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Posted
2 hours ago, heheloveer said:

Several builds ago (I think it was alpha 119) an alt3 complex grass billboard was added. I don't think this particular change was mentioned in the changelogs, and the description in DynDOLOD_SSE.ini was pretty vague, aside from "experimental" and "do not use". So what does it do exactly? Is there any information you can disclose right now?

What it does and what it is for is explained in the INI
; alt3 = softlight/backlight using diffuse - for shader development - do not use

https://stepmodifications.org/forum/topic/18542-tree-lod-shaders/?do=findComment&comment=270049

Posted

Sheson, or anyone capable of helping, I'm here to beg for help in a very annoying issue, my LODs are popping in close to me, specially trees, but I saw mountains and other stuff pop in as well. I am using xLODGen and DynDOLOD 3 with Happy Little Trees, HLT 3D addon, HLT Reworked, HLT Ivy BoS and HLT DLC BoS.

You can check an example here: 


I'm attaching the logs asked, the bug report file and my modlist, plugins and load order, if anyone can help, I'll appreciate it very much! : https://ufile.io/f/csql1

I've tried doing:

Switching INIs
Switching Load Order of the Trees
Removing "Less Vanilla Trees"
Re-Running DynDOLOD with or without Ultra Trees
Ticking/Unticking LOD in Shadow Boost plugin
Re-installing every mod I found to be relevant 
Running DynDOLOD with various settings from different guides (STEP, Animunculory, Performance LODS Github, etc.)

 

Posted
9 hours ago, Charolas said:

Sheson, or anyone capable of helping, I'm here to beg for help in a very annoying issue, my LODs are popping in close to me, specially trees, but I saw mountains and other stuff pop in as well. I am using xLODGen and DynDOLOD 3 with Happy Little Trees, HLT 3D addon, HLT Reworked, HLT Ivy BoS and HLT DLC BoS.

You can check an example here: 


I'm attaching the logs asked, the bug report file and my modlist, plugins and load order, if anyone can help, I'll appreciate it very much! : https://ufile.io/f/csql1

I've tried doing:

Switching INIs
Switching Load Order of the Trees
Removing "Less Vanilla Trees"
Re-Running DynDOLOD with or without Ultra Trees
Ticking/Unticking LOD in Shadow Boost plugin
Re-installing every mod I found to be relevant 
Running DynDOLOD with various settings from different guides (STEP, Animunculory, Performance LODS Github, etc.)
 

https://dyndolod.info/Official-DynDOLOD-Support-Forum
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.

Provide at least one screenshot with the Mfg for a full model tree that does not have LOD.

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 billboard does not exist, use TexGen to generate it. Also see TexGen Configuration.

Check DynDOLOD_SSE_Object_Report.txt
You will most likely find that for those tree base records you found via the game console information no billboards exists.

You have a mod HLT Ivy BoS that randomly switches tree models at each new game load.
Checking the TexGen log you can see that no billboards are generated for this plugin automatically. That is because the tree base records have no object bounds. https://dyndolod.info/Help/Object-Bounds and https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

In addition the mod adds random base object swapper information for some trees, e.g. the swaps are not consistent for each base record and/or game load. This can not be reflected in LOD. The outcome is not properly defined in the current Alpha version, it may generate LOD for the original base record or one of the swapped versions for all tree references using that base record. Next alpha version will properly ignore such random swaps and generate LOD for the original base record.

Posted

Hi guys,

I'm hitting a number of errors when attempting to run DynDOLOD, and after researching them and applying relevant fixes, I'm still stuck. Here are the debug files and truncated DynDOLOD_SSE_log, but here is one example of each error type:

Quote

 

[00:07] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodyslopepassthru_lod.nif Water for ENB.esm FXWaterfallBodySlope_static [STAT:000FC85F]>

[00:13] <Warning: Textures do not match for "MountainRidge03:0": textures\landscape\mountains\mountainslab01.dds in mountainridge03.nif -> textures\landscape\mountains\mountainslab02.dds in mountainridge03_lod_0l.nif for Skyrim.esm MountainRidge03_Light_SN [STAT:00053908]>

