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Posted
11 minutes ago, sheson said:

Don't have any issue with a LOD model being shown in the load cells.

Did the load order change after generating LOD? Generate LOD from scratch for the new load order.

Post the logs as explained in the first post.

Nothing changed, dyndolod was generated last. Can I safely create new dyndolod output, or can it potentially nuke my existing saves?

Posted
19 minutes ago, Admiral30 said:

Nothing changed, dyndolod was generated last. Can I safely create new dyndolod output, or can it potentially nuke my existing saves?

Are you sure the problem happens in a new game?

Have you checked if deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects as explained in the FAQ for out of place objects?

There were no error messages top left from DynDOLOD

Have you adjusted the DynDOLOD SkyUI MCM Large References Fix when you changed the large reference setting as explained in "Mod Configuration Menu (SkyUI MCM)" in ..\DynDOLOD\docs\DynDOLOD_Manual_SSE.html?

Read "Updating" in ..\DynDOLOD\docs\DynDOLOD_Manual.html how to make a clean save when generating a new LOD mod from scratch.

 

Posted
15 minutes ago, sheson said:

Are you sure the problem happens in a new game?

Have you checked if deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects as explained in the FAQ for out of place objects?

There were no error messages top left from DynDOLOD

Have you adjusted the DynDOLOD SkyUI MCM Large References Fix when you changed the large reference setting as explained in "Mod Configuration Menu (SkyUI MCM)" in ..\DynDOLOD\docs\DynDOLOD_Manual_SSE.html?

Read "Updating" in ..\DynDOLOD\docs\DynDOLOD_Manual.html how to make a clean save when generating a new LOD mod from scratch.

 

I have been using tutorial saying that dyndolod resources should be disabled, since they are billboards useless for gameplay. Activating it fixes missing mcm and flat textures in college.

Before I leave you in peace, one last question - I had billboards active as the tutorial said, but here first post says to not use billboards. Is using billboards for dyndolod 3.0 a terrible idea, or they were ignored? As I said my lod looks pretty much flawless (maybe I could make trees a little darker but I can't be bothered to fix that). But if they were not ignored, I have to regenerate dyndolod again.

Posted
12 minutes ago, Admiral30 said:

I have been using tutorial saying that dyndolod resources should be disabled, since they are billboards useless for gameplay. Activating it fixes missing mcm and flat textures in college.

Before I leave you in peace, one last question - I had billboards active as the tutorial said, but here first post says to not use billboards. Is using billboards for dyndolod 3.0 a terrible idea, or they were ignored? As I said my lod looks pretty much flawless (maybe I could make trees a little darker but I can't be bothered to fix that). But if they were not ignored, I have to regenerate dyndolod again.

Ignore third party instructions. They are categorically wrong or outdated. Some LOD resources are used directly in the game. Do not invent instructions that are not part of the official documentation.

TexGen will overwrite all required billboards with its version if its output is installed according to the instructions. If there are 3rd party billboards that are not overwritten they will be used, but their quality will not optimal. Read the ..\DynDOLOD\docs\help\TexGen.html and TexGenConfiguration.html how to force creation of not required billboards. If things look fine no need to bother.

Posted
On 8/18/2021 at 9:37 AM, CrunchyApple said:

I'm having this error


Can not find file meshes\bsmorrowind\daedric\rtmstatueazura_lod.nif.
Make sure the DynDOLOD Resources SE archive downloaded completely and all the required Core Files have been installed.

I have redownloaded the files several times, but the error still comes. This error didn't occur when I had the normal resources (not the 3.0)

Can I get some help?

For unknown reason I'm getting this error as well when starting DynDOLOD, excluding the executable or the folders from anti-virus softwares aren't working anymore. 

I'm using the latest version of DynDOLOD 3.0 (Alpha 39) and the latest Resource for 3.0 (Alpha 11). 

Posted
31 minutes ago, BATHALA_ said:

For unknown reason I'm getting this error as well when starting DynDOLOD, excluding the executable or the folders from anti-virus softwares aren't working anymore. 

I'm using the latest version of DynDOLOD 3.0 (Alpha 39) and the latest Resource for 3.0 (Alpha 11). 

Click the Help for this message link as explained in the first post to open and read ..\DynDOLOD\docs\help\Resources.html

Copy and paste the entire error message as explained in the first post.

Read the first post what log files to upload when making posts.

You are most likely starting an outdated DynDOLOD 3 Alpha Standalone version/installation with the latest DynDOLOD Resource SE 3 Alpha 11.

Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders.

Posted
5 hours ago, maxis123 said:

Sheson, can I ask for a link to an earlier alpha Dyndolod 3.0 (30-37), since on this version the generation of Lods on my PC is not possible

Read the first post what DynDOLOD 3 alpha is and what to do in case of problems. Same philosophy since years actually, problems are troubleshooted and fixed.

