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DynDOLOD 3.00 Alpha 182


sheson

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1 hour ago, z929669 said:

In addition to what sheson posted, I recommend first to use BethINI to get good baselines for [Terrainmanager] LOD distances and fGrassStartFadeDistance and fGrassFadeRange distances (use BethINI High or Ultra preset). Set Overwrite-grass-distance = -1 and Overwrite-grass-fade-range = -1 in NGIO GrassControl.ini for now so that BethINI changes will control these. I assume you are using DynDOLOD-Grass-Mode = 1 in NGIO GrassControl.ini (recommended). If so, then DynDOLOD doesn't need to be regenerated. Check the gap width again. If you still have it, try increasing fGrassStartFadeDistance by 1000 to see if it closes. Then find the best fGrassStartFadeDistance and fGrassFadeRange for your grass setup.

For color matching non-vanilla grass with LOD, I recommend reading this post for some hints on how I do it (no color bias from DynDOLOD). For color matching with ENB-CG, see this sticky post for some hints. The Step 2.3 guide incorporates these methods with final settings that work nicely for Cathedral Landscapes CG, but your grass will likely have different sweet spots. For this stuff, you will need to regen DynDOLOD. Probably several times to test.

Test at noon on the tundra to find the initial settings, and then at dawn/dusk for the grass billboard/backlight stuff.

Thanks to both of you! I was able to close the gap quite nicely. I'll have to tinker with the grass colors a good bit.

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6 hours ago, sheson said:

Provide a useful screenshots of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. Do not waste time making videos of things that can be explained in a couple sentences or to provide information that a screenshot provides more easily as explained below. Nobody has time to watch minutes of shaky videos with bad lighting just to find the couple frames that have the required information.

How else do you expect the glow to look? Post a screenshot without TexGen output to show the difference.

Unfortunately i don't know why but my windows snippet doesn't work for me to take a screen shot with more informative console, and I still cant figure out how to fix this.

With texgen output :

https://postimg.cc/xq7wb3XR

Without texgen output

https://postimg.cc/qz39c6nd

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I've been trying to run Dyndolod since yesterday (last complete Dyndolod Output was on 10 Sep). For some reason, Dyndolod started to crash during 'Processing Tamriel Textures [22K+]', about 2 minutes into the generation. 

I don't see any debug reports in Logs, only Object Report, Reverse List, Tree Export, Tree LOD, Three Report, Dynamic LOD and Object LOD.

The only mods I've added since 10 Sept was Lanterns of Skyrim II, Sepolcri - a complete Burial Sites Overhaul, WizKid's Hunter Camp Overhaual, WizKid's Carriages and Signs, and Cities of the North - Morthal, Dawnstar, Falkreath and COTN - Half-Moon Mill Add-On. As well as SSE Parallax Shader Fix and Terrain Parallax Blending Fix.

TexGen runs without issue.

I have 32GB of RAM on my computer, so I don't think that it's a memory issue. My Dyndolod is up to date, so is my resources, I am using SKSE/Papyrus instead of Dyndolod NG.

Please help?

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2 hours ago, leostevano said:

Unfortunately i don't know why but my windows snippet doesn't work for me to take a screen shot with more informative console, and I still cant figure out how to fix this.

With texgen output :

https://postimg.cc/xq7wb3XR

Without texgen output

https://postimg.cc/qz39c6nd

There is no need or reason to use a tool to take screenshots.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
How to take a screenshot in Skyrim.

What mod/plugin overwrites the reference and/or base record? What mod replaces the used model or glow textures?
Is this the only building that is affected?

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2 minutes ago, sheson said:

There is no need or reason to use a tool to take screenshots.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
How to take a screenshot in Skyrim.

What mod/plugin overwrites the reference and/or base record? What mod replaces the used model or glow textures?
Is this the only building that is affected?

So far I've only noticed it on this glow map. Also when previewed on MO2, strangely the texgen output is brighter on the dark part compared to the original (Rustic Windows).

image.thumb.png.e6c0dcacc06f5a7100de21024155d98c.png

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4 hours ago, Asphaleia said:

I've been trying to run Dyndolod since yesterday (last complete Dyndolod Output was on 10 Sep). For some reason, Dyndolod started to crash during 'Processing Tamriel Textures [22K+]', about 2 minutes into the generation. 

