bootlegbaby Posted February 18 Posted February 18 (edited) Hello, just noticed an issue about season swap in alpha 188. Aspen trees LODs have no texture, shows in purple in autumn, they were fine in summer. As some people mentioned, I started getting some swap file errors like MainFormSwap_WIN and Unfrozen_SUM.ini from the previous version, is that somewhat related? I fixed those errors and generation was done, but getting this issue. Here is the whole log folder archive. https://drive.google.com/file/d/1NYkkWTkHRtJnbCWOZGeVNNsl1a-pFjls/view?usp=drive_link Edited February 18 by bootlegbaby
Gertrudaux Posted February 18 Posted February 18 Hello, I can't seem to get Dyndolod to find the TexGen Output file. For context I followed Gamer Poets Video to install Dyndolod and have completed every step up to running Dyndolod to get the Dyndolod Output File. I have double checked that the TexGen Output file has been installed through Vortex correctly and activated, it shows up in my data folder. I have tried turning Windows Security Runtime off, turning every bit of it off while adding Dyndolod and TexGen's .exe's to the Exclusions for Windows Protection. I've been researching for at least 20 hours now and anyone that has this issue straight up quits because they can't solve it, I refuse to give up but I've exhausted my options and knowledge on this. The Dyndolod website only makes me sure that it's my OS blocking it, but what part or how to get it through, no one seems to know.
sheson Posted February 18 Author Posted February 18 20 minutes ago, Gertrudaux said: Hello, I can't seem to get Dyndolod to find the TexGen Output file. For context I followed Gamer Poets Video to install Dyndolod and have completed every step up to running Dyndolod to get the Dyndolod Output File. I have double checked that the TexGen Output file has been installed through Vortex correctly and activated, it shows up in my data folder. I have tried turning Windows Security Runtime off, turning every bit of it off while adding Dyndolod and TexGen's .exe's to the Exclusions for Windows Protection. I've been researching for at least 20 hours now and anyone that has this issue straight up quits because they can't solve it, I refuse to give up but I've exhausted my options and knowledge on this. The Dyndolod website only makes me sure that it's my OS blocking it, but what part or how to get it through, no one seems to know. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Messages/TexGen-Output#No-TexGen-output-detected
sheson Posted February 19 Author Posted February 19 10 hours ago, bootlegbaby said: Hello, just noticed an issue about season swap in alpha 188. Aspen trees LODs have no texture, shows in purple in autumn, they were fine in summer. As some people mentioned, I started getting some swap file errors like MainFormSwap_WIN and Unfrozen_SUM.ini from the previous version, is that somewhat related? I fixed those errors and generation was done, but getting this issue. Here is the whole log folder archive. https://drive.google.com/file/d/1NYkkWTkHRtJnbCWOZGeVNNsl1a-pFjls/view?usp=drive_link The TreesApen06 full model shown in the right screenshot is the one Aspen tree LOD billboard shown in the left screenshot in front of the LOD tree with the missing texture. This warning message from the DynDOLOD log is probably related: [01:13] <Warning: File not found textures\mx\treeaspen01_c_lod.dds. Used by meshes\landscape\trees\treeaspen01_lod_0.nif Fabled Forests.esp TreeAspen01 [TREE:0006A9E6]> [07:53] <Warning: File not found textures\mx\treeaspen01_c_lod.dds. Used by meshes\landscape\trees\treeaspen01_lod_0.nif Skyrim.esm TreeAspen01 [TREE:0006A9E6]> Install the missing texture. You probably installed a mod that overwrites the trees from Fabled Forest. Maybe with Aspens Ablaze. Pay attention to log messages, especially the ones that are listed in the summary https://dyndolod.info/Messages https://dyndolod.info/Help/Summary-Of-Messages 1
mccalas Posted February 20 Posted February 20 Hi, I had a question about complex grass billboards. I've run TexGen/DynDOLOD maybe a hundred times in the past week, using different ambient/direct lightning values, with different brightness top/bottom, and different backlight mask values. With ComplexGrassBillboards= 4 or 5, anytime I get the brightness or color to match at sunrise/sunset, the LOD at noon are too dark. When I get the brightness or color to match at noon, the LODs look weird (white spots or just general ugliness). But with ComplexGrassBillboards= 1, the brightness matches almost perfectly at every time of day. However, I can't adjust the individual r/g/b brightness values in the DynDOLOD ini to have any effect. Is there a way I can make billboards 4 or 5 match the brightness of billboard 1? Or can I adjust r/g/b colors on billboards 1?