[01:05] <Warning: Billboard for model Meshes\landscape\trees\treeaspen07.nif has different CRC32 for textures\terrain\lodgen\aspens ablaze.esp\treeaspen07_00000d61.dds Aspens Ablaze.esp TreeAspen07 [TREE:68000D61]>

[01:57] <Warning: Moved large reference from [18,24] to [18,23] Skyrim.esm [REFR:000F7A25] (places FXAmbSnowBlowingDriftTip [MSTT:000197CA] in GRUP Cell Temporary Children of [CELL:00008EC9] (in Tamriel "Skyrim" [WRLD:0000003C] at 18,24))>

[02:00] <Error: Deleted reference Themarshlands.esp [REFR:0010D8A8] (places INV_SkyrimCloudShape05_50 [STAT:0010C493] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]))>

[02:03] <Warning: Overwritten large reference in SMIM-SE-Merged-All.esp [REFR:02011CFD] (places RTDockPier03SMIM [STAT:0E00AA05] in GRUP Cell Temporary Children of DLC1IcewaterJetty [CELL:00006E11] (in Tamriel "Skyrim" [WRLD:0000003C] at -37,29))>

[02:09] <Error: File not found scripts\cwitelescopescript.pex CollegeOfWinterholdImmersive.esp [REFR:2232C9F3] (places CWIStrotiTelescope [STAT:220428E8] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 20,3)>

[02:09] <Warning: Property not found mgritual03 in scripts\cwicourtyardweatherscript.pex CollegeOfWinterholdImmersive.esp CWICourtyardWeatherHub [REFR:2259CC03] (places XMarker [STAT:0000003B] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 28,27)>

[02:09] <Warning: Property not found mgritual03lightref in scripts\cwicourtyardweatherscript.pex CollegeOfWinterholdImmersive.esp CWICourtyardWeatherHub [REFR:2259CC03] (places XMarker [STAT:0000003B] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 28,27)>

[02:09] <Warning: Duplicate reference ignored for LOD. CollegeOfWinterholdImmersive.esp [REFR:222CAE12] (places RockCliff03Snow [STAT:00024BAD] in GRUP Cell Temporary Children of WinterholdExteriorBridge [CELL:00008E82] (in Tamriel "Skyrim" [WRLD:0000003C] at 27,26)) adds same model at same position, rotation and scale as Skyrim.esm [REFR:0010793F] (places RockCliff03Snow [STAT:00024BAD] in GRUP Cell Temporary Children of WinterholdExteriorBridge [CELL:00008E82] (in Tamriel "Skyrim" [WRLD:0000003C] at 27,26))>

 

Some of these errors are supposed to come from not using up-to-date files, but I'm using the latest versions of DynDOLOD Alpha, Resources, DLL SE, Cathedral Landscapes' DynDOLOD resources mod, and tree mods. Any idea what's going on? Thanks.

https://ufile.io/bt13k0c5

Posted
1 hour ago, CBSkyrimModding said:

Hi guys,

I'm hitting a number of errors when attempting to run DynDOLOD, and after researching them and applying relevant fixes, I'm still stuck. Here are the debug files and truncated DynDOLOD_SSE_log, but here is one example of each error type:

Some of these errors are supposed to come from not using up-to-date files, but I'm using the latest versions of DynDOLOD Alpha, Resources, DLL SE, Cathedral Landscapes' DynDOLOD resources mod, and tree mods. Any idea what's going on? Thanks.

https://ufile.io/bt13k0c5

Read the first post which entire DynDOLOD log truncated to the entire last session of interest to upload. Read the first post which entire DynDOLOD debug log to upload.

