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Posted
1 hour ago, skyrimfreak360 said:

Uh Sheson, I simply "forgot" to deactivate DynDOLOD through MCM while updating it's output, along with TexGen, xLODGen, Terrain LOD, all to properly load in A Clear Map of Skyrim and Other Worlds mod along with ACMOS Road Generator and FOLIP. While DynDOLOD is back to normal when starting a new game, how about it in my current game? Will DynDOLOD sort itself out or do I have to do some more tinkering to shove things to the right direction.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts.

If there are issues that you can attribute to the LOD patch that do not happen when starting a new game, repeat the clean save procedure. Otherwise, properly report the issues.

Posted

Hey, Sheson have a bit of an issue that we can't get to the bottom of.

With Blended Roads Redone SE v2.1 installed, I am getting missing road textures on the Map, but with v1.5.1, I am not. I have spoken to Dave, and he can't figure out why. I have done some testing with Dave, and the textures only go missing once DynDOLOD is active.

DynDOLOD_SSE_log.txt TexGen_SSE_log.txt

Posted
10 minutes ago, DarkladyLexy said:

Hey, Sheson have a bit of an issue that we can't get to the bottom of.

With Blended Roads Redone SE v2.1 installed, I am getting missing road textures on the Map, but with v1.5.1, I am not. I have spoken to Dave, and he can't figure out why. I have done some testing with Dave, and the textures only go missing once DynDOLOD is active.

DynDOLOD_SSE_log.txt 1.95 MB · 0 downloads TexGen_SSE_log.txt 350.84 kB · 0 downloads

See first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire debug log to also upload when making posts.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a corresponding full model with more informative console in addition to screenshots from the map showing the "missing road textures on the map"

Also upload..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

There does not seem to be a file not found message for road textures in the logs. The problems only happens for LOD 16 (default for the map)? LOD 4 and 8 have no missing purple textures?

The mod does not seem to have LOD assets. I assume the full model/textures are working and have no missing textures. Problems with LOD should be reported here so to not annoy unrelated/innocent mod authors that are not supposed to troubleshoot issues/problems with LOD/DynDOLOD 3 Alpha.

Posted
11 minutes ago, sheson said:

See first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire debug log to also upload when making posts.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a corresponding full model with more informative console in addition to screenshots from the map showing the "missing road textures on the map"

Also upload..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

There does not seem to be a file not found message for road textures in the logs. The problems only happens for LOD 16 (default for the map)? LOD 4 and 8 have no missing purple textures?

The mod does not seem to have LOD assets. I assume the full model/textures are working and have no missing textures. Problems with LOD should be reported here so to not annoy unrelated/innocent mod authors that are not supposed to troubleshoot issues/problems with LOD/DynDOLOD 3 Alpha.

the missing textures are on the map so LOD32 I would guess

Here is the DynDOLOD_SSE_Object_Report log

https://drive.google.com/file/d/1z5AIeTJ2RujWO0GC7drtX4bkwhHepuw_/view?usp=sharing

Posted
9 minutes ago, DarkladyLexy said:

the missing textures are on the map so LOD32 I would guess

Here is the DynDOLOD_SSE_Object_Report log

https://drive.google.com/file/d/1z5AIeTJ2RujWO0GC7drtX4bkwhHepuw_/view?usp=sharing

Upload the TexGen and DynDOLOD debug log as requested.

Provide screenshot of of a corresponding full model (or provide the base record form ID) in addition to screenshots from the map as requested.

By default the map uses LOD level 16 and not 32.

Posted
1 hour ago, DarkladyLexy said:

So one part of the problem is that there are full models being used for object LOD that have a shader where there is a normal map assigned to the diffuse slot - which is fine for the full model. So what we are seeing is not a missing texture but a normal map texture. Those textures are usually part of a NiBillboardNode, which means those shouldn't be party of object LOD meshes anyways.

The second part of the problem is that for some reason the atlas block fill assigns two textures to the same position, a road texture and that normal map texture. That causes some roads to have that wrong texture instead. I hope to have that bug fixed some time tomorrow.

Posted
16 hours ago, DarkladyLexy said:

Generate LOD for Tamriel with this test version https://mega.nz/file/wFpwAbjS#oWGCgvj1eSFnpC3g0uFrufxRi7alMQKlK7rx7YKzOGw
It should fix the two textures wrongly using the same position on the atlas and thus the roads on the map should have their correct textures.

