Jump to content

Recommended Posts

Posted

I have an issue with grass LOD (see also linked movie file below): the grass LOD in the distance is almost black, when getting nearer, the grass LOD seems to disappear and when getting even nearer, the "real" grass appears. At least that's what it looks to me.

I use Folkvangr Complex grass with pre-cached grass and DynDOLOD 3 Alpha 122.

What am I doing wrong? Any settings I should change in TexGen and/or DynDOLOD?

https://we.tl/t-nywyYOftdA

Posted
54 minutes ago, TomForStep said:

I have an issue with grass LOD (see also linked movie file below): the grass LOD in the distance is almost black, when getting nearer, the grass LOD seems to disappear and when getting even nearer, the "real" grass appears. At least that's what it looks to me.

I use Folkvangr Complex grass with pre-cached grass and DynDOLOD 3 Alpha 122.

What am I doing wrong? Any settings I should change in TexGen and/or DynDOLOD?

https://we.tl/t-nywyYOftdA

Read the first post which log and debug log to upload when making posts.

https://dyndolod.info/Help/Grass-LOD
Using the grass cache made by somebody else for a different load order for grass LOD generation only but not in game, means that grass LOD and full grass are not going to match.

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*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* 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. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

Make sure full grass renders to the edge of the active cells if NGIO is not used. Have a look at Grass Cache Fixes.
If full grass texture have bad mipmaps that were made without alpha-to-coverage it becomes more transparent the further away the texture are. To create better mipmaps for a full texture you can use Texconv -keepcoverage number. See https://github.com/Microsoft/DirectXTex/wiki/Texconv

Posted
43 minutes ago, sheson said:

Read the first post which log and debug log to upload when making posts.

https://dyndolod.info/Help/Grass-LOD
Using the grass cache made by somebody else for a different load order for grass LOD generation only but not in game, means that grass LOD and full grass are not going to match.

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*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* 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. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

Make sure full grass renders to the edge of the active cells if NGIO is not used. Have a look at Grass Cache Fixes.
If full grass texture have bad mipmaps that were made without alpha-to-coverage it becomes more transparent the further away the texture are. To create better mipmaps for a full texture you can use Texconv -keepcoverage number. See https://github.com/Microsoft/DirectXTex/wiki/Texconv

Thank you. That's very valuable information! Much appreciated!

Posted
10 hours ago, sheson said:

Read the first post which log and debug log to upload when making posts.

https://dyndolod.info/Help/Grass-LOD
Using the grass cache made by somebody else for a different load order for grass LOD generation only but not in game, means that grass LOD and full grass are not going to match.

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*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* 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. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

Make sure full grass renders to the edge of the active cells if NGIO is not used. Have a look at Grass Cache Fixes.
If full grass texture have bad mipmaps that were made without alpha-to-coverage it becomes more transparent the further away the texture are. To create better mipmaps for a full texture you can use Texconv -keepcoverage number. See https://github.com/Microsoft/DirectXTex/wiki/Texconv

This is quite an essential tip, honestly. I've always noticed that in my game distant full grass tend to fade quite a lot and the shorter grass types can straight-up disappear. I haven't thought much of it until I saw this post. I used the Texconv included in DynDOLOD and experimented a bit. As of now I tried setting the number to 0.5 and 0.2, and sure enough, the full grass at a distance looked much fuller, though they also seem to be "sharper", which I don't like that much.  I don't know much about textures but as I understand it, the higher the number, the more lush the distant grass will look. So is there a general recommendation about how much one should set this value?

Posted
36 minutes ago, heheloveer said:

This is quite an essential tip, honestly. I've always noticed that in my game distant full grass tend to fade quite a lot and the shorter grass types can straight-up disappear. I haven't thought much of it until I saw this post. I used the Texconv included in DynDOLOD and experimented a bit. As of now I tried setting the number to 0.5 and 0.2, and sure enough, the full grass at a distance looked much fuller, though they also seem to be "sharper", which I don't like that much.  I don't know much about textures but as I understand it, the higher the number, the more lush the distant grass will look. So is there a general recommendation about how much one should set this value?

The "correct" value is probably 0.5, though as I keep suggesting in these cases, if you want to find out what looks best for your setup/use case, do screenshots and compare yourself.

Posted
20 minutes ago, sheson said:

The "correct" value is probably 0.5, though as I keep suggesting in these cases, if you want to find out what looks best for your setup/use case, do screenshots and compare yourself.

Figured as much. I personally didn’t really like how 0.5 looked in my game so I guess I’ll keep experimenting. Also I think this grass mipmap thing deserves a mention in the documents, even if strictly speaking it doesn’t have much to do with DynDOLOD itself. I use the complex grass textures provided here and judging from my experiences most textures on the page probably weren’t “correctly” mipmapped, so to say. Complex grass textures for lots of grass mods can only be found there so I imagine lots of people could encounter such issues. Experimenting with the value could also help with matching the density of the distant full grass to that of the grass lods better.

Posted
1 hour ago, heheloveer said:

Another Chinese user asked me about an error: Load order FileID [54] can not be mapped to file FileID for file "Occlusion.esp". This doesn't seem to be in the documents and searching in this thread also yielded little results. DynDOLOD logs and bug report here: https://anonfiles.com/G9a0hfmfz3/logs_0419_rar

The bug report contains from what I can tell two instances of the same error.

Check the DaisyIsles worldspace record xx5A164A  for errors, including any plugin overwriting it.

How come that there are "No references for dynamic LOD found" for DaisyIsles?

