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Posted

Hello everyone. So, it seems that I have a low IQ Xd, so I can not understand why this happens and what to do, now I will try to explain everything in order. I already asked on the CS community forum, so here is a part of my post from there: "I tried to change the level of detailing for certain models using the "Mesh Mask" parameter in the DynDolod settings. I wanted the full model to always be drawn, and this worked for some buildings, the level of detail did not change, no matter how far I walked away, however, not all buildings are displayed correctly, some objects just disappear when I move away, there is not even any low-poly model, just an empty space. I tried for a long time to figure out why this happens and found the culprit in the form of BDS Snow 3" I will leave a short video under the post, where everything is visible in detail, screenshots of the DynDolod settings + logs. The latest version from the nexus updated on September 9th was used.

Short video , Mesh Mask Settings , List of models for which I changed the level of detail , ModList .

Logs ==> TexGen_SSE_log.txt , TexGen_SSE_Debug_log.txt , DynDOLOD_SSE_log.txt , DynDOLOD_SSE_Debug_log.txt , DynDOLOD_SSE_ModelsUsed_Tamriel.txt , DynDOLOD_SSE_TexturesUsed_Tamriel.txt .

 

Posted

Hi. I get the error message from TexGen "Duplicates are not allowed" with no more information.
DynDOLOD DLL NG Alpha-38 and DynDOLOD 3 Alpha-195
Logs

Posted
7 hours ago, Trixilolzqt said:

Hello everyone. So, it seems that I have a low IQ Xd, so I can not understand why this happens and what to do, now I will try to explain everything in order. I already asked on the CS community forum, so here is a part of my post from there: "I tried to change the level of detailing for certain models using the "Mesh Mask" parameter in the DynDolod settings. I wanted the full model to always be drawn, and this worked for some buildings, the level of detail did not change, no matter how far I walked away, however, not all buildings are displayed correctly, some objects just disappear when I move away, there is not even any low-poly model, just an empty space. I tried for a long time to figure out why this happens and found the culprit in the form of BDS Snow 3" I will leave a short video under the post, where everything is visible in detail, screenshots of the DynDolod settings + logs. The latest version from the nexus updated on September 9th was used.

Short video , Mesh Mask Settings , List of models for which I changed the level of detail , ModList .

Logs ==> TexGen_SSE_log.txt , TexGen_SSE_Debug_log.txt , DynDOLOD_SSE_log.txt , DynDOLOD_SSE_Debug_log.txt , DynDOLOD_SSE_ModelsUsed_Tamriel.txt , DynDOLOD_SSE_TexturesUsed_Tamriel.txt .

 

https://dyndolod.info/Official-DynDOLOD-Support-Forum
The official DynDOLOD support forum should be preferred over any other resource where only second hand knowledge is available at best. Posting about problems anywhere else usually results in wrong answers, wrong assumptions and wrong suggestions and does not really help to fix or improve the tools, procedures or documentation for everyone.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
Do not post screenshots of the tools, unless it is about visual issues with the user interface. The used settings and options are typically documented in the debug log already.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
A useful screenshot of the full model and a screenshot of no full model and no LOD in the LOD area would have sufficed.

The source of the problem is unrelated to DynDOLOD and seems to be an engine limitation where overwriting temporary references to make them persistent does not always seem to work properly.

Instead of instructing to flag the original reference as neverfade/IsFullLOD - which  means the object LOD Levels and the Grid settings are irrelevant, set the Reference dropdown to Unchanged (in that case change the Grid drop down to Far Full) . Then the full model is used for actual object LOD generation with the HD snow LOD shader. Which should usually be sufficient. It will require a bit more performance/resources than using the object LOD models for object LOD.

If you rather want the full model to not have object LOD there are two options:
1) Set the Grid dropdown to Far Full and the object LOD levels to None, so the full models are disabled past the far grid. Will require a bit more performance/resources than object LOD.
2) Set the Grid dropdown to Neverfade and the object LOD levels to None for worse performance but showing the full model past the Far Grid.

The distance of the Far Grid can be changed in the DynDOLOD SkyUI Settings page.

