sheson Posted August 1, 2022 Author Posted August 1, 2022 9 hours ago, MarkAim said: have a question I normally switch music mods in my playthrough. Since dyndolod make edits in worldspace it tends to be incompatible cause the music doesn't work. would it be any problem for me to leave personalized music under dyndolod esp? https://dyndolod.info/Help/Load-Overwrite-Orders#After-Generation In case new LOD generation is not needed or wanted, it is also possible to use xEdit to manually patch the new conflicting records in the DynDOLOD plugins (or whatever plugin is the last to overwrite a record that requires the forwarding) or sort the plugin to load after the DynDOLOD plugins.
sheson Posted August 1, 2022 Author Posted August 1, 2022 49 minutes ago, primem0ver said: I did this. However I think I fixed it. Tree LODs seem to be working now. It was an issue with MO2 where old (bad) output that had been redirected to overwrite was overwriting my most recent run of dyndolod. We do not really know what was done or not. If the the instructions are followed, there never should not be any LOD files in the MO2 Overwrite folder. https://dyndolod.info/Generation-Instructions Select an output path. The output path should be 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. Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything.
soupdragon Posted August 1, 2022 Posted August 1, 2022 On 7/31/2022 at 5:36 AM, sheson said: That in itself is not a problem, in fact that is what is supposed to happen. The problem is that something happens along the way or seems incompatible across the versions. Provide the required information so I can replicate the setup to see what the actual issue is and address it. Ok lets try and establish a baseline. Only plugins active are SBT, USSEP, a weather mod and some miscellaneous CC content. Installed SKSE, SSE Engine Fixes, Papyrus Utils Installed DynDOLOD-Resources-SE.3.00-Alpha-27.7z with minimum options. Ran TexGenx64.exe with default options, ticked HD Tree box. Generates succesfully, zipped and installed via mod manager. Ran DynDOLODx64 loaded rules for High, ticked Ultra, unticked other boxes i.e. occlusion etc to speed up generation, select Tamriel worldspace only for the same reason Generates succesfully. Installed and enabled via mod manager. And this is the result, vanilla leaf textures (loaded tree on the left, LOD tree on the right) HD Tree version is very low quality And its literally every Tamriel pine tree model SBT covers with no exception (ignoring aspen trees at this point I'll worry about them later) For some reason non-vanilla i.e. mod tree added refr's are absolutley fine i.e. Vurt's Pines, Oaks etc I know from previous generate attempts its just vanilla/sbt trees that have the issue and its not just vanilla textures any leaf retexture, same result So to summarise: only Simply Bigger Trees plus a few essential mods/dlc. Vanilla leaf textures. Latest Dyn version/resources. All HD pine tree ref's in Tamriel worldspace have the same result. Doesn't effect mod added custom tree models/references. Could you detail what more information is required because I'm unclear at this point Logs
sheson Posted August 1, 2022 Author Posted August 1, 2022 1 hour ago, soupdragon said: Ok lets try and establish a baseline. Only plugins active are SBT, USSEP, a weather mod and some miscellaneous CC content. Installed SKSE, SSE Engine Fixes, Papyrus Utils Installed DynDOLOD-Resources-SE.3.00-Alpha-27.7z with minimum options. Ran TexGenx64.exe with default options, ticked HD Tree box. Generates succesfully, zipped and installed via mod manager. Ran DynDOLODx64 loaded rules for High, ticked Ultra, unticked other boxes i.e. occlusion etc to speed up generation, select Tamriel worldspace only for the same reason Generates succesfully. Installed and enabled via mod manager. And this is the result, vanilla leaf textures (loaded tree on the left, LOD tree on the right) HD Tree version is very low quality And its literally every Tamriel pine tree model SBT covers with no exception (ignoring aspen trees at this point I'll worry about them later) For some reason non-vanilla i.e. mod tree added refr's are absolutley fine i.e. Vurt's Pines, Oaks etc I know from previous generate