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Posted
On 3/29/2025 at 1:41 AM, MisterMorden said:

Depending on what mod you're using for icebergs, glaciers, etc the full model may or may not use the exact texture that the dyndolod resources lod model uses.  Also, even if it uses the same texture, the lod model can't use the same mesh flags that the full model can so it won't look the same.  As a way to smooth visual transitions for this, I personally use the Glacier LOD Meshes mod and then (because it doesn't include the "_anim" lod models that dyndolod resources provides for Animated Icebergs' full models) I copy and rename the corresponding lod model to overwrite the ones in dyndolod resources.  Glacier LOD Meshes uses edited lod models that retain the look of the utilized texture more accurately.

PS - GLM is an oldrim mod but since it is just meshes it will work as is.

 

On 3/29/2025 at 2:32 AM, sheson said:

You seem to be using Animated Icebergs, which replaces the meshes from iceberglarge.nif to iceberglarge_anim.nif, which means the LOD models from Glacier LOD Meshes are not used but the ones based on the vanilla LOD models included in DynDOLOD Resources, which depend on a vanilla rendered object LOD texture iceberglargelod.dds that can currently not be automatically updated.

This might work:
Find meshes\lod\ice\iceberglarge_lod_[0|1|2].nif in Glacier LOD Meshes and copy them to iceberglarge_anim_lod_[0|1|2].nif
icebergsmall01_lod.nif to icebergsmall01_anim_lod_1.nif
icebergsmall02_lod.nif to icebergsmall02_anim_lod_1.nif

Then "Execute LODGen" for Tamriel in expert mode to generate updated object LOD meshes. See https://dyndolod.info/Help/Expert-Mode

I am not 100% sure that it will work, since I didn't have time to test for myself, so report results.

I'm a little late in confirming this. I tried both and they didn't work.

https://imgur.com/a/T9IcCpf

Is there anything else I can try?

Posted
32 minutes ago, aazz said:

 

I'm a little late in confirming this. I tried both and they didn't work.

https://imgur.com/a/T9IcCpf

Is there anything else I can try?

All I can suggest to check is that the renamed meshes are spelled correctly (check the data tab in MO2 to make sure they overwrite dyndolod resources) and also look at the winning nif in nifskope to make sure it looks just like the one it's copied from in Glacier LOD Meshes.  I also use a mesh rule for icebergs and glaciers setting level0 for all LOD levels (except 32 depending on your map situation).  Make sure there are no other mesh rules above the one you create or it will override it.

Posted
4 hours ago, MisterMorden said:

All I can suggest to check is that the renamed meshes are spelled correctly (check the data tab in MO2 to make sure they overwrite dyndolod resources) and also look at the winning nif in nifskope to make sure it looks just like the one it's copied from in Glacier LOD Meshes.  I also use a mesh rule for icebergs and glaciers setting level0 for all LOD levels (except 32 depending on your map situation).  Make sure there are no other mesh rules above the one you create or it will override it.

https://imgur.com/u2L9mfR

After a few attempts I succeeded.
My solution was to copy all the LOD meshes in IMR and Glacier LOD and paste "anim_lod_[0|1|2]".
Thanks a lot for your help.

  • Like 1
Posted
14 hours ago, aazz said:

I'm a little late in confirming this. I tried both and they didn't work.

https://imgur.com/a/T9IcCpf

Is there anything else I can try?

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

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console.

8 hours ago, aazz said:

https://imgur.com/u2L9mfR

After a few attempts I succeeded.
My solution was to copy all the LOD meshes in IMR and Glacier LOD and paste "anim_lod_[0|1|2]".
Thanks a lot for your help.

[0|1|2] is a placeholder for 3 variation of the actual filenames.

