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DynDOLOD 3.00 Alpha 182


sheson

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On 11/20/2023 at 12:11 PM, sheson said:

In addition add GLDebug=1 under [DynDOLOD] in E:\Mod Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
Remove old logs and bugreport.txt, run again, upload new logs and bugreport.txt.

Using GLDebug=1 (alongside LockTexconv=1) hasn't made a difference, the same error happens again.

Logs: https://ufile.io/0lzdeav6

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3 hours ago, Chromatic said:

Using GLDebug=1 (alongside LockTexconv=1) hasn't made a difference, the same error happens again.

Logs: https://ufile.io/0lzdeav6

GLDebug=1 does more debugging and is not supposed to make a difference how things work, so no change is expected.

Download this test version https://mega.nz/file/pQIW3BjB#lUFjXiTiHkI-yu1yfow_e0X5E2VrHkD_lp5tER_GrEA and upload new bugreport.txt, log and debug log.

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hi sheson, i'm really sorry to bother you again but i'm trying to find guide for recalculate bounds but i can't find any.

could you maybe tell me how to do it or if you know a guide somewhere that could help i would really appreciate it?

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41 minutes ago, m300 said:

hi sheson, i'm really sorry to bother you again but i'm trying to find guide for recalculate bounds but i can't find any.

could you maybe tell me how to do it or if you know a guide somewhere that could help i would really appreciate it?

i managed to open verdate from data in creation kit it also loaded all master files now there are a lot of grass nif files do i need to use the recalc bound on each and every one of them?

also how would i now that i don't do changes to the master files?

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45 minutes ago, m300 said:

hi sheson, i'm really sorry to bother you again but i'm trying to find guide for recalculate bounds but i can't find any.

could you maybe tell me how to do it or if you know a guide somewhere that could help i would really appreciate it?

I do not provide support for other tools or generic modding support. Ask questions about how to use CK wherever people discuss or help with it. Make use of https://ck.uesp.net/wiki/index.php?title=Landing_page

In CK load / set whatever grass plugin to edit as active. In the Object Window tree view select WorldObjects / Grass, mark all grasses in the list, right click, Recalc Bounds, save.

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3 minutes ago, sheson said:

I do not provide support for other tools or generic modding support. Ask questions about how to use CK wherever people discuss or help with it. Make use of https://ck.uesp.net/wiki/index.php?title=Landing_page

In CK load / set whatever grass plugin to edit as active. In the Object Window tree view select WorldObjects / Grass, mark all grasses in the list, right click, Recalc Bounds, save.

thank you, and the fact you still gave me directions is really appreciated!!!!

one last question if i may, i got those warning messages: 

Could not find model Landscape\Grass\DLC02VolcanicAshRocks01.nif
Could not find model landscape\Grass\EGrass05.nif
Could not find model landscape\Grass\EGrass36b.nif
Could not find model landscape\Grass\ESpFAngularSolomonSeal02.nif
Could not find model landscape\Grass\ESpFAngularSolomonSeal04.nif
Could not find model landscape\Grass\espfernbraken05st.nif
Could not find model landscape\Grass\ESpLadysMantle.nif
Could not find model landscape\Grass\espmaylily02.nif
Could not find model landscape\Grass\ESPMeadowsweet02.nif
Could not find model landscape\Grass\espscilla01blue.nif
Could not find model landscape\Grass\esutansy01.nif
Could not find model landscape\Grass\EWpShore03.nif
Could not find model landscape\Grass\fallforestgrass0bj03.nif
Could not find model landscape\Grass\UG_forestgroundcover02.nif

did you had them too and do i need to ignore them?

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52 minutes ago, sheson said:

I do not provide support for other tools or generic modding support. Ask questions about how to use CK wherever people discuss or help with it. Make use of https://ck.uesp.net/wiki/index.php?title=Landing_page

In CK load / set whatever grass plugin to edit as active. In the Object Window tree view select WorldObjects / Grass, mark all grasses in the list, right click, Recalc Bounds, save.

i did what you instructed i recalculated bounds for verdant saved and deployed mods made sure that the newer file in use(in vortex)

but after running texgen i got the same result in TexGen_TES5VR_Grass_Billboards.txt

i guess i will try to force it 

TexGen_TES5VR_Grass_Billboards.txt

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1 hour ago, m300 said:

thank you, and the fact you still gave me directions is really appreciated!!!!

one last question if i may, i got those warning messages: 

Could not find model Landscape\Grass\DLC02VolcanicAshRocks01.nif
Could not find model landscape\Grass\EGrass05.nif
Could not find model landscape\Grass\EGrass36b.nif
Could not find model landscape\Grass\ESpFAngularSolomonSeal02.nif
Could not find model landscape\Grass\ESpFAngularSolomonSeal04.nif
Could not find model landscape\Grass\espfernbraken05st.nif
Could not find model landscape\Grass\ESpLadysMantle.nif
Could not find model landscape\Grass\espmaylily02.nif
Could not find model landscape\Grass\ESPMeadowsweet02.nif
Could not find model landscape\Grass\espscilla01blue.nif
Could not find model landscape\Grass\esutansy01.nif
Could not find model landscape\Grass\EWpShore03.nif
Could not find model landscape\Grass\fallforestgrass0bj03.nif
Could not find model landscape\Grass\UG_forestgroundcover02.nif

did you had them too and do i need to ignore them?