attempts its just vanilla/sbt trees that have the issue and its not just vanilla textures any leaf retexture, same result So to summarise: only Simply Bigger Trees plus a few essential mods/dlc. Vanilla leaf textures. Latest Dyn version/resources. All HD pine tree ref's in Tamriel worldspace have the same result. Doesn't effect mod added custom tree models/references they're fine. Could you detail what more information is required because I'm unclear at this point Neither the screenshot or post do not say which tree record / model the problem in particular happens with. Determine which 3D tree LOD models are used, which textures they use and which mod(s) they come from. Lookup one of the the tree base records in Logs\DynDOLOD_SSE_Tree_Report.txt, that tells you the 3D LOD model and used textures. Check the MO2 data tab where the models/textures comes from - or use xEdit Assets Browser (CTRL+F3) if they are from BSAs. Also, textures that are only used far away do not need high resolutions that will never be used because of mipmapping. https://dyndolod.info/Help/Texture-Resolution
HaveAQuestion Posted August 1, 2022 Posted August 1, 2022 On 7/31/2022 at 11:12 PM, sheson said: Moved the post to the DynDOLOD 3 Alpha thread. Read the first post. Upload the log and debug log when making posts as explained on the first post. Read https://dyndolod.info/Help/Ultra-Tree-LOD what is required for 3D tree LOD and how to generate it and what logfile to check to see which assets where found and used. DynDOLOD will use the 3D tree LOD models installed in the load order. As explained lots of times already, DynDOLOD does not change how the engine works. There is always a difference between active cells and the LOD, because they are distinctly different things and because LOD does not support all shaders and options like full models. There will always be loading of full models and unloading of object LOD models afterwards with a brief overlap. Read https://dyndolod.info/How-LOD-Works. Read https://dyndolod.info/Help/3D-Tree-LOD-Model how to create 3D tree LOD models. DynDOLOD does not create LOD models. Standard tree LOD is automatically when generating ultra tree LOD, so changing fTreeLoadDistance has not affect. "Billboard generator" is a FMOD installer that installs pre-generated billboard textures. As explained in the documentation, do not install any 3rd party billboards. Use TexGen to generate billboards. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards If you have a problem with the quality of assets shipping with a mod, consider creating your own as explained or talk to the author of the mod. If you have a problem with third party instructions, best to read and follow the always updated and current DynDOLOD documentation instead, otherwise ask the author of the third party instructions. If the goal is to have things look like in the second video, then you will need to use Skyrim Special Edition and follow the instructions of the video. Thanks for the comprehensive answer. This will be helpful for me.
LionCerieals Posted August 2, 2022 Posted August 2, 2022 (edited) Using the latest DynDoLOD 3.0 or even the 2.98 build I'm getting this "This version of has expired." error when trying to run it through MO2. I'm pretty sure I've installed all the requirements. I'm using AE on the latest patch with SKSE etc all up to date. Does anyone have an idea how to fix this? Edited August 2, 2022 by LionCerieals
sheson Posted August 2, 2022 Author Posted August 2, 2022 3 hours ago, LionCerieals said: Using the latest DynDoLOD 3.0 or even the 2.98 build I'm getting this "This version of has expired." error when trying to run it through MO2. I'm pretty sure I've installed all the requirements. I'm using AE on the latest patch with SKSE etc all up to date. Does anyone have an idea how to fix this? Do not post screenshots of message prompts, click the "Copy message to clipboard" and paste the text as explained on the first post. Read the first post how to always use the latest alpha version. Since DynDOLOD 2.x does not have this message, it seems likely that the MO2 executable entry points to an old DynDOLOD 3 Alpha version and not to the folder were the latest DynDOLOD 3 Alpha or DynDOLOD 2.x is installed.
