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DynDOLOD 3.00 Alpha 182


sheson

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1 hour ago, Migazle said:

Hi! So I generated LODs for skyrim while running the Seasons mod. Everything generated correctly using Dyndolod 3, no errors, however, I do have grass lods appearing for spring, summer and autumn, but in winter the game is resorting back to the "fade in" of distant grass. What might be causing this? I  do have grass caches made for all the seasons.

Moved to the DynDOLOD 3 Alpha thread. Read the first post/and or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs and debug logs to upload when making posts.

What is "distant grass" if it is not Grass LOD? Do you mean the full grass in the active cells or large ref grid, which should always have the same distance regardless of the season. Beyond that is either Grass LOD or no Grass LOD.

See https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List - just apply everything to the Winter / WIN season/files.

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41 minutes ago, sheson said:

请参阅第一篇文章和/或 https:// dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs#Post-Logs,其中 E:\DynDOLOD\Logs\DynDOLOD_TES5_log.txt、E:\DynDOLOD\Logs\TexGen_TES5_log.txtE:\DynDOLOD\Logs\TexGen_TES5_Debug_log.txt上传。
同时上传 E:\DynDOLOD\Logs\DynDOLOD_TES5_Object_Report.txt 和 DynDOLOD_TES5_Tree_Report.txt

There is no TexGen_TES5_Debug_log.txt .The screenshot shows the effect of entering the map and shaking the mouse left and right.

map1.jpg

map2.jpg

DynDOLOD_TES5_log.txt TexGen_TES5_log.txt

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25 minutes ago, guncai said:

There is no TexGen_TES5_Debug_log.txt .The screenshot shows the effect of entering the map and shaking the mouse left and right.

map1.jpg

map2.jpg

DynDOLOD_TES5_log.txt 1.89 MB · 1 download TexGen_TES5_log.txt 282.38 kB · 1 download

Also upload E:\DynDOLOD\Logs\DynDOLOD_TES5_Object_Report.txt and DynDOLOD_TES5_Tree_Report.txt
Double check there really is no debug log for TexGen.

There seem to be mods/plugins that were made for Skyrim SE like Unofficial Skyrim Special Edition Patch.esp. You expect this game to work without crashes or other problems?

Narrow down the problem to a single object LOD BTO using binary search:

Hide half of the BTO files in ..\Meshes\Terrain\Tamriel\Objects\
If the issue goes away restore the hidden files and hide the other half.
Repeat until only one or a couple BTO having the error remain.

Check the BTO in NifSkope and/or upload it so we can try to identify what that huge object might be. Could be a bad 3rd party LOD assets or super large billboard dimensions from wrong object bounds.

Make sure that there are no 3rd party billboards installed and that all billboards are generated by TexGen.

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16 minutes ago, sheson said:

Also upload E:\DynDOLOD\Logs\DynDOLOD_TES5_Object_Report.txt and DynDOLOD_TES5_Tree_Report.txt
Double check there really is no debug log for TexGen.

There seem to be mods/plugins that were made for Skyrim SE like Unofficial Skyrim Special Edition Patch.esp. You expect this game to work without crashes or other problems?

Narrow down the problem to a single object LOD BTO using binary search:

Hide half of the BTO files in ..\Meshes\Terrain\Tamriel\Objects\
If the issue goes away restore the hidden files and hide the other half.
Repeat until only one or a couple BTO having the error remain.

Check the BTO in NifSkope and/or upload it so we can try to identify what that huge object might be. Could be a bad 3rd party LOD assets or super large billboard dimensions from wrong object bounds.

Make sure that there are no 3rd party billboards installed and that all billboards are generated by TexGen.

Unofficial Skyrim Special Edition Patch.esp is the pre-installed plugin with all content removed.All SE plugins have been edited for LE.I will follow the prompts to find the problem.

DynDOLOD_TES5_Object_Report:https://ufile.io/xu7nncdk

DynDOLOD_TES5_Tree_Export.txt

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5 hours ago, guncai said:

Unofficial Skyrim Special Edition Patch.esp is the pre-installed plugin with all content removed.All SE plugins have been edited for LE.I will follow the prompts to find the problem.

DynDOLOD_TES5_Object_Report:https://ufile.io/xu7nncdk

DynDOLOD_TES5_Tree_Export.txt 75.57 kB · 1 download

Find a samplehttps://ufile.io/mr9xcdo2Tamriel.16.-16.-32.bto

Elder Scrolls V  Skyrim Screenshot 2.jpg

Elder Scrolls V  Skyrim Screenshot 3.jpg

Elder Scrolls V  Skyrim Screenshot 1.jpg

Edited by guncai
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1 hour ago, guncai said:

Find a samplehttps://ufile.io/mr9xcdo2Tamriel.16.-16.-32.bto

Elder Scrolls V  Skyrim Screenshot 2.jpg

Elder Scrolls V  Skyrim Screenshot 3.jpg

Elder Scrolls V  Skyrim Screenshot 1.jpg

As suspected, the BTO contains a really huge billboard. You seem to have a bad tree mod that contains billboard textures and tree base records with bad object bounds.

