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Posted
17 hours ago, SamusArtorias said:

Ok so i waited and i am not getting any help, just a response that does not help and i gave information that is needed. Please respond back i need help.

I wasn't aware you paid for 24 hour immediate support and that I was supposed to stay on call and wasn't supposed to go to bed while you read the help page or upload the requested log files - which you never did...

16 hours ago, SamusArtorias said:

Nvm i found the problem it was dyndolod 3 for some unknown reason it did not want to read the resources and i deleted dyndolod 3 and downloaded it again and now it works. 

The reason was using an outdated DynDOLOD Standalone with newer DynDOLOD Resources.

Posted
On 10/5/2021 at 8:35 AM, sheson said:

A form ID of FE00003C is an invalid object ID since it is is not in the allowed range between 0x800 and 0xFFF for light plugins (ESL). See ..\DynDOLOD\docs\help\LightPlugin.html

No plugin but Skyrim.esm shoud have form IDs < 0x800

All form IDs under 0x800 regardless of their plugin load order ID are always mapped to Skyrim.esm/exe and always mean the same records.

If you believe there is a problem with how xEdit loads plugins or reports such errors, make a report on its github or Discord.

So based on that, I think it's a problem in xEdit, which IIRC is what I used to compact the form IDs for that mod. I ended up doing a complete rebuild about this same time, and have since only been using CK to do ID compaction. Haven't had the problem since.

Posted
2 hours ago, narphous said:

So based on that, I think it's a problem in xEdit, which IIRC is what I used to compact the form IDs for that mod. I ended up doing a complete rebuild about this same time, and have since only been using CK to do ID compaction. Haven't had the problem since.

If you believe there is a problem with xEdit, make a report on its github or Discord.

It seems unlikely that xEdit has such an error considering that it is the xEdit loader that reports the error and that it is used by many people constantly.

Maybe there is a rare condition where a check fails.

Posted
1 hour ago, mattski123 said:

Got these images in Skyrim Bruma: https://imgur.com/a/hKopnk5

Logs: https://easyupload.io/3206hl

Also, how do I get my map to look good in Bruma: 3aMFsOP.png

I have read through the log and there's A LOT of problems with missing textures for Bruma. Should I notify mod authors of these errors? If not, how can I fix these myself?

Check out A Clear Map of Skyrim and Other Worlds. It uses DynDOLOD to make very nice maps and includes the needed mesh rules so that you don't need to. You can use them as examples to help with improvement of Bruma map. Of course, you still need textures.

Add in Atlas Map Markers for more points of interest

Posted (edited)
1 hour ago, z929669 said:

Check out A Clear Map of Skyrim and Other Worlds. It uses DynDOLOD to make very nice maps and includes the needed mesh rules so that you don't need to. You can use them as examples to help with improvement of Bruma map. Of course, you still need textures.

Add in Atlas Map Markers for more points of interest

the problem is that I already used both of those. https://modwat.ch/u/mattski123

Edited by mattski123
Posted
11 hours ago, mattski123 said:

Got these images in Skyrim Bruma: https://imgur.com/a/hKopnk5

Logs: https://easyupload.io/3206hl

Also, how do I get my map to look good in Bruma: 3aMFsOP.png

I have read through the log and there's A LOT of problems with missing textures for Bruma. Should I notify mod authors of these errors? If not, how can I fix these myself?

Bruma, see this post and this thread

If you want to generate (tree) LOD for the new worldspace, you will need to edit ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE]_worldspace_ignore.txt and remove/change the line "BSHeartland (Tamriel) - bsheartland.esm". Just adding an X in front would be enough for it to show in the world selection drop down again.

It is impossible to generate good LOD for new worldspaces/mods that do not include all the data for the worldspace or all the assets.

I doubt telling the mod author(s) is going to change much. It is like this since 4 years. We will simply have to await for the complete release.

Posted (edited)

I'm struggling to get grass lods to work properly in Alpha 53, going through this checklist:

 

/DynDOLOD/docs/help/GrassLOD.html

Everything is there but grass LODs look like this now:

ScreenShot504.jpg

Pre alpha 53 they were much more dense and larger and I've not changed any settings since. Only thing done differently is this time I made a grass patch with recalced bounds to generate the cache with.

I noticed the output it generated was MUCH smaller than previously. Down from 3.5GB to 2.3GB

Here are the relevant logs (no bugreport because it generated successfully)

https://pastebin.com/5KB2XDHk DynDOLOD_SSE_Debug_log.txt

https://zerobin.net/?0de4544681019cca#+L7LCTOPN/0GijXuiOXR1ui9ryuAL0RiBVxVDI69dsE=  DynDOLOD_SSE_log

https://zerobin.net/?630745ebab668eb8#/wQ/VKJ0NrwBlNkC+eIjHd8xrK2FCZh0rGr3wJUuRpU= LODGen_SSE_Tamriel_log

Edited by Illana
Posted
1 hour ago, Illana said:

I'm struggling to get grass lods to work properly in Alpha 53, going through this checklist:

 

/DynDOLOD/docs/help/GrassLOD.html

Everything is there but grass LODs look like this now:

ScreenShot504.jpg

Pre alpha 53 they were much more dense and larger and I've not changed any settings since. Only thing done differently is this time I made a grass patch with recalced bounds to generate the cache with.

I noticed the output it generated was MUCH smaller than previously. Down from 3.5GB to 2.3GB

Here are the relevant logs (no bugreport because it generated successfully)

https://pastebin.com/5KB2XDHk DynDOLOD_SSE_Debug_log.txt

https://zerobin.net/?0de4544681019cca#+L7LCTOPN/0GijXuiOXR1ui9ryuAL0RiBVxVDI69dsE=  DynDOLOD_SSE_log

https://zerobin.net/?630745ebab668eb8#/wQ/VKJ0NrwBlNkC+eIjHd8xrK2FCZh0rGr3wJUuRpU= LODGen_SSE_Tamriel_log

Make sure TexGen is generating grass LOD billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt and ..\TexGen Output \textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt

Posted
2 hours ago, sheson said:

Make sure TexGen is generating grass LOD billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt and ..\TexGen Output \textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt

I see, a lot of the entries in the texgen output file say false at the end. I will continue to look into this, thanks Sheson

Posted

Sheson, I'm trying to find info on the useDecalFlag option in the sse configuration file.  I've been looking in the manual for "DynDOLOD_Manual.html#11a" but seem to be too inept to locate it.  I was hoping it might help alleviate some z fighting I've been wrestling with on level0 lod models of heavily-laden snow trees.  Any info is appreciated.

Posted
1 hour ago, tnicko said:

Sheson, I'm trying to find info on the useDecalFlag option in the sse configuration file.  I've been looking in the manual for "DynDOLOD_Manual.html#11a" but seem to be too inept to locate it.  I was hoping it might help alleviate some z fighting I've been wrestling with on level0 lod models of heavily-laden snow trees.  Any info is appreciated.

If you set UseDecalFlag=1, then the Shader Flag 1 - Decal + Dynamic_Decal and Shader Flag 2 - No_Fade are kept in the BTOs without requiring the "passthru" identifier. That will cause the shape to be always drawn in front of other shapes in the same vicinity.

Using decals in LOD can  cause decal fade to be short (maybe in Skyrim LE only), that is what the INI settings explained the manual try to prevent.

It probably would be overall better to actually remove the "loosing" surfaces that are supposed to be covered/behind things.

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