hekie12sdc Posted August 2, 2022 Posted August 2, 2022 Hi, i've been trying to create grass lods for my game but it never works out. Each time i generate the grass the lod grass seems to be different to the grass mod i use. Whatever grass mod i use the grass lod seems to be the same and i dont know why/how it is caused. Does anyone know what causes this/how to fix it? LO, example picture and Grass in object ini below. Spoiler Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Special Edition Patch.esp DynDOLOD.esm Treescale.esm HappyLittleTrees.esp S3DPlants.esp Veydosebrom Regions.esp Alternate Start - Live Another Life.esp NAT-ENB.esp DynDOLOD.esp Spoiler https://imgur.com/a/nM50pPY Spoiler ######################################################################################################################## # Ray cast enabled # # # # Use ray casting to detect where grass shouldn't grow (inside rocks or roads). # # # # Type: (boolean) # ######################################################################################################################## RayCast = True ######################################################################################################################## # Ray cast height # # # # The distance above grass that must be free. 200 is slightly more than player height. # # # # Type: (float) # ######################################################################################################################## RayCastHeight = 150 ######################################################################################################################## # Ray cast depth # # # # The distance below grass that must be free. # # # # Type: (float) # ######################################################################################################################## RayCastDepth = 5 ######################################################################################################################## # Ray cast collision layers # # # # Which collision layers to check when raycasting. Not recommended to change unless you know what you're doing. These # # are collision layer index from CK separated by space. # # # # Type: (string) # ######################################################################################################################## RayCastCollisionLayers = "1 2 13 20 31" ######################################################################################################################## # Ray cast ignore forms # # # # Which objects will raycast ignore. This can be useful if you want grass to still grow from some objects (such as # # roads). The format is formid:formfile separated by ; for example "1812A:Skyrim.esm;1812D:Skyrim.esm" would add # # RoadChunkL01 and RoadChunkL02 forms to ignore list. Base forms go here not object references! # # # # Type: (string) # ######################################################################################################################## RayCastIgnoreForms = "" ######################################################################################################################## # Super dense grass # # # # Enable much more grass without having to change mod files. # # # # Type: (boolean) # ######################################################################################################################## SuperDenseGrass = False ######################################################################################################################## # Super dense mode # # # # How the super dense mode is achieved. Not recommended to change for normal play. This does nothing unless you enable # # SuperDenseGrass setting. 7 is normal game (meaning nothing is actually changed), 6 or less would be much less grass, # # 8 is dense, 9 is ?, 10+ is probably crash city. # # # # Type: (int32) # ######################################################################################################################## SuperDenseMode = 8 ######################################################################################################################## # Profiler report # # # # Whether to track how much time is taken to generate grass. Whenever you open console the result is reported. Try # # disabling all settings except profiler, go to game and in main menu 'coc riverwood', after loading open console to # # see normal game time. Then enable settings and check again how it changed. Remember to coc from main menu instead of # # loading save because it might not be accurate otherwise. # # # # Type: (boolean) # ######################################################################################################################## ProfilerReport = False ######################################################################################################################## # Use grass cache # # # # This will generate cache files in /Data/Grass/ and use those when we have them. Any time you change anything with # # your mod setup you must delete the contents of that directory so new cache can be generated or you will have bugs # # like floating grass or still grass in objects (that were changed by mods). # # # # Type: (boolean) # ######################################################################################################################## UseGrassCache = True ######################################################################################################################## # Extend grass distance # # # # Set true if you want to enable extended grass distance mode. This will allow grass to appear outside of loaded # # cells. Relevant ini settings: # # SkyrimPrefs.ini [Grass] fGrassStartFadeDistance # # # # Type: (boolean) # ######################################################################################################################## ExtendGrassDistance = False ######################################################################################################################## # Extend grass count # # # # Allow more grass to be made in total. This is needed if you use very dense grass or have large draw distance. # # Otherwise it will reach a limit and just stop making grass leaving weird empty squares. # # # # Type: (boolean) # ######################################################################################################################## ExtendGrassCount = True ######################################################################################################################## # Ensure max grass types setting # # # # Makes sure that the max grass types per texture setting is set to at least this much. Can be useful to make sure # # your INI isn't being overwritten by anything. Most grass replacer mods require this. Set 0 to disable any # # verification. # # # # Type: (int32) # ######################################################################################################################## EnsureMaxGrassTypesPerTextureSetting = 15 ######################################################################################################################## # Overwrite grass distance # # # # Overwrite fGrassStartFadeDistance from any INI. If this is zero or higher then the grass distance will always be # # taken from this configuration instead of any INI. This can be useful if you have a million things overwriting your # # INI files and don't know what to edit, so you can just set it here. For example 7000 is vanilla highest in-game # # grass slider. If you want to set higher you need to enable ExtendGrassDistance setting as well or it will not look # # right in-game. What the setting actually means is that grass will start to fade out at this distance. Actual total # # grass distance is this value + fade range value. # # # # Type: (float) # ######################################################################################################################## OverwriteGrassDistance = 6000 ######################################################################################################################## # Overwrite grass fade range # # # # Overwrite fGrassFadeRange from any INI. If this is zero or higher then the grass fade range will always be taken # # from this configuration instead of any INI. This determines the distance it takes for grass to completely fade out # # starting from OverwriteGrassDistance (or fGrassStartFadeDistance if you didn't use the overwrite). If you want the # # grass fade out to not be so sudden then increase this value. Probably recommended to keep this at least half of the # # other setting. # # # # Type: (float) # ######################################################################################################################## OverwriteGrassFadeRange = 18000 ######################################################################################################################## # Overwrite min grass size # # # # Overwrite iMinGrassSize from any INI. If this is zero or higher then the grass density setting (iMinGrassSize) will # # be taken from here instead of INI files. Lower values means more dense grass. 