All quotes messages have explanations at https://dyndolod.info/Messages. They explain what is going on.
https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block
https://dyndolod.info/Messages/Textures-Do-Not-Match
https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32
https://dyndolod.info/Messages/Moved-Large-Reference
https://dyndolod.info/Messages/Deleted-Reference
https://dyndolod.info/Messages/Overwritten-Large-Reference
https://dyndolod.info/Messages/File-Not-Found-Scripts
https://dyndolod.info/Messages/Property-Not-Found-In-Scripts
https://dyndolod.info/Messages/Duplicate-Reference

If you have a question about a specific message from the log or need further explanations for a warning or error, then ask a specific question. I would expect some of the assets in the DynDOLOD Resources are being overwritten causing the https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block and https://dyndolod.info/Messages/Textures-Do-Not-Match. MO2 right window data tab can help to find out and to report which mod (with link and version) overwriting file(s) come from.

Since you didn't ask, I assume you do not help with the https://dyndolod.info/Messages/Exceptions#Error-reading-grass-worldspace-x-y / https://dyndolod.info/Messages/Exceptions#Unknown-grass-data-file-format

Posted

Hello, Sheson! Thanks for your constant updates.

Recently I was investigating issue with color mismatch on distant snow objects compared to distant land, and it turns out that textures \textures\terrain\tamriel\tamriel.x.x.x.dds are vanilla, so using brighter modded snow texture causes notable mismatch on distant land. Any advises?

Posted
45 minutes ago, adelinadragonborn said:

Hello, Sheson! Thanks for your constant updates.

Recently I was investigating issue with color mismatch on distant snow objects compared to distant land, and it turns out that textures \textures\terrain\tamriel\tamriel.x.x.x.dds are vanilla, so using brighter modded snow texture causes notable mismatch on distant land. Any advises?

https://dyndolod.info/Generation-Instructions#Prerequisites
Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD ...

https://dyndolod.info/Help/xLODGen

Posted
39 minutes ago, backwords said:

Hello im new to Dyndolod lod generating. While generating lod it showed some errors. ill post them here. I don't know if i sohould be concerned.

https://paste.ee/p/3bxCO Large Reference Bugs

https://paste.ee/p/5a5MS Outdated Billboards

https://paste.ee/p/jnkxq Textures Do Not Match

Moved to the DynDOLOD 3 alpha thread. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

Read the explanations for messages https://dyndolod.info/Messages, what they mean, their severity and if/what to do about them.

https://dyndolod.info/Messages/Large-Reference-Bugs and https://dyndolod.info/Help/Large-References
https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32. Really follow the generation instruction https://dyndolod.info/Generation-Instructions
https://dyndolod.info/Messages/Textures-Do-Not-Match

If further explanations for a particular log message is required, provide the logs and ask a specific question.

Posted (edited)

I have a problem, I tried to install this mod with a tutorial video, however my game still looks like this: 

image.thumb.png.5e751083d5994c097398959fe144b900.png My textgen went without problems but my Dyndolod show a lot of warnings, Here is the full log:

DyndologLog.rar

Edited by MrXCh1k1X
Posted
8 hours ago, MrXCh1k1X said:

I have a problem, I tried to install this mod with a tutorial video, however my game still looks like this: 

image.thumb.png.5e751083d5994c097398959fe144b900.png My textgen went without problems but my Dyndolod show a lot of warnings, Here is the full log:

DyndologLog.rar 149.84 kB · 1 download

Read the first post with entire log from the last LOD generation sesssion(s) and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

What does "this" mean in particular? The screenshot seems to show vanilla object and terrain LOD and maybe pre-generated tree LOD from another mod.

If you have problems with third party guides ask their author for help.

See https://dyndolod.info/Generation-Instructions how to generate and to install the output - in particular how the generated output need to overwrite everything. Pay attention to the Prerequisites and how to use xLODGen to generate terrain LOD. https://dyndolod.info/Help/xLODGen

Warning and error messages, there severity and if/what to do about them are explained at https://dyndolod.info/Messages and in the https://dyndolod.info/Help/Summary-Of-Messages.

If you have a questions about a particular message, ask a specific question.

Posted

I just switched to SR Exterior Cities. Is this the correct line? Without "x" this line works perfectly and detected my SREX, but with the "x" it did not disable Objects and Trees and the result is so bad.
 
WarnModFileName=xSR Exterior Cities;SR-Exterior-Cities
 

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