track down to .nif.
 
This is the Debug_Log:
https://ufile.io/4nbych31
 
What I mean they are wrong is you can see the log problem you mentioned was not the either of the bridge. I defined some weird LOD causing that line of error.

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25 minutes ago, FinalCraneFall said:

The problem is the bridge's body including the poles. The LOD on the map is accurate that is missing. The whole bridge cannot be shown, thus that is the best screenshot of the whole model, although I forgot to use TCF. The 2 bridges' bodies cannot be selected by console, while the clutters over them like snow and other stuffs can. If I could select them it would be way easier because I would already track down to .nif.
 
This is the Debug_Log:
https://ufile.io/4nbych31
 
What I mean they are wrong is you can see the log problem you mentioned was not the either of the bridge. I defined some weird LOD causing that line of error.

Provide the reference form IDs, the base record form IDs or the full model NIF filenames for the objects that you want to have LOD on the map for.
https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots:
When making screenshots of full models, open console and click the object in question to show its reference form ID.
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.

The LOD model that has a wrong root node reported is ignored for LOD. The log message is not wrong. It simply means that there is LOD missing for the full model it represents and that it wasn't part of objects you are looking at in case you fixed the model.

Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

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