Need to know the mods/plugins that do that in addition to the main mod.

Posted

Hello, after following the instructions for A Clear Map of Skyrim and Other Worlds and Worldspace Transition Tweaks and Generating LOD following the STEP Guide, I keep getting an Issue with Solstheim on the world map where a section of terrain fails to generate.

https://paste.ee/e/HSdVI/0 (I cant seem to share my DynDOLOD_SSE_Debug_log.txt on paste.ee for some reason)

enb2023_4_16_04_26_12(1).png

Posted
1 hour ago, fireblast421 said:

Hello, after following the instructions for A Clear Map of Skyrim and Other Worlds and Worldspace Transition Tweaks and Generating LOD following the STEP Guide, I keep getting an Issue with Solstheim on the world map where a section of terrain fails to generate.

https://paste.ee/e/HSdVI/0 (I cant seem to share my DynDOLOD_SSE_Debug_log.txt on paste.ee for some reason)

enb2023_4_16_04_26_12(1).png

This is caused by using Worldspace Transition Tweaks and xLODGen Resource - SSE Terrain Tamriel together. Use only one or the other.

Posted

Hi guys! I need some help. I've generated xlodgen texgen and dyndolod, but only dyndolod seems to be giving me an infinite loading screen. When I disable it, my game runs fine. I really want to run the game with grass lod so im not sure why this isnt working.

I've redone this dyndolod step so many times now and I've noticed if I just dyndolod on high preset, it's fine, but i dont get grass lod. Only with the advanced option I can enable grass lod but it will give me Infinite loading screen.

Posted
4 hours ago, fireblast421 said:

Hello, after following the instructions for A Clear Map of Skyrim and Other Worlds and Worldspace Transition Tweaks and Generating LOD following the STEP Guide, I keep getting an Issue with Solstheim on the world map where a section of terrain fails to generate.

https://paste.ee/e/HSdVI/0 (I cant seem to share my DynDOLOD_SSE_Debug_log.txt on paste.ee for some reason)

enb2023_4_16_04_26_12(1).png

Read the first post which explains to use a file service to upload large logs.

This is an issue with terrain though, which is done by xLOGen.

See https://dyndolod.info/Help/xLODGen#Requirements
Do not install any of the plugins in case a plugin from a mod already contains the restored data, for example like Worldspace Transition Tweaks.

Posted

Attached is my modlist: https://pastebin.com/PxvKazcD

Logs: 

https://anonfiles.com/A8Oco9mcz2/DynDOLOD_SSE_Debug_log_txt

https://anonfiles.com/6bO7obm0z0/TexGen_SSE_Debug_log_txt

https://anonfiles.com/g5O4o3mcz2/bugreport_txt

13 minutes ago, MayhemBlankz said:

Hi guys! I need some help. I've generated xlodgen texgen and dyndolod, but only dyndolod seems to be giving me an infinite loading screen. When I disable it, my game runs fine. I really want to run the game with grass lod so im not sure why this isnt working.

I've redone this dyndolod step so many times now and I've noticed if I just dyndolod on high preset, it's fine, but i dont get grass lod. Only with the advanced option I can enable grass lod but it will give me Infinite loading screen.

context: https://www.nexusmods.com/skyrimspecialedition/mods/78707?tab=posts

Posted
6 hours ago, MayhemBlankz said:

The debug log gets replaced with every tool start. The debug logs you uploaded do not contain information of the generation session anymore.
You would need to run the tools again and save/upload the debug logs right away before starting the tools again.
Also see the first post which logs to upload in addition to the debug logs.

Also upload log and debug of the LOD generation that works without problems in the game.

You posted a list of game plugins instead of the actual lists of all mods. The list of plugins does not contain any DynDOLOD plugins.
Does that mean you already tested output without plugins and just the meshes/textures folder?

Posted

Okay, I will do that. I've narrowed the cause of the issue for Infinite loading to the grass lod being enabled or not in the dyndolod settings. However I want grass lod to be in my game. I am using AE skyrim. My steps were: XLODGEN,TEXGEN,DYNDOLOD.

 

I've also gotten the QW grass patch 2 pre-cache from here:

https://www.nexusmods.com/skyrimspecialedition/mods/78707?tab=description

 

The culprit for Infinite Loading Screen is without a doubt, definitely Grass LOD. With it enabled I have it, With it disabled, I don't have it.

 

Working log and debug (no grass lod enabled): 

https://anonfiles.com/U4c9t5m7zf/DynDOLOD_SSE_log_txt

https://anonfiles.com/b9dat7mez6/DynDOLOD_SSE_Debug_log_txt

https://anonfiles.com/Ndc3t4mdzf/TexGen_SSE_log_txt

https://anonfiles.com/K1cftcm8z9/TexGen_SSE_Debug_log_txt

 

Infinite loading screen log and debug (grass lod enabled):

https://anonfiles.com/q9Ydt9m2z4/TexGen_SSE_log_txt

https://anonfiles.com/peYat8mcz7/TexGen_SSE_Debug_log_txt

https://anonfiles.com/n3Y9t7m7ze/DynDOLOD_SSE_log_txt

https://anonfiles.com/w1Y4t4mbzf/DynDOLOD_SSE_Debug_log_txt

 

I am using vortex so plugins and load order are the best I can do to share my modlist unfortunately. I will put both so you can look at them, should you be curious.

https://anonfiles.com/I6Y8t6m8z3/plugins_txt

https://anonfiles.com/F8Yct9m0z7/loadorder_txt

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.