Posted
On 9/6/2021 at 12:41 PM, sheson said:

Really odd. The DLC01SoulCairnx-005y-003.cgid file contains data from a terrain LOD *.BTR mesh.

Delete the file DLC01SoulCairnx-005y-003.cgid.
NGIO should recreate it if you use
cow DLC01SoulCairn -5 -3
from main menu console. With the updated file DynDOLOD/LODGen should run through.

I was able to get it to work after regenerating the entire grass cache. 

As far as where the .BTR might have gotten into the .CGID file, I did have some flat paper map mods installed at the time I generated the original grass cache, and one of those mods covered the soul cairn. Since these mods include their own .BTR files, it's possible that a map-mod file got used when generating the .CGID file. 

This time around, I disabled all of the paper map mods while generating the grass cache, Texgen, and Dyndolod. Whether disabling them was what enabled it to work this time or it was just a coincidence, I don't know. 

I hope this info is useful, and thanks for the assistance. 

Posted
7 hours ago, KLWaster said:

I was able to get it to work after regenerating the entire grass cache. 

As far as where the .BTR might have gotten into the .CGID file, I did have some flat paper map mods installed at the time I generated the original grass cache, and one of those mods covered the soul cairn. Since these mods include their own .BTR files, it's possible that a map-mod file got used when generating the .CGID file. 

This time around, I disabled all of the paper map mods while generating the grass cache, Texgen, and Dyndolod. Whether disabling them was what enabled it to work this time or it was just a coincidence, I don't know. 

I hope this info is useful, and thanks for the assistance. 

I could imagine such stuff could only happening when something crashes while files are written.

Posted (edited)

Hi Sheson, perhaps a silly question but Im currently trying out three different meshrules in order to determine what works best for my setup and I was wondering: 

Since I now have successfully generated three different "Dyndolod-output.zip-files" (zip1= "LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1" /  zip2= "LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard1" / zip3= " LOD4/Level0, LOD8/Billboard2, LOD16/Billboard2") I guess I don't have to do a "clean save/install" if I would like to test and compare these quickly? It should be enough with removing the old zip (1) for the new one (2) in my modorganizer (since they are based/generated on the exact same meshes/textures/skse/Texgen)?

Edited by TheDude
Posted
47 minutes ago, TheDude said:

Hi Sheson, perhaps a silly question but Im currently trying out three different meshrules in order to determine what works best for my setup and I was wondering: 

Since I now have successfully generated three different "Dyndolod-output.zip-files" (zip1= "LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1" /  zip2= "LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard1" / zip3= " LOD4/Level0, LOD8/Billboard2, LOD16/Billboard2") I guess I don't have to do a "clean save/install" if I would like to test and compare these quickly? It should be enough with removing the old zip (1) for the new one (2) in my modorganizer (since they are based/generated on the exact same meshes/textures/skse/Texgen)?

Going by the documentation and my own OCD, in order to guarantee that object LOD is representative of what we think it should be, we need a clean save between differing DynDOLOD runs. Here's what I do:

  1. Start a new game, using Alternate Start mod to give me Breezehome (or wherever is convenient for my testing)
  2. Walk down to my front door and make sure my weather-switching mod is readied
  3. Wait until noon-ish
  4. Save (this is my clean save that I can reload every time DynDOLOD output changes)
  5. Exit home, and approach front gate (DynDOLOD successfully activates as I walk to the gate)
  6. Enter the worldspace exterior by opening the gate
  7. COC/COW to a position and possibly use distant references to line myself up for screenshots

This way, you can always use the save game at step 4 for each run.

Another tip: you don't need to zip your outputs. They can be placed directly into the empty mod. This saves some tedium and time when working with lots of outputs if you have the drive space. MO doesn't install mods as archives either even though it will read from them.

Posted
2 hours ago, TheDude said:

Hi Sheson, perhaps a silly question but Im currently trying out three different meshrules in order to determine what works best for my setup and I was wondering: 

Since I now have successfully generated three different "Dyndolod-output.zip-files" (zip1= "LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1" /  zip2= "LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard1" / zip3= " LOD4/Level0, LOD8/Billboard2, LOD16/Billboard2") I guess I don't have to do a "clean save/install" if I would like to test and compare these quickly? It should be enough with removing the old zip (1) for the new one (2) in my modorganizer (since they are based/generated on the exact same meshes/textures/skse/Texgen)?

Why would you save between tests and then load that save for the next test when testing mods?

For quick LOD testing, simply coc whiterun form main menu.

Or keep loading  the same save that was cleaned or never saw DynDOLOD output before.

  • Like 1
Posted
21 minutes ago, sheson said:

Why would you save between tests and then load that save for the next test when testing mods?

For quick LOD testing, simply coc whiterun form main menu.

Or keep loading  the same save that was cleaned or never saw DynDOLOD output before.

Good to know that this should work as well. Never thought of it.

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