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Posted (edited)
3 hours ago, sheson said:

Good.

If you prid 80002EE3 in the game, more informative console should also show the used model FarmhouseWindMillFan.nif among other things, like the enable/disable state of the reference. If enabling/disabling this reference still affects the building instead, then post screenshots. Typically you will have to exit console after each enable/disable for the model to load/unload.

The windmill building should be 0005CA6C and use WRFarmhouseWindMill.nif.

 

Interesting, now when I got really close to the windmill, the fan appears. This is new behavior, or possibly I just never got that close to it. Could it be due to the test dll you provided previously?

Disabling and enabling 80002EE3 makes the fan itself disappear and re-appear.

Edited by dionysist
Posted
14 minutes ago, dionysist said:

Interesting, now when I got really close to the windmill, the fan appears. This is new behavior. Could it be due to the test dll you provided previously?

Disabling and enabling 80002EE3 makes the fan itself disappear and re-appear.

Start the game. Execute cow tamriel 4, -5.
Execute prid 80002EE3 and report the Is Enabled state as reported by more informative console. It should be "Yes" indicating it is enabled.
At the same time, without leaving or moving in the game, open DynDOLOD.log in notepad and search for 80002EE3. There should be one line for it that looks like:
enable - Reference 80002EE3 Flags 40010C08/00000040 Base 0F0012F5 Architecture\Farmhouse\FarmhouseWindmill\FarmhouseWindMillFan.nif false
There should be no other lines for that reference. Report if these expectations match or you have different results.

What does really close mean? Same cell or almost inside the model as like after player.moveto 80002EE3?
Post a screenshot of DynDOLOD SkyUI MCM - Settings page.

Posted
3 hours ago, sheson said:

Start the game. Execute cow tamriel 4, -5.
Execute prid 80002EE3 and report the Is Enabled state as reported by more informative console. It should be "Yes" indicating it is enabled.
At the same time, without leaving or moving in the game, open DynDOLOD.log in notepad and search for 80002EE3. There should be one line for it that looks like:
enable - Reference 80002EE3 Flags 40010C08/00000040 Base 0F0012F5 Architecture\Farmhouse\FarmhouseWindmill\FarmhouseWindMillFan.nif false
There should be no other lines for that reference. Report if these expectations match or you have different results.

What does really close mean? Same cell or almost inside the model as like after player.moveto 80002EE3?
Post a screenshot of DynDOLOD SkyUI MCM - Settings page.

20250526170312-1.jpg

"Execute prid 80002EE3 and report the Is Enabled state as reported by more informative console. It should be "Yes" indicating it is enabled

It is enabled.

"without leaving or moving in the game, open DynDOLOD.log in notepad and search for 80002EE3."

80002EE3 was not found in the DynDOLOD.log file.

"What does really close mean?"

If it was real life for example, 20 feet away from the windmill building there are no fans and the fans fade into existence from maybe 8-10 feet away from the building.

Examples:

https://ibb.co/Y4g3dQsm
https://ibb.co/KjkSQPW3

Posted
12 hours ago, dionysist said:

20250526170312-1.jpg

"Execute prid 80002EE3 and report the Is Enabled state as reported by more informative console. It should be "Yes" indicating it is enabled"

It is enabled.

"without leaving or moving in the game, open DynDOLOD.log in notepad and search for 80002EE3."

80002EE3 was not found in the DynDOLOD.log file.

"What does really close mean?"

If it was real life for example, 20 feet away from the windmill building there are no fans and the fans fade into existence from maybe 8-10 feet away from the building.

Examples:

https://ibb.co/Y4g3dQsm
https://ibb.co/KjkSQPW3

Restore default INI settings for https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/MAIN#fSkyCellRefFadeDistance and https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/LOD#fLODFadeOutMultSkyCell in the SkyrimPrefs.INI.

Make sure neither is 0. Should typically be well over 100,000 and 1.

Posted
6 hours ago, sheson said:

Restore default INI settings for https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/MAIN#fSkyCellRefFadeDistance and https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/LOD#fLODFadeOutMultSkyCell in the SkyrimPrefs.INI.

Make sure neither is 0. Should typically be well over 100,000 and 1.

Restoring fSkyCellRefFadeDistance to the default setting of 150000 has resolved the issue.

I do not recall changing that setting and am not sure why I would have done so.

Thank you very much for  your assistance.

Posted (edited)

Hi, I'm using Happy Little Trees and am trying to get my snowpine billboards brighter.

I tried generating with and without the DynDOLOD addon, and with different direct/ambient values.

Both attempts were with level0, Billboard4, and Billboard1 for LOD4/8/16 respectively.

Sun is behind the character in both screenshots.

First screenshot (top screen with the Throat of the World mountains on the left of the shot): Yes DynDOLOD HLT Addon. 300 Direct. 150 Ambient.

Second screenshot (bottom screen): No DynDOLOD HLT Addon. 170 direct. 60 ambient.

All my other tree billboards look great, not sure why these billboards are so dark.

Would greatly appreciate some help making these snow pine billboards brighter.