Please upload new DynDOLOD debug regardless of outcome.

Posted
44 minutes ago, sheson said:

Generate LOD for Tamriel with this test version https://mega.nz/file/wFpwAbjS#oWGCgvj1eSFnpC3g0uFrufxRi7alMQKlK7rx7YKzOGw
It should fix the two textures wrongly using the same position on the atlas and thus the roads on the map should have their correct textures.

Please upload new DynDOLOD debug regardless of outcome.

As requested, I reran Tamriel Worldscape, and it looks like the issue has been fixed. But here are the updated logs you wanted anyway.

https://drive.google.com/file/d/1j9kt9C8Sdd4GoXFlYCscY5eEull3UJWA/view?usp=sharing

enb2024_3_23_11_56_40.jpg

Posted

Hi Sheson, so thankfully I've got my DynDOLOD and all that in working order, but if I were to say, make a bashed patch, would I do this before generating xLODGen and after SSELODGen? And I recently downloaded Synthesis Patcher as I hear the great things it can do. 
This is the order that comes to vision:
SSELODGen > Wrye Bash > xLODGen > TexGen > DynDOLOD > Synthesis

I might also get a word from that Discord community behind Synthesis. I got the ingame map of Skyrim produced by A Clear Map of Skyrim and Other Worlds working, I just need trees to appear on the map but I forgot how it was done... there's some tweaking that you can do about it in xLODGen to make that happen I believe? Although I got my map working, the outside edges of it has some gaps so I would need SSE Terrain Tamriel on during SSELODGen's generation and then disable afterwards. I also tried getting Solstheim to appear close to Skyrim with Worldspace Transition Tweaks but to no avail, I'll have to try all of this another time and with more knowledge ingrained in me. 

If there's a guide for me to follow with the proper order on using the modding tools that'd be great!!

Mod Tools in Order.zip

Posted
2 hours ago, skyrimfreak360 said:

Hi Sheson, so thankfully I've got my DynDOLOD and all that in working order, but if I were to say, make a bashed patch, would I do this before generating xLODGen and after SSELODGen? And I recently downloaded Synthesis Patcher as I hear the great things it can do. 
This is the order that comes to vision:
SSELODGen > Wrye Bash > xLODGen > TexGen > DynDOLOD > Synthesis

I might also get a word from that Discord community behind Synthesis. I got the ingame map of Skyrim produced by A Clear Map of Skyrim and Other Worlds working, I just need trees to appear on the map but I forgot how it was done... there's some tweaking that you can do about it in xLODGen to make that happen I believe? Although I got my map working, the outside edges of it has some gaps so I would need SSE Terrain Tamriel on during SSELODGen's generation and then disable afterwards. I also tried getting Solstheim to appear close to Skyrim with Worldspace Transition Tweaks but to no avail, I'll have to try all of this another time and with more knowledge ingrained in me. 

If there's a guide for me to follow with the proper order on using the modding tools that'd be great!!

Do not write messages into text files and then upload them as zip. Instead write the message directly into the text field of the forum. I edited your post an added the message.

Read the instructions, for example: https://dyndolod.info/Generation-Instructions#Prerequisites
Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean [..]
Typically create all other patches first. Especially all patches affecting exterior worldspaces in any way should be done before generating LOD.
Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, [..]

The plugin and asset load order should be "final". All patches should be created. LOD should be generated last. The order is xLODGen, TexGen, DynDOLOD obviously.

See https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map and https://dyndolod.info/Mods/Maps-And-Map-Mods

xLODGen is used to generate terrain LOD. See https://dyndolod.info/Generation-Instructions#Prerequisites and https://dyndolod.info/Help/xLODGen#Requirements
Terrain LOD is generated from the data found in the game plugins. For memory and performance reasons Bethesda removed landscape information from the Skyim.esm which were restored from the vanilla terrain LOD meshes in the xLODGen Resource mods below.

The DynDOLOD manual explains the use of DynDOLOD, TexGen and xLODGen to some extent. It is not a modding guide. Make sure to read the description/instructions of third party mods/tools. Consider following a modding guide like STEP from start to finish once to properly learn how to mod.

For how to ask questions/what logs to provide when asking specific questions about problems related to the use of the tools and to LOD generation, see the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum

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