Find meshes\lod\ice\iceberglarge_lod_[0|1|2].nif in Glacier LOD Meshes and copy them to iceberglarge_anim_lod_[0|1|2].nif is a shorthand for 
iceberglarge_lod_0.nif to iceberglarge_anim_lod_0.nif
iceberglarge_lod_1.nif to iceberglarge_anim_lod_1.nif
iceberglarge_lod_2.nif to iceberglarge_anim_lod_2.nif

Posted (edited)

I'm hoping to clarify something before I begin generating LOD.  I'm using this mod https://www.nexusmods.com/skyrimspecialedition/mods/46372?tab=files (v1.2 in the 'old files section) to replace the Shrine of Azura.  I'm using the option in the FOMOD to make the statue three times its original size.  I'm also using this mod https://www.nexusmods.com/skyrimspecialedition/mods/46522?tab=files to provide ENB lights on the sun and moon.  Utilizing this guide https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue it seems I should be using the 2nd mesh mask rule (for the ENB lights) but for the larger statue, it seems I should be using the first mesh mask rule.  If I change nothing when generating LOD, the statue appears perfectly but the ENB lights do not.  I may have misunderstood something but in a previous post, it appears that it's suggested to use the full model but they weren't using ENB lights.  Any help is greatly appreciated.

I've set the correct ENB settings as well... just wanted to mention that.

Edited by BrotherShamus
Posted (edited)

What causes texgen to skip over some grasses when creating billboards? The result is that these grasses typically don't receive any lods. This issue only happens with this mod https://www.nexusmods.com/skyrimspecialedition/mods/139896. I have recalc'd bounds and i made a txt file in my mods folder and set the specific mesh to true, but the file that gets generated in texgen turns them to false like this "groundcover.esp;0000030A;r_curly_grass01,True,False"

Edited by mostwanted11
Posted
12 hours ago, BrotherShamus said:

I'm hoping to clarify something before I begin generating LOD. I'm using this mod https://www.nexusmods.com/skyrimspecialedition/mods/46372?tab=files (v1.2 in the 'old files section) to replace the Shrine of Azura. I'm using the option in the FOMOD to make the statue three times its original size. I'm also using this mod https://www.nexusmods.com/skyrimspecialedition/mods/46522?tab=files to provide ENB lights on the sun and moon. Utilizing this guide https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue it seems I should be using the 2nd mesh mask rule (for the ENB lights) but for the larger statue, it seems I should be using the first mesh mask rule. If I change nothing when generating LOD, the statue appears perfectly but the ENB lights do not. I may have misunderstood something but in a previous post, it appears that it's suggested to use the full model but they weren't using ENB lights. Any help is greatly appreciated.

I've set the correct ENB settings as well... just wanted to mention that.

No rule is required if a mod only changes the translation (position, rotation or scale) of a reference.
Use the second rule for the ENB lights.,

Posted
12 hours ago, mostwanted11 said:

What causes texgen to skip over some grasses when creating billboards? The result is that these grasses typically don't receive any lods. This issue only happens with this mod https://www.nexusmods.com/skyrimspecialedition/mods/139896. I have recalc'd bounds and i made a txt file in my mods folder and set the specific mesh to true, but the file that gets generated in texgen turns them to false like this "groundcover.esp;0000030A;r_curly_grass01,True,False"

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

Provide a link to the used grass mod(s).

Posted (edited)
40 minutes ago, sheson said:

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

Provide a link to the used grass mod(s).

https://ufile.io/kxe8o99l

https://www.nexusmods.com/skyrimspecialedition/mods/139896

 

if i crop the complex textures, they dont get skipped anymore

 

and the file i made i put in the logs, but i put it in mo2 in data/dyndolod/

Edited by mostwanted11
Posted (edited)
On 4/5/2025 at 2:00 AM, sheson said:

No rule is required if a mod only changes the translation (position, rotation or scale) of a reference.
Use the second rule for the ENB lights.,

Thank you.  I'm clearly dong something wrong though.  I tried the second rule for shrineofazura01.nif and it hid the statue... creating it for shrineofazuraFX.nif made the statue visible but not the ENB lights.  I copied the settings exactly and tried 'reference-unchanged and original but had the same result.

I don't know if this will help but here are the logs from my last failed attempt.  https://ufile.io/f/8jcsu

Edited by BrotherShamus
Posted
On 3/30/2025 at 8:55 AM, z929669 said:

Noted.