If a model does not exist in the load order, its bounds can not be calculated.

In case of the vanilla grass model DLC02VolcanicAshRocks01.nif defined by GRAS record 0401771E, the model does indeed not exist.
The record is not being used by anything (Referenced by tab in xEdit), so it is an orphaned record and the message can be ignored.

That might be also the case for whatever grass mod you are using.

17 minutes ago, m300 said:

i did what you instructed i recalculated bounds for verdant saved and deployed mods made sure that the newer file in use(in vortex)

but after running texgen i got the same result in TexGen_TES5VR_Grass_Billboards.txt

i guess i will try to force it 

TexGen_TES5VR_Grass_Billboards.txt 15.86 kB · 0 downloads

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

I suggest to verify the updated esp with xEdit, that the objects bounds are actually updated and not -1 or 0 anymore for the GRAS records in question.

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1 hour ago, sheson said:

If a model does not exist in the load order, its bounds can not be calculated.

In case of the vanilla grass model DLC02VolcanicAshRocks01.nif defined by GRAS record 0401771E, the model does indeed not exist.
The record is not being used by anything (Referenced by tab in xEdit), so it is an orphaned record and the message can be ignored.

That might be also the case for whatever grass mod you are using.

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

I suggest to verify the updated esp with xEdit, that the objects bounds are actually updated and not -1 or 0 anymore for the GRAS records in question.

thank you so much i finally managed to have grass lod but its in a different color for example in whiterun grass is orange but in the lod its green do you maybe have a fix for that or maybe a guide for grass color fix?

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25 minutes ago, m300 said:

thank you so much i finally managed to have grass lod but its in a different color for example in whiterun grass is orange but in the lod its green do you maybe have a fix for that or maybe a guide for grass color fix?

Assuming the grass LOD billboards match the full grasses properly, 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.

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13 hours ago, Chromatic said:

New logs as requested: https://ufile.io/7jlxnjar

Make sure to use a driver only installation and/or terminate crapware with task manager before testing. For example:
amdfendrsr.exe
atiesrxx.exe
atieclxx.exe
RadeonSoftware.exe
cncmd.exe

Use this test version https://mega.nz/file/MZA2VDoT#1KgtOQa-L74pnMVRCCF1uTsh4ixwTZ08Ezbbc4haBVg, upload new bugreport.txt, log and debug log.

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Skyrim LE user here. I've configured and installed DynDOLOD 3.00 Alpha 156 and successfully installed it, but it's causing me a serious problem: The bridge to Winterhold College has disappeared, and I've discovered that it has ended up far, far below where it should be in the game. The NIF affected is "winterholdextbridge01.nif" and it is displayed in the game, but in a completely wrong position on the altitude axis.

I read in a previous comment that Sheson was doing a test with this object and that it caused the same problem (the bridge disappears) but related to Skyrim SE, but whatever he did negatively affected Skyrim LE as well.

On 11/5/2023 at 7:22 AM, Morti said:

Weird stuff. After last time I generated DynDOLOD I found out that WInterhold bridge disappeared.

In SSEEDit I found out that DynDOLOD.esm changed its Z position from -9088 to -30000. You know why it could do that? Easily fixed, but still odd.

 

Same problem here, but using Skyrim LE. Could you describe how you corrected the wrong positioning?

Edited by TioDrakul
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12 hours ago, TioDrakul said:

Skyrim LE user here. I've configured and installed DynDOLOD 3.00 Alpha 156 and successfully installed it, but it's causing me a serious problem: The bridge to Winterhold College has disappeared, and I've discovered that it has ended up far, far below where it should be in the game. The NIF affected is "winterholdextbridge01.nif" and it is displayed in the game, but in a completely wrong position on the altitude axis.

Same problem here, but using Skyrim LE. Could you describe how you corrected the wrong positioning?

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

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make use full screenshots of the full model with more informative console, both with and without DynDOLOD enabled.

Generating a LOD mod for Skyrim LE with DynDOLOD does not create a DynDOLOD.esm.
Do not install output generated for other game versions.
Make sure the output folder is empty before generating a new LOD patch from scratch.

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Hi, SkyrimVR player and I’m having a visual issue after travelling to Solstheim: after I got there I could see black areas on the volcano and Skyrim mainland. I went through the process of disabling Dyndolod & rerunning xlodgen/texgen/Dyndolod and everything on the distant landscape looked fine when I got back into the game - until after I’d been inside a building. When I came outside again the black areas were back. Doing the uninstall/install process again brought back the good landscapes - until after I’d been inside a building again!

Any help would be greatly appreciated if I’m missing something obvious.

 

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