50 or 60 is normal mode with somewhat # # sparse grass (good performance). Lowering the value increases density! 20 is very high density. You should probably # # not set lower than 20 if you decide to change it. The grass form density setting itself still mostly controls the # # actual density of grass, think of iMinGrassSize more of as a cap for that setting. # # # # Type: (int32) # ######################################################################################################################## OverwriteMinGrassSize = -1 ######################################################################################################################## # Global grass scale # # # # Apply this scale to every piece of grass everywhere. For example 0.5 makes all grass pieces half the size it should # # be. # # # # Type: (float) # ######################################################################################################################## GlobalGrassScale = 1 ######################################################################################################################## # Only load from cache # # # # This will change how grass works. It means grass can only ever be loaded from files and not generated during play. # # # # Type: (boolean) # ######################################################################################################################## OnlyLoadFromCache = True ######################################################################################################################## # Skip pregenerate world spaces # # # # When pre-generating grass then skip worldspaces with this editor IDs. This can greatly speed up generating if we # # know the worldspace will not need grass at all. # # # # Type: (string) # ######################################################################################################################## SkipPregenerateWorldSpaces = "DLC2ApocryphaWorld;DLC01Boneyard;WindhelmPitWorldspace" ######################################################################################################################## # Only pregenerate world spaces # # # # If this is not empty then skip every worldspace that isn't in this list. # # # # Type: (string) # ######################################################################################################################## OnlyPregenerateWorldSpaces = "Tamriel" ######################################################################################################################## # DynDOLOD Grass Mode # # # # Enable grass compatibility mode with DynDOLOD Grass LODs. Valid values: # # 0 = Disabled # # 1 = Display grass only in active cells (without fade) and let DynDOLOD handle inactive cell Grass # # 2 = Display grass only in active cells and large ref loaded cells (without fade) and let DynDOLOD handle grass # # outside of large ref cells # # # # Type: (int32) # ######################################################################################################################## DynDOLODGrassMode = 1
sheson Posted August 3, 2022 Author Posted August 3, 2022 8 hours ago, hekie12sdc said: Hi, i've been trying to create grass lods for my game but it never works out. Each time i generate the grass the lod grass seems to be different to the grass mod i use. Whatever grass mod i use the grass lod seems to be the same and i dont know why/how it is caused. Does anyone know what causes this/how to fix it? LO, example picture and Grass in object ini below. Reveal hidden contents Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Special Edition Patch.esp DynDOLOD.esm Treescale.esm HappyLittleTrees.esp S3DPlants.esp Veydosebrom Regions.esp Alternate Start - Live Another Life.esp NAT-ENB.esp DynDOLOD.esp Hide contents https://imgur.com/a/nM50pPY Reveal hidden contents ######################################################################################################################## # Ray cast enabled # # # # Use ray casting to detect where grass shouldn't grow (inside rocks or roads). # # # # Type: (boolean) # ######################################################################################################################## RayCast = True ######################################################################################################################## # Ray cast height # # # # The distance above grass that must be free. 200 is slightly more than player height. # # # # Type: (float) # ######################################################################################################################## RayCastHeight = 150 ######################################################################################################################## # Ray cast depth # # # # The distance below grass that must be free. # # # # Type: (float) # ######################################################################################################################## RayCastDepth = 5 ######################################################################################################################## # Ray cast collision layers # # # # Which collision layers to check when raycasting. Not recommended to change unless you know what you're doing. These # # are collision layer index from CK separated by space. # # # # Type: (string) # ######################################################################################################################## RayCastCollisionLayers = "1 2 13 20 31" ######################################################################################################################## # Ray cast ignore forms # # # # Which objects will raycast ignore. This can be useful if you want grass to still grow from some objects (such as # # roads). The format is formid:formfile separated by ; for example "1812A:Skyrim.esm;1812D:Skyrim.esm" would add # # RoadChunkL01 and RoadChunkL02 forms to ignore list. Base forms go here not object references! # # # # Type: (string) # ######################################################################################################################## RayCastIgnoreForms = "" ######################################################################################################################## # Super dense grass # # # # Enable much more grass without having to change mod files. # # # # Type: (boolean) # ######################################################################################################################## SuperDenseGrass = False ######################################################################################################################## # Super dense mode # # # # How the super dense mode is achieved. Not recommended to change for normal play. This does nothing unless you enable # # SuperDenseGrass setting. 