Screenshot5592.jpg

Screenshot5601.jpg

Edited by tweedledumb99
Clarity per sheson's request
Posted
19 minutes ago, tweedledumb99 said:

Hi, I'm using Happy Little Trees and am trying to get my snowpine billboards brighter.

I tried generating with and without the DynDOLOD addon, and with different direct/ambient values.

Both attempts were with level0, Billboard4, and Billboard1 for LOD4/8/16 respectively.

Sun is behind the character in both screenshots.

screenshot5592 is with 300 direct/150 ambient in texgen with the DynDOLOD addon.

screenshot5601 is with 170 direct/60 ambient in texgen without the DynDOLOD addon.

All my other tree billboards look great, not sure why these billboards are so dark.

Would greatly appreciate some help making these snow pine billboards brighter.

Screenshot5592.jpg

Screenshot5601.jpg

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

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with more informative console and how to use tfc to get closer to LOD.\

If you try different setting and/or generate LOD for different load order, then provide the different logs and useful screenshots in sections that it is clear which screenshot depicts what.

If you installed 3D tree LOD models and checked ultra and set Level0 for LOD level 4, then the tree LOD for those trees in nearest LOD level 4 are not billboards but the 3D tree LOD models.

See https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness

Posted (edited)
26 minutes 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.
Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with more informative console and how to use tfc to get closer to LOD.\

If you try different setting and/or generate LOD for different load order, then provide the different logs and useful screenshots in sections that it is clear which screenshot depicts what.

If you installed 3D tree LOD models and checked ultra and set Level0 for LOD level 4, then the tree LOD for those trees in nearest LOD level 4 are not billboards but the 3D tree LOD models.

See https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness

First screenshot in original post (top screen with the Throat of the World mountains on the left of the shot): Yes DynDOLOD HLT Addon. 300 Direct. 150 Ambient.

Second screenshot in original post (bottom screen): No DynDOLOD HLT Addon. 170 direct. 60 ambient.

 

New screenshot, attached to this post for most recent run of texgen/dyndolod. I used paint.net to brighten the pineatlas/deadatlas snow sections for use during LOD generation. No DynDOLOD HLT Addon. 170 direct. 60 Ambient.

My most recent debug_log.txt is 113mb and too large to copy paste to pastebin, from the point "starting session" to the end of that same session, per the instructions you linked. Are there any sections in particular I should post of the debug_log.txt?

What else should I try to show with my screenshots that's not shown here and that's related to making brighter snow pine billboards? A full model selected in More Informative Console and then the LOD version up close?

Screenshot5602.jpg

DynDOLOD_SSE_log.txt

Edited by tweedledumb99
Posted
24 minutes ago, tweedledumb99 said:

First screenshot in original post (top screen with the Throat of the World mountains on the left of the shot): Yes DynDOLOD HLT Addon. 300 Direct. 150 Ambient.

Second screenshot in original post (bottom screen): No DynDOLOD HLT Addon. 170 direct. 60 ambient.

 

New screenshot, attached to this post for most recent run of texgen/dyndolod. I used paint.net to brighten the pineatlas/deadatlas snow sections for use during LOD generation. No DynDOLOD HLT Addon. 170 direct. 60 Ambient.

My most recent debug_log.txt is 113mb and too large to copy paste to pastebin, from the point "starting session" to the end of that same session, per the instructions you linked. Are there any sections in particular I should post of the debug_log.txt?

Screenshot5602.jpg

DynDOLOD_SSE_log.txt 1.63 MB · 0 downloads

Always use the latest version as explained in the first post, https://dyndolod.info and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log and which DynDOLOD debug log to also upload when making posts. These resources also link - just like my signature - to a file service for large files. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with more informative console and how to use tfc to get closer to LOD.\

When LOD assets are made properly and things work correctly as they are supposed to, there is no need to manually and temporally edit any files. it is obviously counterproductive to edit full textures only for TexGen billboard generation or for 3D LOD generation with DynDOLOD. It will cause billboards and/or or 3D LOD not matching. Use the preview in TexGen.

Posted (edited)
8 hours ago, sheson said:

Always use the latest version as explained in the first post, https://dyndolod.info and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log and which DynDOLOD debug log to also upload when making posts. These resources also link - just like my signature - to a file service for large files. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with more informative console and how to use tfc to get closer to LOD.\

When LOD assets are made properly and things work correctly as they are supposed to, there is no need to manually and temporally edit any files. it is obviously counterproductive to edit full textures only for TexGen billboard generation or for 3D LOD generation with DynDOLOD. It will cause billboards and/or or 3D LOD not matching. Use the preview in TexGen.

Did this test with latest Alpha 190 DynDOLOD and latest Alpha Resources file.

 

Mediafire Links to Logs:

1. TexGen SSE Debug Log: https://www.mediafire.com/file/gppymn07aa9emhq/TexGen_SSE_Debug_log.txt/file

2. DynDOLOD SSE Object Report: https://www.mediafire.com/file/33xebgl3vxa2vhq/DynDOLOD_SSE_Object_Report.txt/file

3. DynDOLOD SSE Log: https://www.mediafire.com/file/w28gustduq6dhnw/DynDOLOD_SSE_log.txt/file

4. DynDOLOD SSE Debug Log: https://www.mediafire.com/file/qgc5xp3gq1ql7i6/DynDOLOD_SSE_Debug_log.txt/file

5. TexGen SSE Log: https://www.mediafire.com/file/73j40xtkmmadycb/TexGen_SSE_log.txt/file

 

Other configuration:

No HLT DynDOLOD Addon. No atlas dds  or other temporary LOD "tweaks" - ran LOD with the Load Order and files I regularly play with only.

