Zeknapain Posted February 12, 2022 Posted February 12, 2022 Hello. I'm a mod author and currently creating a Seasonal Tree mod utilising the new Seasons of Skyrim framework by powerofthree. My question is this: Does Dyndolod auto generate tree lod models for each season based on swapped meshes and textures? In my Aspen mod I use the treeaspen01_LOD0, treeaspen01_LOD1 etc. format. Can I not have individual 3D lod assets for each season-swapped tree? And if I can how do I state that in the config files?
EternalT Posted February 12, 2022 Posted February 12, 2022 (edited) what do i need to do in order to make this level of detail even better , because it looks like ps1 graphics atm. every tree is set to 4k also. so i dont know what im doing wrong 13 minutes ago, EternalT said: what do i need to do in order to make this level of detail even better , because it looks like ps1 graphics atm. every tree is set to 4k also. so i dont know what im doing wrong Nvm dyndolod is on mcm active and i still get like playdo like textures from afar. Edited February 12, 2022 by EternalT
sheson Posted February 12, 2022 Author Posted February 12, 2022 On 2/12/2022 at 7:26 PM, EternalT said: [Window Title] DynDOLOD [Main Instruction] Texconv error 80070070. [Content] textures\lod\impwall03lod.dds "G:\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -aw 256 -f R8G8B8A8_UNORM -o "C:\Users\etern\AppData\Local\Temp\DynDOLOD_SSE" "C:\Users\etern\AppData\Local\Temp\DynDOLOD_SSE\52B628D7015E438E9CA5BD2E7E2B9DED.dds" Click on this link for additional explanations and help for this message [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard get this everytime i try to install Dyndolod, dont undestand what im doing wrong, watched a youtube tutorial step by step 80070070 = ERROR_DISK_FULL Free up some disk space. Seems c: is full. On 2/12/2022 at 11:06 PM, Zeknapain said: Hello. I'm a mod author and currently creating a Seasonal Tree mod utilising the new Seasons of Skyrim framework by powerofthree. My question is this: Does Dyndolod auto generate tree lod models for each season based on swapped meshes and textures? In my Aspen mod I use the treeaspen01_LOD0, treeaspen01_LOD1 etc. format. Can I not have individual 3D lod assets for each season-swapped tree? And if I can how do I state that in the config files? TexGen should generate tree LOD billboards for every tree record that has object bounds larger than the required limit automatically. See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards for details or how to force generation. In case you want to include 3D tree LOD models for LOD generation, make sure to read https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards to learn how to add the CRC32 of the full model to the 3D LOD model filename so they can be matched with each without. For each full model with different meshes or textures a matching 3D LOD models has to be created. Unfortunately TREE records do not support texture replacements like STAT records unfortunately. 3D tree LOD model filenames should never be made without the CRC32 of the full model. The last ditch effort fallback without it only works correctly if the full model filename is unique to the entire modding hemissphere and the full model is never going to be changed again. Otherwise there will be conflicts eventually that users will have to understand and solve which is best avoided. DynDOLOD itself does not generate LOD models. It generates LOD from the LOD models found in the load order. On 2/12/2022 at 11:06 PM, EternalT said: what do i need to do in order to make this level of detail even better , because it looks like ps1 graphics atm. every tree is set to 4k also. so i dont know what im doing wrong Nvm dyndolod is on mcm active and i still get like playdo like textures from afar. No information whatsoever was provided so the generic answer is to generate ultra tree LOD. Either with HD Billboards and Billboard4 or with 3D tree LOD models as explained at https://dyndolod.info/Help/Ultra-Tree-LOD There is really no point to generate billboards with 4k resolution unless the screen has 4k or more vertical resolution as explained at https://dyndolod.info/Help/Texture-Resolution. For example the screenshot nicely shows that those tree LOD ony require half the resolution of whatever the full resolution is of that screenshot. On 2/12/2022 at 9:30 PM, hijazo00o said: Hi there, I have a problem with hooking dyndolod 3 with mo2. dyndolod keeps using default se installation from steam instead of the one managed by mo2. the 2.98 one works just fine xEdit/xLODGen/DynDOLOD like any other whatever version use the Windows Registry entry for the game to find the data folder. See https://dyndolod.info/Messages/Windows-Registry-Key how to update it.