7 is normal game (meaning nothing is actually changed), 6 or less would be much less grass, # # 8 is dense, 9 is ?, 10+ is probably crash city. # # # # Type: (int32) # ######################################################################################################################## SuperDenseMode = 8 ######################################################################################################################## # Profiler report # # # # Whether to track how much time is taken to generate grass. Whenever you open console the result is reported. Try # # disabling all settings except profiler, go to game and in main menu 'coc riverwood', after loading open console to # # see normal game time. Then enable settings and check again how it changed. Remember to coc from main menu instead of # # loading save because it might not be accurate otherwise. # # # # Type: (boolean) # ######################################################################################################################## ProfilerReport = False ######################################################################################################################## # Use grass cache # # # # This will generate cache files in /Data/Grass/ and use those when we have them. Any time you change anything with # # your mod setup you must delete the contents of that directory so new cache can be generated or you will have bugs # # like floating grass or still grass in objects (that were changed by mods). # # # # Type: (boolean) # ######################################################################################################################## UseGrassCache = True ######################################################################################################################## # Extend grass distance # # # # Set true if you want to enable extended grass distance mode. This will allow grass to appear outside of loaded # # cells. Relevant ini settings: # # SkyrimPrefs.ini [Grass] fGrassStartFadeDistance # # # # Type: (boolean) # ######################################################################################################################## ExtendGrassDistance = False ######################################################################################################################## # Extend grass count # # # # Allow more grass to be made in total. This is needed if you use very dense grass or have large draw distance. # # Otherwise it will reach a limit and just stop making grass leaving weird empty squares. # # # # Type: (boolean) # ######################################################################################################################## ExtendGrassCount = True ######################################################################################################################## # Ensure max grass types setting # # # # Makes sure that the max grass types per texture setting is set to at least this much. Can be useful to make sure # # your INI isn't being overwritten by anything. Most grass replacer mods require this. Set 0 to disable any # # verification. # # # # Type: (int32) # ######################################################################################################################## EnsureMaxGrassTypesPerTextureSetting = 15 ######################################################################################################################## # Overwrite grass distance # # # # Overwrite fGrassStartFadeDistance from any INI. If this is zero or higher then the grass distance will always be # # taken from this configuration instead of any INI. This can be useful if you have a million things overwriting your # # INI files and don't know what to edit, so you can just set it here. For example 7000 is vanilla highest in-game # # grass slider. If you want to set higher you need to enable ExtendGrassDistance setting as well or it will not look # # right in-game. What the setting actually means is that grass will start to fade out at this distance. Actual total # # grass distance is this value + fade range value. # # # # Type: (float) # ######################################################################################################################## OverwriteGrassDistance = 6000 ######################################################################################################################## # Overwrite grass fade range # # # # Overwrite fGrassFadeRange from any INI. If this is zero or higher then the grass fade range will always be taken # # from this configuration instead of any INI. This determines the distance it takes for grass to completely fade out # # starting from OverwriteGrassDistance (or fGrassStartFadeDistance if you didn't use the overwrite). If you want the # # grass fade out to not be so sudden then increase this value. Probably recommended to keep this at least half of the # # other setting. # # # # Type: (float) # ######################################################################################################################## OverwriteGrassFadeRange = 18000 ######################################################################################################################## # Overwrite min grass size # # # # Overwrite iMinGrassSize from any INI. If this is zero or higher then the grass density setting (iMinGrassSize) will # # be taken from here instead of INI files. Lower values means more dense grass. 50 or 60 is normal mode with somewhat # # sparse grass (good performance). Lowering the value increases density! 20 is very high density. You should probably # # not set lower than 20 if you decide to change it. The grass form density setting itself still mostly controls the # # actual density of grass, think of iMinGrassSize more of as a cap for that setting. # # # # Type: (int32) # ######################################################################################################################## OverwriteMinGrassSize = -1 ######################################################################################################################## # Global grass scale # # # # Apply this scale to every piece of grass everywhere. For example 0.5 makes all grass pieces half the size it should # # be. # # # # Type: (float) # ######################################################################################################################## GlobalGrassScale = 1 ######################################################################################################################## # Only load from cache # # # # This will change how grass works. It means grass can only ever be loaded from files and not generated during play. # # # # Type: (boolean) # ######################################################################################################################## OnlyLoadFromCache = True ######################################################################################################################## # Skip pregenerate world spaces # # # # When pre-generating grass then skip worldspaces with this editor IDs. This can greatly speed up generating if we # # know the worldspace will not need grass at all. # # # # Type: (string) # ######################################################################################################################## SkipPregenerateWorldSpaces = "DLC2ApocryphaWorld;DLC01Boneyard;WindhelmPitWorldspace" ######################################################################################################################## # Only pregenerate world spaces # # # # If this is not empty then skip every worldspace that isn't in this list. # # # # Type: (string) # ######################################################################################################################## OnlyPregenerateWorldSpaces = "Tamriel" ######################################################################################################################## # DynDOLOD Grass Mode # # # # Enable grass compatibility mode with DynDOLOD Grass LODs. Valid values: # # 0 = Disabled # # 1 = Display grass only in active cells (without fade) and let DynDOLOD handle inactive cell Grass # # 2 = Display grass only in active cells and large ref loaded cells (without fade) and let DynDOLOD handle grass # # outside of large ref cells # # # # Type: (int32) # ######################################################################################################################## DynDOLODGrassMode = 1 https://dyndolod.info/Help/Grass-LOD#Settings In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD.