sheson Posted February 21 Author Posted February 21 8 hours ago, mccalas said: Hi, I had a question about complex grass billboards. I've run TexGen/DynDOLOD maybe a hundred times in the past week, using different ambient/direct lightning values, with different brightness top/bottom, and different backlight mask values. With ComplexGrassBillboards= 4 or 5, anytime I get the brightness or color to match at sunrise/sunset, the LOD at noon are too dark. When I get the brightness or color to match at noon, the LODs look weird (white spots or just general ugliness). But with ComplexGrassBillboards= 1, the brightness matches almost perfectly at every time of day. However, I can't adjust the individual r/g/b brightness values in the DynDOLOD ini to have any effect. Is there a way I can make billboards 4 or 5 match the brightness of billboard 1? Or can I adjust r/g/b colors on billboards 1? Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. The brightness of normal grass billboards is changed with the GrassBrightness* INI settings. The brightness of complex grass billboards is changed with the ComplexGrassBrightness* INI settings. This should be independent of the GrassBillboard and ComplexGrassBillboard setting. https://dyndolod.info/Help/Grass-LOD#Updating To test different GrassBrightness* or ComplexGrassBrightness* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation.
mccalas Posted February 22 Posted February 22 12 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. The brightness of normal grass billboards is changed with the GrassBrightness* INI settings. The brightness of complex grass billboards is changed with the ComplexGrassBrightness* INI settings. This should be independent of the GrassBillboard and ComplexGrassBillboard setting. https://dyndolod.info/Help/Grass-LOD#Updating To test different GrassBrightness* or ComplexGrassBrightness* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation. Hi, thanks for the help. Sorry to make you post the 'log' directions again. (logs: https://ufile.io/f0nl7vza ). I realized I had run DynDOLOD with another Billboard setting before using 'execute Lodgen' to update my r/g/b brightness settings. So, I reran with Billboard 1 and there was some difference. But mostly what I'm wondering about are the following: 1) for Billboards 4/5, the side of LOD facing the sun looks weird: Spoiler 4:00 looking W. TG 200/100 4:00 looking NE. TG 200/100 12:00 looking W. TG 200/100 The LOD facing *away* from the sun looks good, but the rest looks bad and has light and dark colors. Noon is much darker, but the colors match in all directions. If I increase the brightness in TexGen by a large amount (eg. 250/200), or if I increase the backlight amount (to 50% or so) then I get annoying yellow LODs mixed in with the others (similar to the previous pictures of grass facing the sun. 2) For Billboards 1, the brightness is overall much higher, but the colors become harder to match. Also, the 'imagebasedlighting' from ENB has a drastic effect, whereas it doesn't affect Billboards 4/5 at all Spoiler imagebasedlighting off imagebasedlighting on I was mainly just looking for information on Billboard 1; the info in the *.ini didn't tell me much and I couldn't find any other examples of people using it. Why do ENB settings affect this Billboard but not the others? Thanks for DynDOLOD. It's amazing how much effect it has on how the game looks. But I'm OCD and grass is hard.
Mooserton Posted February 23 Posted February 23 Can't get dynamic lod to work without crashing so I uncheck it and game stopped crashing but Dyndolod decided to place catapults in the air outside of Whiterun for some reason. Clicking on the catapults and they're not touched by anything other than dyndolod and not there with my dynamic lod output.
sheson Posted February 23 Author Posted February 23 5 hours ago, Mooserton said: Can't get dynamic lod to work without crashing so I uncheck it and game stopped crashing but Dyndolod decided to place catapults in the air outside of Whiterun for some reason. Clicking on the catapults and they're not touched by anything other than dyndolod and not there with my dynamic lod output. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and crash log to upload when making posts. Upload useful screenshots with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots See https://dyndolod.info/FAQ#ILS-or-CTD Instead of ignoring the cause of crashes, it is always prudent to troubleshoot them and actually fix the cause properly. See https://dyndolod.info/FAQ#Out-of-place-or-floating-objects By default DynDOLOD is not supposed to do anything with catapults, so maybe a mod, plugin or custom rule must is involved.
