sheson Posted October 25, 2021 Author Posted October 25, 2021 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 The reason was using an outdated DynDOLOD Standalone with newer DynDOLOD Resources.
narphous Posted October 26, 2021 Posted October 26, 2021 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.
sheson Posted October 26, 2021 Author Posted October 26, 2021 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.
reeee Posted October 27, 2021 Posted October 27, 2021 yo i just jump 43 to 53. only take me 7 min run dyndolod from previous 40+ min. what witchcraft youre practice?
mattski123 Posted October 28, 2021 Posted October 28, 2021 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: 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?
z929669 Posted October 28, 2021 Posted October 28, 2021 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: 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
mattski123 Posted October 28, 2021 Posted October 28, 2021 (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 October 28, 2021 by mattski123
sheson Posted October 28, 2021 Author Posted October 28, 2021 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: 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.
Illana Posted October 28, 2021 Posted October 28, 2021 (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: 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 October 28, 2021 by Illana
sheson Posted October 28, 2021 Author Posted October 28, 2021 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: 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
Illana Posted October 28, 2021 Posted October 28, 2021 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
MisterMorden Posted October 29, 2021 Posted October 29, 2021 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.
sheson Posted October 29, 2021 Author Posted October 29, 2021 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.
MisterMorden Posted October 29, 2021 Posted October 29, 2021 Ok, thanks for the explanation, I'm going to look again in the manual to find the relevant section.
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