tooandrew Posted August 3, 2022 Posted August 3, 2022 (edited) On 7/24/2022 at 2:41 AM, sheson said: I moved your posts to the DynDOLOD 3 Alpha thread. For future reference, read the first post where to post, which entire log and debug log to upload when making posts and to search this thread for similar problems. https://stepmodifications.org/forum/search/?q=texgen opengl memory&quick=1&type=forums_topic&item=16796 TexGen does not really use .Net, so it seems likely that the reboot cleared up the resources being used by several processes. Resources like video memory are controlled by the OS/drivers - which is what is telling TexGen it can not have any more memory. i literally posted a link to the search for similar problems in the post . memory wasnt the only problem, just the first. the main error that kept popping up was framebuffer object unsupported, which there are literally no results for. i also did skim the op, but i didnt see the logs required, so thanks. That being said, since i suppose this is the place as texgen is part of dyndolod 3 alpha - texgen, as far as i can tell, is completely ignoring my configuration files. at least, when it opens, they are not listed in configurations loaded, and if i build in dyndolod anyways some models of grass lods are still missing i followed the instructions here: https://dyndolod.info/Help/TexGen-Configuration to make a configuration file to force billboard generation i placed it in the dydndolod resources mod folder so it's loaded in \Data\DynDOLOD when texgen is launched through mo2 i have tried various naming conventions. first i tried DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp this did not work then i saw that texgen is loading SSE configuration files, so DynDOLOD_SSE_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp then i tried removing the spaces, so DynDOLOD_SSE_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp also DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp i tried placing it in dyndolod\Edit Scripts\DynDOLOD\Configs https://drive.google.com/file/d/1h3BMCRFlIcHG-RBV635KD3fyve1Vj4bo/view?usp=sharing - TexGen_TES5VR_log.txt https://drive.google.com/file/d/1grRI0AbDvP-5h1m4331Gt4VOq4sXer3T/view?usp=sharing - TexGen_TES5VR_Debug_log.txt https://drive.google.com/file/d/1xtfh3yqUgzK_wiTjM1r7t-gmAmTF_hpg/view?usp=sharing - DynDOLOD_TES5VR_Debug_log.txt https://drive.google.com/file/d/1mGE8TN7-C7cCLFTuuDWKBnrK4GSMIZFQ/view?usp=sharing - DynDOLOD_TES5VR_log.txt https://drive.google.com/file/d/1XnTr0xcfBU_yFyB2lfa_6-Crz-XuedYh/view?usp=sharing - Bugreport.txt - i had some issues with processlasso probalance throttling dyndolod before, that was fixed, but there might be some stuff in here about that i cleared most of these before the most recent run - but some of them were still too big to be uploaded here or to pastebin i know grass lods arent supported in vr but it does the same thing in se. either texgen is not making billboards or dyndolod isnt using them https://drive.google.com/file/d/1l-0tNEFCuEYiKBABHSd8uGILF1FynaQ2/view?usp=sharing - DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp.txt tldr - some grass doesnt have billboards. made configuration files to force billboard creation. configuration is completely ignored Edited August 3, 2022 by tooandrew
sheson Posted August 4, 2022 Author Posted August 4, 2022 7 hours ago, tooandrew said: i literally posted a link to the search for similar problems in the post . memory wasnt the only problem, just the first. the main error that kept popping up was framebuffer object unsupported, which there are literally no results for. i also did skim the op, but i didnt see the logs required, so thanks. That being said, since i suppose this is the place as texgen is part of dyndolod 3 alpha - texgen, as far as i can tell, is completely ignoring my configuration files. at least, when it opens, they are not listed in configurations loaded, and if i build in dyndolod anyways some models of grass lods are still missing i followed the instructions here: https://dyndolod.info/Help/TexGen-Configuration to make a configuration file to force billboard generation i placed it in the dydndolod resources mod folder so it's loaded in \Data\DynDOLOD when