I don't see any debug reports in Logs, only Object Report, Reverse List, Tree Export, Tree LOD, Three Report, Dynamic LOD and Object LOD.

The only mods I've added since 10 Sept was Lanterns of Skyrim II, Sepolcri - a complete Burial Sites Overhaul, WizKid's Hunter Camp Overhaual, WizKid's Carriages and Signs, and Cities of the North - Morthal, Dawnstar, Falkreath and COTN - Half-Moon Mill Add-On. As well as SSE Parallax Shader Fix and Terrain Parallax Blending Fix.

TexGen runs without issue.

I have 32GB of RAM on my computer, so I don't think that it's a memory issue. My Dyndolod is up to date, so is my resources, I am using SKSE/Papyrus instead of Dyndolod NG.

Please help?

See the answers form https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures and the list of suggestions.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool can not write the log and debug log because you are terminating it.

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3 hours ago, sheson said:

Report if a mod that replaces textures\architecture\whiterun\wrwindows01_g.dds
Make sure MO2 archiving parsing is enabled.

Confirm, the issue does not happen when just hiding that texture from the TexGen output while leaving the rest active.

The comparison picture I've provided is with the said glow map hidden with MO2, yes. Mods in my LO that have the texture is Skyland overwritten by Rustic Windows overwritten by texgen output. Besides them only vanilla has it inside a BSA.

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1 hour ago, leostevano said:

The comparison picture I've provided is with the said glow map hidden with MO2, yes. Mods in my LO that have the texture is Skyland overwritten by Rustic Windows overwritten by texgen output. Besides them only vanilla has it inside a BSA.

Replace ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt
Just running TexGen should be enough.
If satisfied, for completeness also rebuild the atlas in the DynDOLOD expert mode. https://dyndolod.info/Help/Expert-Mode#Rebuild-Atlas

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Quote

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool can not write the log and debug log because you are terminating it.

I enabled real time log as mentioned in the support forum, but nothing happens. I did not terminate Dyndolod, it ended prematurely by itself. I do not see TexConv in Task Manager at all, it ended without notice, as though it never happened. 

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1 hour ago, Asphaleia said:

I enabled real time log as mentioned in the support forum, but nothing happens. I did not terminate Dyndolod, it ended prematurely by itself. I do not see TexConv in Task Manager at all, it ended without notice, as though it never happened. 

Doublecheck you added the correct setting to the correct INI.
Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.INI
Right under
[DynDOLOD]
RealTimeLog=1

Make sure to copy and paste the setting and that there are not leading or trailing space etc.
After saving doublecheck it was not accidently saved under a different filename.

Make sure to go through all FAQ answers that apply to DynDOLOD.

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I'm having a LOD issue related to the mod: Unmarked Locations - All In One. It's weird because TexGen nor Dyndolod through any errors while generating. But when I get in game, there's no LOD. Sorry if this is user error, I submitted a bug report on the mod and the author said to come here. You can see the issue in the attached images.

j7KCFsx.jpegfOlHL67.jpeg

Edited by TazAlonzo
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Yes, I managed to find out what's going on. The realtime log work and pointed out an error in one of my plugins due to Worldspace (improperly installed mod, but for some reason, is still running.)

I apologise for all the trouble, since this incident is of my own making.

Thank you for all your hard work and prompt reply!

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6 hours ago, TazAlonzo said:

I'm having a LOD issue related to the mod: Unmarked Locations - All In One. It's weird because TexGen nor Dyndolod through any errors while generating. But when I get in game, there's no LOD. Sorry if this is user error, I submitted a bug report on the mod and the author said to come here. You can see the issue in the attached images.

j7KCFsx.jpegfOlHL67.jpeg

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 posts.

Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

https://dyndolod.info/FAQ#Something-does-not-have-LOD
For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation.
If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD.

Upload the mentioned DynDOLOD_SSE_Object_Report.txt as well.

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3 hours ago, Asphaleia said:

Yes, I managed to find out what's going on. The realtime log work and pointed out an error in one of my plugins due to Worldspace (improperly installed mod, but for some reason, is still running.)

I apologise for all the trouble, since this incident is of my own making.

Thank you for all your hard work and prompt reply!

I would be nice if you could upload the real time log so I could look into improve the handling of the problem.

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