Remove all old logs in the Logs folder.
Remove/deactivate old TexGen output.
Then remove/hide all 3rd party billboards from the load order still supplied by any other mod. The billboards are typically ..\Textures\Terrain\LODGen\ folder. You can use MO2 right window Ddata tab to find all mods containing files in that folder.
Then run TexGen to generate all object LOD textures and billboards as usual. Close it normally so it has time to save the log and debug log in case we need it later.
Then install the TexGen output, generate LOD with DynDOLOD as usual.
If problem still shows, upload new TexGen and DynDOLOD logs and debug logs

For reference see:

https://dyndolod.info/Generation-Instructions#Prerequisites
Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards.

https://dyndolod.info/Help/Tree-Grass-LOD-Billboards
All LOD billboards files are in ..\Textures\Terrain\LODGen\*.*.

See https://dyndolod.info/Help/Object-Bounds
You could try checking the object bounds of all tree base records in the load order in xEdit to find the culprit. The numbers should typically be less than 3000 units or so. The wrong ones look like the are in the 100000s. You could then use the CK to fix the bounds as explained in the linked page.

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11 hours ago, sheson said:

正如怀疑的那样,BTO 包含一个非常巨大的广告牌。你似乎有一个坏的树 mod,其中包含公告牌纹理和具有错误对象边界的树基记录。

删除 Logs 文件夹中的所有旧日志。
删除/停用旧的 TexGen 输出。
然后从加载顺序中删除/隐藏所有第三方广告牌,仍然由任何其他 mod 提供。广告牌通常是..\Textures\Terrain\LODGen\ 文件夹中。您可以使用 MO2 右窗口 Ddata 选项卡来查找该文件夹中包含文件的所有 mod。
然后像往常一样运行 TexGen 以生成所有对象 LOD 纹理和公告牌。正常关闭它,以便它有时间保存日志和调试日志,以备将来需要时使用。
然后安装 TexGen 输出,像往常一样使用 DynDOLOD 生成 LOD
如果问题仍然存在,请上传新的 TexGen 和 DynDOLOD 日志和调试日志

有关参考,请参阅:

https:// dyndolod.info/Generation-Instructions#先决条件
不要安装任何第三方树 LOD 广告牌。使用 TexGen 生成所有所需的 LOD 公告板。

https:// dyndolod.info/Help/Tree-Grass-LOD-Billboards
所有LOD广告牌文件都在..\Textures\Terrain\LODGen\*.*.

参见 https:// dyndolod.info/Help/Object-Bounds
您可以尝试在 xEdit 中检查加载顺序中所有树基记录的对象边界,以找到罪魁祸首。这些数字通常应小于 3000 个单位左右。错误的看起来像 100000 年代。然后,您可以使用 CK 来修复边界,如链接页面中所述。

Thank you so much.

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Hi sheson,

I am trying really hard to understand the error messages and make fixes where I can, but I keep getting error messages and I am really lost. I've cleaned plugins with xedit, I've double-checked requirements, everything is up-to-date (as far as I'm aware...). 

https://ufile.io/fuy92bc4 (I hope I did that right). 

Let me know if I'm missing any logs. Appreciate the help.

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3 hours ago, ImReadyToBingo said:

Hi sheson,

I am trying really hard to understand the error messages and make fixes where I can, but I keep getting error messages and I am really lost. I've cleaned plugins with xedit, I've double-checked requirements, everything is up-to-date (as far as I'm aware...). 

https://ufile.io/fuy92bc4 (I hope I did that right). 

Let me know if I'm missing any logs. Appreciate the help.

The DynDOLOD log shows that the last session generated the LOD patch sucessfully.

You did not say which of the two error messages you are referring and did not ask a specific questions what you need further help with beyond the given explanations and solutions.

<Error: Invalid script scripts\cwhcm_setchangeonquestprog_03.pex>
See https://dyndolod.info/Messages/Invalid-Script

<Error: File not found scripts\cwitelescopescript.pex CollegeOfWinterholdImmersive.esp [REFR:1E32C9F3] (places CWIStrotiTelescope [STAT:1E0428E8] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 20,3)>
See https://dyndolod.info/Messages/File-Not-Found-Scripts

Ask specific questions if further help is needed.

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Quote

The DynDOLOD log shows that the last session generated the LOD patch sucessfully.

You did not say which of the two error messages you are referring and did not ask a specific questions what you need further help with beyond the given explanations and solutions.

You’re absolutely right, apologies.

My main concern is with Textures do not match – this is overwhelmingly for my landscape mod Atlantean Landscapes. Example Warning: Textures do not match for "MountainTrim01:4": textures\landscape\blend\snow01.dds in mountaintrim01.nif -> textures\landscape\dirt02.dds in mountaintrim01_lod_0.nif for Atlantean Landscape.esp ALSand_MountainTrim01CoastBeach01 [STAT:FE167845]. I have the latest DynDOLOD Resources. I checked the DynDOLOD Model Library, and the mod is not listed. I have placed the mod in the load order where the mod author instructs. Additionally, someone else reported under “bugs” very similar DynDOLOD error messages that I received, and the mod author told them that it was a problem with either how they installed the mod or a load order issue.