texgen is launched through mo2 i have tried various naming conventions. first i tried DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp this did not work then i saw that texgen is loading SSE configuration files, so DynDOLOD_SSE_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp then i tried removing the spaces, so DynDOLOD_SSE_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp also DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp i tried placing it in dyndolod\Edit Scripts\DynDOLOD\Configs https://drive.google.com/file/d/1h3BMCRFlIcHG-RBV635KD3fyve1Vj4bo/view?usp=sharing - TexGen_TES5VR_log.txt https://drive.google.com/file/d/1grRI0AbDvP-5h1m4331Gt4VOq4sXer3T/view?usp=sharing - TexGen_TES5VR_Debug_log.txt https://drive.google.com/file/d/1xtfh3yqUgzK_wiTjM1r7t-gmAmTF_hpg/view?usp=sharing - DynDOLOD_TES5VR_Debug_log.txt https://drive.google.com/file/d/1mGE8TN7-C7cCLFTuuDWKBnrK4GSMIZFQ/view?usp=sharing - DynDOLOD_TES5VR_log.txt https://drive.google.com/file/d/1XnTr0xcfBU_yFyB2lfa_6-Crz-XuedYh/view?usp=sharing - Bugreport.txt - i had some issues with processlasso probalance throttling dyndolod before, that was fixed, but there might be some stuff in here about that i cleared most of these before the most recent run - but some of them were still too big to be uploaded here or to pastebin i know grass lods arent supported in vr but it does the same thing in se. either texgen is not making billboards or dyndolod isnt using them https://drive.google.com/file/d/1l-0tNEFCuEYiKBABHSd8uGILF1FynaQ2/view?usp=sharing - DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp.txt tldr - some grass doesnt have billboards. made configuration files to force billboard creation. configuration is completely ignored As explained in the documentation for TexGen configuration files every non-alpha numeric character needs to be stripped from the plugin filename. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards As explained at https://dyndolod.info/Mods/Skyrim-VR, Skyrim VR uses the SSE game mode identifier for settings, configs and rules files. Conveniently the debug log shows the lines for the possible stitched object LOD textures configuration files for every plugin: [00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt> The ones that start with DynDOLOD\ are looked for the in the game's data folder. Always use that location. Replacing the noalpha/alpha/copy with "Billboards" results in the required filename: DynDOLOD_SSE_TexGen_Billboards_folkvangrandoriginsofforestgrasspatchesp.txt to put into the the games data DynDOLOD folder, e.g. with the mod. Always recalculate the object bounds with CK so stuff is picked up automatically. https://dyndolod.info/Help/Object-Bounds If grass LOD generation is incomplete see https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#No-Grass-LOD-Check-List
tooandrew Posted August 4, 2022 Posted August 4, 2022 (edited) 3 hours ago, sheson said: As explained in the documentation for TexGen configuration files every non-alpha numeric character needs to be stripped from the plugin filename. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards As explained at https://dyndolod.info/Mods/Skyrim-VR, Skyrim VR uses the SSE game mode identifier for settings, configs and rules files. Conveniently the debug log shows the lines for the possible stitched object LOD textures configuration files for every plugin: [00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt> The ones that start with DynDOLOD\ are looked for the in the game's data folder. Always use that location. Replacing the noalpha/alpha/copy with "Billboards" results in the required filename: DynDOLOD_SSE_TexGen_Billboards_folkvangrandoriginsofforestgrasspatchesp.txt to put into the the games data DynDOLOD folder, e.g. with the mod. Always recalculate the object bounds with CK so stuff is picked up automatically. https://dyndolod.info/Help/Object-Bounds If grass LOD generation is incomplete see https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#No-Grass-LOD-Check-List I got the billboard generation to work but it still doesnt appear in game with a new dyndolod build. Regenerated grass cache to no avail. Edit: just saw the thing about object bounds in the other thread. Will try setting that up tomorrow Edit2: forgive how dense i am. My reading comprehension is clearly not what it once was Edited August 4, 2022 by tooandrew