Posted
24 minutes ago, Levi said:

Hi. I get the error message from TexGen "Duplicates are not allowed" with no more information.
DynDOLOD DLL NG Alpha-38 and DynDOLOD 3 Alpha-195
Logs

This should be fixed in Alpha-196

  • sheson changed the title to DynDOLOD 3.00 Alpha 196
Posted
1 hour ago, sheson said:

https://dyndolod.info/Official-DynDOLOD-Support-Forum
The official DynDOLOD support forum should be preferred over any other resource where only second hand knowledge is available at best. Posting about problems anywhere else usually results in wrong answers, wrong assumptions and wrong suggestions and does not really help to fix or improve the tools, procedures or documentation for everyone.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
Do not post screenshots of the tools, unless it is about visual issues with the user interface. The used settings and options are typically documented in the debug log already.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
A useful screenshot of the full model and a screenshot of no full model and no LOD in the LOD area would have sufficed.

The source of the problem is unrelated to DynDOLOD and seems to be an engine limitation where overwriting temporary references to make them persistent does not always seem to work properly.

Instead of instructing to flag the original reference as neverfade/IsFullLOD - which  means the object LOD Levels and the Grid settings are irrelevant, set the Reference dropdown to Unchanged (in that case change the Grid drop down to Far Full) . Then the full model is used for actual object LOD generation with the HD snow LOD shader. Which should usually be sufficient. It will require a bit more performance/resources than using the object LOD models for object LOD.

If you rather want the full model to not have object LOD there are two options:
1) Set the Grid dropdown to Far Full and the object LOD levels to None, so the full models are disabled past the far grid. Will require a bit more performance/resources than object LOD.
2) Set the Grid dropdown to Neverfade and the object LOD levels to None for worse performance but showing the full model past the Far Grid.

The distance of the Far Grid can be changed in the DynDOLOD SkyUI Settings page.

Thank you, Sheson! I repeated the steps you recommended, it really helped, now everything looks correct.

Posted (edited)

Was there any change to gamma value for sRGB to linear conversion? i've just finished running it with the latest update with pbr lods, but they are way darker now.

Screenshot264.png

Edited by leostevano
Posted
4 hours ago, leostevano said:

Was there any change to gamma value for sRGB to linear conversion? i've just finished running it with the latest update with pbr lods, but they are way darker now.

Screenshot264.png

The default value of 2.2 for the sRGBGamma setting in the INIs has been changed based on user feedback from the CS Discord.

https://dyndolod.info/Mods/Community-Shaders#PBR
TexGen and DynDOLOD will both automatically create linear texture versions of the LOD textures for object and tree LOD in case the full model uses PBR textures. The gamma for the conversion can be adjusted by changing sRGBGamma=2.2 in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI. Use lower values to darken the LOD textures derived form the PBR textures. Gamma values around 1.3 have been found to work well.

  • 2 weeks later...
Posted

I usually rerun DynDOLOD every time (generating from scratch), but this time I just wanted to update a single mod that was causing errors in DynDOLOD's log, and so I tried using DynDOLOD in "update plugins" mode. It was much quicker, but it ended with a huge error message in a popup:

[Window Title]
DynDOLOD

[Main Instruction]
One or more errors occurred
Access violation at address 000000000196A8E6 in module 'DynDOLODx64.exe' (offset D9A8E6).

[Content]
Read of address 0000000000000000
Access violation at address 000000000196A8E6 in module 'DynDOLODx64.exe' (offset D9A8E6). Read of address 0000000000000000

(last line repeated about 20 times)

bugreport.txt here: https://pastebin.com/raw/Zsppu5JG

DynDOLOD_SSE_log here: https://pastebin.com/raw/kst1cWmA

(as for DynDOLOD_SSE_Debug_log pastee and pastebin won't let me upload it, too big)

Posted
31 minutes ago, tabaras said:

I usually rerun DynDOLOD every time (generating from scratch), but this time I just wanted to update a single mod that was causing errors in DynDOLOD's log, and so I tried using DynDOLOD in "update plugins" mode. It was much quicker, but it ended with a huge error message in a popup:

[Window Title]
DynDOLOD

[Main Instruction]
One or more errors occurred
Access violation at address 000000000196A8E6 in module 'DynDOLODx64.exe' (offset D9A8E6).