I worry that a landscape mod has so many error messages.

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2 hours ago, ImReadyToBingo said:

You’re absolutely right, apologies.

My main concern is with Textures do not match – this is overwhelmingly for my landscape mod Atlantean Landscapes. Example Warning: Textures do not match for "MountainTrim01:4": textures\landscape\blend\snow01.dds in mountaintrim01.nif -> textures\landscape\dirt02.dds in mountaintrim01_lod_0.nif for Atlantean Landscape.esp ALSand_MountainTrim01CoastBeach01 [STAT:FE167845]. I have the latest DynDOLOD Resources. I checked the DynDOLOD Model Library, and the mod is not listed. I have placed the mod in the load order where the mod author instructs. Additionally, someone else reported under “bugs” very similar DynDOLOD error messages that I received, and the mod author told them that it was a problem with either how they installed the mod or a load order issue.

I worry that a landscape mod has so many error messages.

The message "Textures do not match" is warning message.

See https://dyndolod.info/Messages/Textures-Do-Not-Match:
There are outdated LOD models in the load order or full models have been replaced without providing updated LOD models.
If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason.
If this is reported for LOD models included in latest version of DynDOLOD Resources and because the full model has been replaced by a mod, check the log for messages about LOD textures being created on-demand for the reported full texture or if the texture was part of the TexGen generation. Check if the LOD representation for the full model has matching textures to the full model in the game.

The mod/install options install full meshes that have different texture paths to the vanilla full meshes among other changes.
The found LOD meshes (from DynDOLOD Resources) were made to match the vanilla full meshes. The warning message notes the change/difference.

The log also shows that Majestic Mountains is installed, so we might assume you used a corresponding option in the installation option of the mod.
See https://dyndolod.info/Mods/Majestic-Mountains and make sure to install its LOD resources if you did.

However, it is possible that the warning message still shows. In that case the last paragraph from https://dyndolod.info/Messages/Textures-Do-Not-Match still applies even though you are using 3rd party LOD resources from MM:
If this is reported for LOD models included in latest version of DynDOLOD Resources and because the full model has been replaced by a mod, check the log for messages about LOD textures being created on-demand for the reported full texture or if the texture was part of the TexGen generation. Check if the LOD representation for the full model has matching textures to the full model in the game. In case there are visual discrepancies, make a post on the official DynDOLOD support forum to request updated LOD models for the mod. In addition to the usual logs, provide the name and link of the mod and install options if applicable.

If there are visual issues it could be because the Atlanteen Landscape mod makes a common mistake of reusing existing filenames in different subfolders for different variants of assets instead of unique filenames like Bethesda does. This creates problems with automatic processes, like automatically replacing LOD textures on the fly.

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If I install Dyndolod and choose the option to display grass outside whiterun , but later decide I dont want the grass to render around whiterun while Im inside the city, do I need to rerun dyndolod or can I manually delete these grass files somewhere in the dyndolod or textgen folders

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12 hours ago, 1erCru said:

If I install Dyndolod and choose the option to display grass outside whiterun , but later decide I dont want the grass to render around whiterun while Im inside the city, do I need to rerun dyndolod or can I manually delete these grass files somewhere in the dyndolod or textgen folders

Use xEdit to set the DATA - Flags \ No Grass on the worldspace record 0001A26F WhiterunWorld in the winning plugin to disable grass.

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Hi,

Something I've been meaning to ask...

I've noticed when I run TexGen as an example back to back several times, on the same exact setup, with no changes to my load order or the mods installed, and no changes to TexGen, when it has completed and says; Waiting for Texconv to convert textures

The numbers always changes like;

Waiting for Texconv to convert 8 textures
Waiting for Texconv to convert 2 textures
Waiting for Texconv to convert 4 textures
Waiting for Texconv to convert 12 textures

I don't understand why this change in converting textures, why aren't the numbers constently the same, if there aren't any changes being made on a setup, or any of the settings?

THANKS

Edited by mooit
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6 hours ago, mooit said:

Hi,

Something I've been meaning to ask...

I've noticed when I run TexGen as an example back to back several times, on the same exact setup, with no changes to my load order or the mods installed, and no changes to TexGen, when it has completed and says; Waiting for Texconv to convert textures

The numbers always changes like;

Waiting for Texconv to convert 8 textures
Waiting for Texconv to convert 2 textures
Waiting for Texconv to convert 4 textures
Waiting for Texconv to convert 12 textures

I don't understand why this change in converting textures, why aren't the numbers constently the same, if there aren't any changes being made on a setup, or any of the settings?

THANKS

TexGen is a multithreaded program running on a multitasking OS. The order of things are not guarantied. How long something takes depends on the OS scheduling, other processes, available resources etc.

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