arzt1 Posted February 12, 2022 Posted February 12, 2022 (edited) Hi Sheson, I was just trying out powerof3's seasons with your newest v69. Works fine, no errors in creating LOD, but the tree LODs are messed up: 1) wrong tree LODS (e.g. colorful autumn leave tree LOD for a pine tree model), 2) tree LODs where no tree will be, 3) both of these combined, 4) purple LODs which vanish.. 5) summer model instead of winter model (very rare and not disturbing at all) Using "Enhanced Vanilla trees" mod. Problems existing still when coc to a location and ONLY when switching to winter (only one I got). All other seasons (default) are OK. Hope I am right here with my question? Thank you so much, have a nice weekend and don't you dare to answer me before next week! Mike MainFormSwap_WIN.ini DynDOLOD_WIN.ini po3_SeasonsOfSkyrim.ini Serialization.ini Edited February 12, 2022 by arzt1 typos
Zeknapain Posted February 12, 2022 Posted February 12, 2022 19 minutes ago, sheson said: TexGen should generate tree LOD billboards for every tree record that has object bounds larger than the required limit automatically. See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards for details or how to force generation. In case you want to include 3D tree LOD models for LOD generation, make sure to read https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards to learn how to add the CRC32 of the full model to the 3D LOD model filename so they can be matched with each without. 3D tree LOD model filenames should never be made without the CRC32 of the full model. The last ditch effort fallback without it only works correctly if the full model filename is unique to the entire modding hemissphere and the full model is never going to be changed again. Otherwise there will be conflicts eventually that users will have to understand and solve which is best avoided. DynDOLOD itself does not generate LOD models. It generates LOD from the LOD models found in the load order. So if I add 3D lod meshes with the appropriate CRC32 checksum for each seasonal tree, Dyndolod will generate seasonal lod for all of them and swap accordingly? Got it thanks.
sheson Posted February 12, 2022 Author Posted February 12, 2022 11 minutes ago, Zeknapain said: So if I add 3D lod meshes with the appropriate CRC32 checksum for each seasonal tree, Dyndolod will generate seasonal lod for all of them and swap accordingly? Got it thanks. That is how is should work yes. Do not hesitate to ask more detailed question or PM me on Discord if something does not seem to work as explained and more in-depth discussion is needed.
arzt1 Posted February 13, 2022 Posted February 13, 2022 here some more (helpful?) files bugreport.txt DynDOLOD_SSE_debug_log-PARTIAL.txt
DDCrusader Posted February 13, 2022 Posted February 13, 2022 Good day Sheson, I am having a small problem with few latest versions of DynDolod. I am running the SSE version with Open Cities, therefore I am doing the "2-step generation" according to the DynDolod instructions. Latest DynDolod that worked without errors in both steps was Alpha 65. On all later versions (including Alpha 69), I am able to successfully finish step 1 (Open cities .esp is not active) of generating Object LOD for the load order. But when I try to do Step 2 (Open cities .esp is active) to generate DynDolod .esp file, underside and now seasons, I am greeted with "Item not found" error after I try to start generation. bugreport.txt DynDOLOD_SSE_Debug_log.txt DynDOLOD_SSE_log.txt
taffy Posted February 13, 2022 Posted February 13, 2022 Hello, the new beta versions of DynDOLOD 3 from the last couple of days crash at random times for me when running TexGen I've attached the real time error log. Have tried disabling antivirus and still no luck. TexGen_SSE_realtime_log.txt
Zanderat Posted February 13, 2022 Posted February 13, 2022 (edited) Getting an error message with Alpha 69 that I have never seen before in-game. Nothing in the logs that is relevant. No new error log generated, either (not sure if it is supposed to be generated for in-game errors). How should I proceed to hunt this down? Thanks. Edited February 13, 2022 by Zanderat
MarkAim Posted February 13, 2022 Posted February 13, 2022 (edited) Alpha 69 Fixed my Range Check Error. Sorry about not putting up a debug and bug report will do next time I have errors oh Im also having the same problem Like Zanderat instead mines says Riften world Edited February 13, 2022 by MarkAim
pedxingx Posted February 13, 2022 Posted February 13, 2022 I am getting the error DYNDOLOD cannot read data from DynDOLOD_Solitude too. With some reverse engineering, reading postings with similar bugs from way way way back, and some guess work, I traced the problem to the generation of the skse\plugins\StorageUtilData\DynDOLOD_Worlds.json file. Some of the fields in the JSON file are repeated and assigned to itself as a value (ie: "solitudeworld":"solitudeworld"). I believe these are the bad JSON fields. I deleted those. I kept the ones assigned to "tamriel". I save the file and it seems to solve the problem. I suggest waiting for a real fix for this as I have no clue how this stuff really works and I don't know if there are other side effects.
SKK Posted February 13, 2022 Posted February 13, 2022 59 minutes ago, Zanderat said: Getting an error message with Alpha 69 that I have never seen before in-game. Nothing in the logs that is relevant. No new error log generated, either (not sure if it is supposed to be generated for in-game errors). How should I proceed to hunt this down? Thanks. Same here. First time ever seeing this as well. After seeing this I did a fast travel to Solitude and received the same error message. I'm guessing all of the closed cities have the same issue.
objir Posted February 13, 2022 Posted February 13, 2022 42 minutes ago, pedxingx said: I am getting the error DYNDOLOD cannot read data from DynDOLOD_Solitude too. With some reverse engineering, reading postings with similar bugs from way way way back, and some guess work, I traced the problem to the generation of the skse\plugins\StorageUtilData\DynDOLOD_Worlds.json file. Some of the fields in the JSON file are repeated and assigned to itself as a value (ie: "solitudeworld":"solitudeworld"). I believe these are the bad JSON fields. I deleted those. I kept the ones assigned to "tamriel". I save the file and it seems to solve the problem. I suggest waiting for a real fix for this as I have no clue how this stuff really works and I don't know if there are other side effects. Another file "skse\plugins\DynDOLOD_Data\DynDOLOD_Worlds.txt" has the same problem. Not sure whether it is loaded by the game or not, though.
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