[Content]
Read of address 0000000000000000
Access violation at address 000000000196A8E6 in module 'DynDOLODx64.exe' (offset D9A8E6). Read of address 0000000000000000

(last line repeated about 20 times)

bugreport.txt here: https://pastebin.com/raw/Zsppu5JG

DynDOLOD_SSE_log here: https://pastebin.com/raw/kst1cWmA

(as for DynDOLOD_SSE_Debug_log pastee and pastebin won't let me upload it, too big)

The provided log has been is incomplete. Read the first post, my signature and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to upload the entire last generation session from the DynDOLOD log and the entire debug log when making posts.

Posted
8 hours ago, Fumartin said:

I would like to add that the “CS Particle Patch” mod causes problems when generating waterfall LODS. It overwrites “DynDOLOD Resources SE” and causes flickering.

link to the mod: https://www.nexusmods.com/skyrimspecialedition/mods/147270

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

Make a useful screenshot with more informative console of an affected full model affected in addition to a screenshot of when the flickering happens. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Report when the flickering happens. Report which install options were selected.

https://dyndolod.info/Installation-Instructions
Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations.

AFAIK there are no conflicts, though. Report if there are conflicts between the mod and DynDOLOD Resources in your load order.

Also see https://dyndolod.info/Mods/Waterfalls

Posted

I am trying to use TexGen to generate opaque variants of some textures. In most cases these originate from texture replacers that for some reason have added transparency to the textures (probably related to parallax), which simply won't work for the application I want to use them for (it destroys blending). So I thought TexGen would be an ideal tool for achieving this, especially since I eventually want to publish my work. However, when trying this, nothing happens. And checking the logs, there is not even a single reference to the generation file that I am using. So it is obviously ignored. Could you help me debugging this?

I want to apply the rules to a plugin called Seasonal Landscapes - SoS_Seasons patch.esp (you can see in the logs that it is indeed loaded). I have attached the config file I am using, which I have placed in the DynDOLOD folder in my Data path. I think I got the name right, but let me know if I have misinterpretated anything. I also don't see why you would need the plugin itself - the config file just references textures, not anything included in the plugin (you could always create a dummy if necessary).

DynDOLOD_SSE_TexGen_noalpha_seasonallandscapessosseasonspatchesp.txt TexGen Logs.7z

Posted
12 hours ago, Jonado said:

I am trying to use TexGen to generate opaque variants of some textures. In most cases these originate from texture replacers that for some reason have added transparency to the textures (probably related to parallax), which simply won't work for the application I want to use them for (it destroys blending). So I thought TexGen would be an ideal tool for achieving this, especially since I eventually want to publish my work. However, when trying this, nothing happens. And checking the logs, there is not even a single reference to the generation file that I am using. So it is obviously ignored. Could you help me debugging this?

I want to apply the rules to a plugin called Seasonal Landscapes - SoS_Seasons patch.esp (you can see in the logs that it is indeed loaded). I have attached the config file I am using, which I have placed in the DynDOLOD folder in my Data path. I think I got the name right, but let me know if I have misinterpretated anything. I also don't see why you would need the plugin itself - the config file just references textures, not anything included in the plugin (you could always create a dummy if necessary).

DynDOLOD_SSE_TexGen_noalpha_seasonallandscapessosseasonspatchesp.txt 1.32 kB · 0 downloads TexGen Logs.7z 3.24 MB · 0 downloads

Keep the underscore of the plugin filename. So change it to DynDOLOD_SSE_TexGen_noalpha_seasonallandscapessos_seasonspatchesp.txt

The tools only load config files if the matching plugin is loaded in order to not try to generate textures that are not needed, which sources textures do not exist because the mod/plugin is not installed and to determine the overwrite order of conflicting rules, e.g. the last wins.

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