sheson Posted August 4, 2022 Author Posted August 4, 2022 34 minutes ago, tooandrew said: I got the billboard generation to work but it still doesnt appear in game with a new dyndolod build. Regenerated grass cache to no avail. Edit: just saw the thing about object bounds in the other thread. Will try setting that up tomorrow If grass LOD generation is incomplete see https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#No-Grass-LOD-Check-List
Mousetick Posted August 4, 2022 Posted August 4, 2022 How should I go about troubleshooting this issue: textures/lod/mountainslablod.dds generated by TexGen doesn't match the full model textures at all. Relevant excerpt of load order (next overwrites previous): DynDOLOD Resources Alpha 27 Majestic Mountains Majestic Mountains DynDOLOD 3 LOD Pack TexGen Output mountainslablod.dds as generated byTexGen is overwriting MM DynDOLOD 3 LOD Pack's version (which itself looks good and matches the full model textures), and is looking like a brighter version of DynDOLOD Resources Alpha's vanilla texture. TexGen's debug log tells me: Creating <path>\TexGen_Output\textures\lod\mountainslablod.dds from 9 textures I don't know where to go from there. Before you ask: yes, TexGen is run with the same load order as above and same as used in-game. Also noteworthy, for example with meshes/lod/rockl05_lod_0.nif: DynDOLOD Resources's version uses the full model texture textures/landscape/mountains/mountainslab02.dds and it looks correct in NifSkope. MM DynDOLOD 3 LOD Pack's version uses the lod texture textures/lod/mountainslablod.dds and it looks wrong in NifSkope (due to the texture mismatch and overwriting by TexGen). There are related, repeated questions on the MM comments section that remain unanswered. Could we perhaps get a definitive answer: Is MM DynDOLOD 3 LOD Pack still relevant and up to date, or is it obsolete and should no longer be used? Which should overwrite what between DynDOLOD Resources Alpha and MM DynDOLOD 3 LOD Pack? Full DynDOLOD logs here: https://drive.google.com/file/d/1FRT_3cHSuexygEYiytyw-5RTk3SHhH4L/view?usp=sharing Thanks.
DoubleYou Posted August 4, 2022 Posted August 4, 2022 3 hours ago, Mousetick said: How should I go about troubleshooting this issue: textures/lod/mountainslablod.dds generated by TexGen doesn't match the full model textures at all. Relevant excerpt of load order (next overwrites previous): DynDOLOD Resources Alpha 27 Majestic Mountains Majestic Mountains DynDOLOD 3 LOD Pack TexGen Output mountainslablod.dds as generated byTexGen is overwriting MM DynDOLOD 3 LOD Pack's version (which itself looks good and matches the full model textures), and is looking like a brighter version of DynDOLOD Resources Alpha's vanilla texture. TexGen's debug log tells me: Creating <path>\TexGen_Output\textures\lod\mountainslablod.dds from 9 textures I don't know where to go from there. Before you ask: yes, TexGen is run with the same load order as above and same as used in-game. Also noteworthy, for example with meshes/lod/rockl05_lod_0.nif: DynDOLOD Resources's version uses the full model texture textures/landscape/mountains/mountainslab02.dds and it looks correct in NifSkope. MM DynDOLOD 3 LOD Pack's version uses the lod texture textures/lod/mountainslablod.dds and it looks wrong in NifSkope (due to the texture mismatch and overwriting by TexGen). There are related, repeated questions on the MM comments section that remain unanswered. Could we perhaps get a definitive answer: Is MM DynDOLOD 3 LOD Pack still relevant and up to date, or is it obsolete and should no longer be used? Which should overwrite what between DynDOLOD Resources Alpha and MM DynDOLOD 3 LOD Pack? Full DynDOLOD logs here: https://drive.google.com/file/d/1FRT_3cHSuexygEYiytyw-5RTk3SHhH4L/view?usp=sharing Thanks. Have you by chance disabled or renamed the MajesticMountains_Landscape.esm file? Because that's your issue, if so. TexGen contains special rules to handle Majestic Mountains that are loaded when that plugin is enabled.
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