Dreibaby Posted February 23 Posted February 23 (edited) Hello folks, Having some issue with my DynDo gen, I believe my issue is occlusion, as it didn't generate on it's own. To give more information, I went through the entire stack of generation software, LODGen, grass cache, parallax gen, texgen, with DynDo for last. All of the other ones went fine. With DynDo, the first generation I ran last night froze and bugged out on me, one of the open terminals threw an outofmemoryexception, and while I tried to leave it alone in case it would retry and recover, it never did. I scrapped that generation, and started another one before going to bed. I closed as many background processes as I could to give the software the best chance at utilizing the RAM I have. I woke up in the morning, DynDo says certain world spaces failed to generate LOD, logs for those attached below : https://ufile.io/f/qgj84 At this point I just wanted to play tbh, so I just pressed OK, DynDo generated the plugins, and I installed the output through MO2. I loaded up my clean save I had made per the DynDoLOD wiki, and while in an interior, obviously everything is fine. As soon as I went outside, I had practically 0 frames, I then remember that I was supposed to have an Occlusion.esp file, which I don't, I figure my frames are tanking because I'm just drawing everything everywhere. No big deal I thought, I'll just generate Occlusion separately. Load DynDo back up, select just Tamriel this time for a tad bit faster generation for troubleshooting, select only Occlusion and Plugin as outputs(I made sure the DynDo output was enabled in MO2 here), then hit run. According to DynDo output log, everything went fine, but I doubt that. The occlusion esp itself is 100 bytes, LOOT categorizes it as a dummy file. I put it into the load order anyway, booted up, still practically 0 frames. Dyn debug and logs : https://ufile.io/f/13m7c At this point, I really don't want to just rerun everything again, if I can just get proper occlusion to be generated so my frames aren't null, I could give a lesser crap about the 4 worldspaces that failed. Also providing the DynDo summary HTMLs : https://ufile.io/f/9z3au Edited February 23 by Dreibaby
sheson Posted February 23 Author Posted February 23 37 minutes ago, Dreibaby said: Hello folks, Having some issue with my DynDo gen, I believe my issue is occlusion, as it didn't generate on it's own. To give more information, I went through the entire stack of generation software, LODGen, grass cache, parallax gen, texgen, with DynDo for last. All of the other ones went fine. With DynDo, the first generation I ran last night froze and bugged out on me, one of the open terminals threw an outofmemoryexception, and while I tried to leave it alone in case it would retry and recover, it never did. I scrapped that generation, and started another one before going to bed. I closed as many background processes as I could to give the software the best chance at utilizing the RAM I have. I woke up in the morning, DynDo says certain world spaces failed to generate LOD, logs for those attached below : https://ufile.io/f/qgj84 At this point I just wanted to play tbh, so I just pressed OK, DynDo generated the plugins, and I installed the output through MO2. I loaded up my clean save I had made per the DynDoLOD wiki, and while in an interior, obviously everything is fine. As soon as I went outside, I had practically 0 frames, I then remember that I was supposed to have an Occlusion.esp file, which I don't, I figure my frames are tanking because I'm just drawing everything everywhere. No big deal I thought, I'll just generate Occlusion separately. Load DynDo back up, select just Tamriel this time for a tad bit faster generation for troubleshooting, select only Occlusion and Plugin as outputs(I made sure the DynDo output was enabled in MO2 here), then hit run. According to DynDo output log, everything went fine, but I doubt that. The occlusion esp itself is 100 bytes, LOOT categorizes it as a dummy file. I put it into the load order anyway, booted up, still practically 0 frames. Dyn debug and logs : https://ufile.io/f/13m7c At this point, I really don't want to just rerun everything again, if I can just get proper occlusion to be generated so my frames aren't null, I could give a lesser crap about the 4 worldspaces that failed. Also providing the DynDo summary HTMLs : https://ufile.io/f/9z3au The last log session recorded by the DynDOLOD log and debug log shows an unsuccessful Occlusion generation for Tamriel. You can not expect output that had errors to somehow magically work all of sudden. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Wait for all processes including all spawned LODGen command prompt windows to complete successfully. Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace. Do not use the output if there were errors that stopped the process prematurely. Generating Occlusion.esp based on incomplete output is obviously not going to have desired results. It is certainly not going to magically fix issues. Even with a successful generation it will not fix having practically 0 frames. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting I suggest to uninstall and delete everything that was generated and everything else from DynDOLOD installed to the game and the DynDOLOD Standalone. I suggest to not use DynDOLOD until you meet its requirements to participle[ate in the alpha test. Once you meet the requirements, start from scratch, in case there are errors with LODGen generating output, upload the DynDOLOD log, debug log and corresponding LODGen logs to troubleshoot and fix one problem at a time. See https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory and maybe this https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size
Mooserton Posted February 23 Posted February 23 (edited) 8 hours ago, sheson said: Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and crash log to upload when making posts. Upload useful screenshots with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots See https://dyndolod.info/FAQ#ILS-or-CTD Instead of ignoring the cause of crashes, it is always prudent to troubleshoot them and actually fix the cause properly. See https://dyndolod.info/FAQ#Out-of-place-or-floating-objects By default DynDOLOD is not supposed to do anything with catapults, so maybe a mod, plugin or custom rule must is involved. It won't let me take screens with the console open for whatever reason (sorry for monitor pics) but looks like the lod is from lux via. I see no custom rules in my dyndolod that have the reference ID Could I add a rule like: lod\luxvia\civilwarcatapult01_lod.nif reference: delete or skyrim.esm:807B10D reference: delete Edited February 23 by Mooserton
sheson Posted February 23 Author Posted February 23 28 minutes ago, Mooserton said: It won't let me take screens with the console open for whatever reason (sorry for monitor pics) but looks like the lod is from lux via. I see no custom rules in my dyndolod that have the reference ID Could I add a rule like: lod\luxvia\civilwarcatapult01_lod.nif reference: delete or skyrim.esm:807B10D reference: delete Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. There are several options: Delete the LOD model civilwarcatapult01_lod.nif from the data folder so none of them get LOD. Add a mesh mask rule for civilwarcatapult01.nif with LOD4,8,16,32 and Grid set all to None, Reference set to Unchanged, VWD checked. Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_WhiterunWorld.ini and add cwcatapult to IgnoreParentEDID=cwcatapult and also insert cwcatapult at the begging of IgnoreChildEDIDLow=cwcatapult, IgnoreChildEDIDMedium=cwcatapult, IgnoreChildEDIDHigh=cwcatapult, tree... The last will be included in the next alpha version. I still suggest to properly troubleshoot the the cause of CTD, which might be caused by a 3rd party asset.
Mooserton Posted February 23 Posted February 23 3 hours ago, sheson said: Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. There are several options: Delete the LOD model civilwarcatapult01_lod.nif from the data folder so none of them get LOD. Add a mesh mask rule for civilwarcatapult01.nif with LOD4,8,16,32 and Grid set all to None, Reference set to Unchanged, VWD checked. Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_WhiterunWorld.ini and add cwcatapult to IgnoreParentEDID=cwcatapult and also insert cwcatapult at the begging of IgnoreChildEDIDLow=cwcatapult, IgnoreChildEDIDMedium=cwcatapult, IgnoreChildEDIDHigh=cwcatapult, tree... The last will be included in the next alpha version. I still suggest to properly troubleshoot the the cause of CTD, which might be caused by a 3rd party asset. Went with the bottom option and that did the trick. It's in an archive should could not be bothered to delete the nif. Yeah I'd like to troubleshoot the crash. it seems to mostly be crashes in Whiterun Hold it happens at the border near loreius farm, up to Rorikstead and the main road outside the city with the farms is also bad. I don't have an Outskirts mod or SD's farmhouse fences which I heard can be a performance hog. Does dynamic lod introduce more drawcalls? I would think it'd be the opposite. Crash Logs
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