 

TexGen Settings:

Tree: 170 Direct, 60 Ambient.

HD Tree: 170 Direct, 60 Ambient.

Rendered: 100 Direct, 95 Ambient.

 

Screenshots: 

1. DynDOLOD Settings.

2. Up close of tree LOD from just outside of full model range.

3. Full model selected in MIC.

4. Full model no console/selecting.

5. Full model beside LOD for colour comparison.

 

Appreciate your continued help and patience, Sheson.

Screenshot (867).png

Screenshot5609.jpg

Screenshot5610.jpg

Screenshot5611.jpg

Screenshot5608.jpg

 

EDIT:

Repeated the above process with Trees of Iduna and Wigfrid's Skyrim Tree Replacer with similar results (darker billboards in direct light).

Screenshot5612.thumb.jpg.dcb5a7768197c472d4fed6cf7b421c0b.jpg 

And

https://imgur.com/a/z3FT9bb

Edited by tweedledumb99
Posted

I just have a quick question. I am using dyndolod and cant seem to get my mods to load only the regular skyrim base plugins and cc content loads. I use the GOG version and am wondering what i am doing wrong? I have all the arguments in that were provided by the website…

Posted
5 minutes ago, fallout3123 said:

I just have a quick question. I am using dyndolod and cant seem to get my mods to load only the regular skyrim base plugins and cc content loads. I use the GOG version and am wondering what i am doing wrong? I have all the arguments in that were provided by the website…

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.

Posted
9 hours ago, fallout3123 said:

The provided DynDOLOD reports:
Using plugin list: C:\DynDOLOD
Warning: Could not find plugin list

https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG
-p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt"

The -p command line argument is not set correctly to the plugins.txt. Also see https://dyndolod.info/Help/Command-Line-Argument

Posted
20 hours ago, tweedledumb99 said:

Did this test with latest Alpha 190 DynDOLOD and latest Alpha Resources file.

 

Mediafire Links to Logs:

1. TexGen SSE Debug Log: https://www.mediafire.com/file/gppymn07aa9emhq/TexGen_SSE_Debug_log.txt/file

2. DynDOLOD SSE Object Report: https://www.mediafire.com/file/33xebgl3vxa2vhq/DynDOLOD_SSE_Object_Report.txt/file

3. DynDOLOD SSE Log: https://www.mediafire.com/file/w28gustduq6dhnw/DynDOLOD_SSE_log.txt/file

4. DynDOLOD SSE Debug Log: https://www.mediafire.com/file/qgc5xp3gq1ql7i6/DynDOLOD_SSE_Debug_log.txt/file

5. TexGen SSE Log: https://www.mediafire.com/file/73j40xtkmmadycb/TexGen_SSE_log.txt/file

 

Other configuration:

No HLT DynDOLOD Addon. No atlas dds  or other temporary LOD "tweaks" - ran LOD with the Load Order and files I regularly play with only.

 

TexGen Settings:

Tree: 170 Direct, 60 Ambient.

HD Tree: 170 Direct, 60 Ambient.

Rendered: 100 Direct, 95 Ambient.

 

Screenshots: 

1. DynDOLOD Settings.

2. Up close of tree LOD from just outside of full model range.

3. Full model selected in MIC.

4. Full model no console/selecting.

5. Full model beside LOD for colour comparison.

 

Appreciate your continued help and patience, Sheson.

Screenshot (867).png

Screenshot5609.jpg

Screenshot5610.jpg

Screenshot5611.jpg

Screenshot5608.jpg

 

EDIT:

Repeated the above process with Trees of Iduna and Wigfrid's Skyrim Tree Replacer with similar results (darker billboards in direct light).

Screenshot5612.thumb.jpg.dcb5a7768197c472d4fed6cf7b421c0b.jpg 

And

https://imgur.com/a/z3FT9bb

This is probably caused by ENB settings and/or maybe a weather mod.

This is how your TexGen and DynDOLOD settings look in a vanilla game without ENB or weather mods:
181.jpg

Note you are generating standard tree LOD. It uses tree billboards. Changes to HD tree LOD or the mesh mask tree rule will not make a difference.

The reaction to light might be better when using ultra tree LOD with Billboard4 utilizing the HD tree LOD billboards (or actually the 3D LOD assets from the DynDOLOD addon for LOD level4). It is also possible that whatever post processing effects the standard tree LOD, will not affect the LOD for trees in object LOD the same way.

Make sure that the billboards like textures\terrain\lodgen\skyrim.esm\treepineforestsnow05_0005c06e.dds etc. are from the TexGen output and are not being overwritten by anything else. Also make sure the generated DynDOLOD output is not being overwritten.

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