I will check this test version later today. In the meantime, here's a link to my last TexGen debug log, where 63/73 files were properly flagged. I'm not sure why there were 73 txt files this one time. I've also included the texture assets. Some of the recurring, ambiguously-flagged grasses are:

  • fieldgrassTU (11)
  • fieldgrassTU (9)
  • fieldgrassTU (1)
  • ffgrass01
  • flowergrasssaxifrage

There are several others though.

The load order hasn't changed in days. Only the TexGen settings were changed in the mentioned TexGen runs.

Just following up with some info relating to this^ that I have gleaned since we resolved the complex=true issue.

I get 70 text files when choosing 32 as my min resolution in TexGen. When I choose 64, I get 73 variants. I'm not sure why, but it seems like evidence that setting a 64 pixel min might be interesting, particularly for 4K resolutions. I'm currently testing this hunch and will post back with some compares and other data relating to CG.


In order to consolidate information, I've posted some screen compares on the CG support topic. Please voice your opinions or advice if you have any.

Thanks

Posted
6 hours ago, z929669 said:

Just following up with some info relating to this^ that I have gleaned since we resolved the complex=true issue.

I get 70 text files when choosing 32 as my min resolution in TexGen. When I choose 64, I get 73 variants. I'm not sure why, but it seems like evidence that setting a 64 pixel min might be interesting, particularly for 4K resolutions. I'm currently testing this hunch and will post back with some compares and other data relating to CG.


In order to consolidate information, I've posted some screen compares on the CG support topic. Please voice your opinions or advice if you have any.

Thanks

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. As explained, the normal logs appends, while the debug log gets replaced every time. So when having different results between two runs, make sure to keep and upload the 2 different debug logs. An easy method to keep all log files is to rename the log folder after every run. If you already know which additional billboards were generated, then report their filename(s).

Posted
12 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. As explained, the normal logs appends, while the debug log gets replaced every time. So when having different results between two runs, make sure to keep and upload the 2 different debug logs. An easy method to keep all log files is to rename the log folder after every run. If you already know which additional billboards were generated, then report their filename(s).

The three grasses produced when Texture size Min=64 relative to Texture size Min=32:

  1. fieldgrasstu (8)_00000808.txt
  2. icegrassw9_00000d92.txt
  3. icegrassw11_00000804.txt

TexGen_minSize32_logs.7z

TexGen_minSize64_logs.7z

All testing done using your modified TexGen version from this post.

Posted (edited)

I am having some strange issues with the latest version of DynDOLOD:

  1. When starting the game from an interior, the world map looks weird (with Seasons of Skyrim). It looks like the game is trying to load the seasonal map at the same time as the default map, see the attached screenshot. To fix the issue, I have to enter an exterior, save the game, and then restart it (then it looks like in the second image). I have packed all seasonal LOD files (terrain and object lods) in bsas to save disk space, while the regular files are retained as loose files. I have done this for convenience, so I can load all LODs in the Creation Kit without extra steps. I don't know why that would matter though.
  2. Some LOD objects don't appear snowy in winter, despite that the base objects have snow on them. See screenshot. If I walk to the pier, those objects will get back the snow.

Logs can be found here: Logs.7z

weird map.jpg

correct map.jpg

20250406220702_1.jpg

Edited by Jonado
Posted

Good evening!

I get the following error when running DynDolod (xLODGEN and TextGen seemed to go smoothly. Attempting Seasons of Skyrim and Unfrozen Skyrim for the first time).

Error: Checking for errors failed Access violation at address 00000000006B1EAC in module 'DynDOLODx64.exe' (offset 11EAC). Read of address FFFFFFFFFFFFFFFF for Complete Crafting Overhaul_Remastered.esp MineOreIron01_LSnowRocks "Iron Ore Vein" [ACTI:0010D05C]

 

Not sure how to fix. I've searched the forums, and can't find a consistent answer. 

 

Here is my debug_log.txt (consolidated due to size): https://pastebin.com/CeaqVTVz

Here is my bugreport.txt (full file): https://pastebin.com/Q1YpfLtj

Here is my log.txt (consolidated due to size): https://pastebin.com/dQHkvwJ9

 

Thanks in advance to anyone willing to help!

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