aazz Posted June 19 Posted June 19 14 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. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. What disparity do you mean exactly? https://dyndolod.info/Help/Grass-LOD Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards The LOD billboards are typically used for a simple 2 plane model crossing like an X if viewed from top. Each grass full model that can have many triangles/planes is represented by this 2 plane X billboard instead, so that disparity is expected. You need to make sure the game renders the full grass to the edge of where grass LOD starts. Typically that is achieved by setting the same Mode for DynDOLOD and DynDOLOD-Grass-Mode setting in the NGIO config file. See https://dyndolod.info/Help/Grass-LOD#Gap-between-full-grass-and-grass-LOD. Thank you very much for your answer. First I wanted to know if this is normal or if I did something wrong. Thank you for saying it is normal. The discrepancy I see is that the grass near you is brown, while the grass far away is green. According to the guide, adjusting the direct/ambient values in texgen should solve the problem, but after trying multiple times, I found that adjusting these values does not narrow the color difference. And for NGIO, if DynDOLOD-Grass-Mode=1 is set, shouldn't dyndolod be run in mode 1? Is there anything else that needs to be set separately? I don't know much about other things
sheson Posted June 19 Author Posted June 19 1 hour ago, aazz said: Thank you very much for your answer. First I wanted to know if this is normal or if I did something wrong. Thank you for saying it is normal. The discrepancy I see is that the grass near you is brown, while the grass far away is green. According to the guide, adjusting the direct/ambient values in texgen should solve the problem, but after trying multiple times, I found that adjusting these values does not narrow the color difference. And for NGIO, if DynDOLOD-Grass-Mode=1 is set, shouldn't dyndolod be run in mode 1? Is there anything else that needs to be set separately? I don't know much about other things No logs were provided. In that case see 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. When using complex grass and the side facing away from the light direction is too dark it can be brightened with the backlightmask. In the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini set ComplexGrassBillboard=5 and set ComplexGrassBacklightMask to a value like 25, which means 25% of the light is applied to the side facing away from the light source. If the result is too dark, raise the value. If the result is too bright, lower the value. This also depends on the used grass mods. You might be able to find past posts here or on the mods pages or even modding guides suggesting values for the brightness settings to try. Make sure to also read https://dyndolod.info/Help/Grass-LOD#Updating to spend less time testing different values. Use tll in console to toggle LOD off and on. Then the border to where full grass should be rendered by the game/NGIO and where grass LOD starts should be obvious.
z929669 Posted June 19 Posted June 19 6 hours ago, Dimon said: I'm writing this post with hope that more experienced users will help me to understand what I am doing wrong. I am trying generate 3d lod for trees(at least for lod level 4), but despite checking hd tree billboards in TEXGEN and ultra tree in DynDOLOD and having "level0" for Lod4 mesh rule, I am still getting 2d billboards. I also struggle to figure out how to make distant mountains(Lod level 8 and higher) to use custom textures. I use Pfusher's Mountain Retexture with darker textures which looks better in close up like me, but game seems to keep using vanilla models. Please post your DynDOLOD logs, so that we can assist. There's most likely a very simple solution among many potential issues, and the logs will provide the needed details.
z929669 Posted June 19 Posted June 19 2 hours ago, aazz said: Thank you very much for your answer. First I wanted to know if this is normal or if I did something wrong. Thank you for saying it is normal. The discrepancy I see is that the grass near you is brown, while the grass far away is green. According to the guide, adjusting the direct/ambient values in texgen should solve the problem, but after trying multiple times, I found that adjusting these values does not narrow the color difference. And for NGIO, if DynDOLOD-Grass-Mode=1 is set, shouldn't dyndolod be run in mode 1? Is there anything else that needs to be set separately? I don't know much about other things Also see our latest baseline-recommended settings for matching complex grass LOD with full grass LOD in the Step 2.4 dev guide and DynDOLOD settings. These recommendations pertain to the Step build, which is not supported by DynDOLOD Support, but they should provide some details in addition to the information provided by sheson.
sheson Posted June 19 Author Posted June 19 7 hours ago, Dimon said: I'm writing this post with hope that more experienced users will help me to understand what I am doing wrong. I am trying generate 3d lod for trees(at least for lod level 4), but despite checking hd tree billboards in TEXGEN and ultra tree in DynDOLOD and having "level0" for Lod4 mesh rule, I am still getting 2d billboards. I also struggle to figure out how to make distant mountains(Lod level 8 and higher) to use custom textures. I use Pfusher's Mountain Retexture with darker textures which looks better in close up like me, but game seems to keep using vanilla models. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Help/Ultra-Tree-LOD#Requirements Ultra tree LOD requires tree LOD billboards generated by TexGen. In case 3D tree LOD is desired, 3D tree LOD models need to be installed in the load order. If a 3D LOD model is not available for a tree, the tree LOD billboard will be used automatically in its place. It is unclear if or which tree mod(s) are being used and if 3D tree LOD model exist and/or are installed for them. See https://dyndolod.info/Help/Ultra-Tree-LOD#Generating, in particular this and what follows: While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures. Doing a quick check the mod does not contain those updated LOD textures.
gios4ma Posted June 19 Posted June 19 Vortex deployment blocked because Lux Orbis is incompatible with Dyndolod Resources 3.00
Dimon Posted June 19 Posted June 19 Thanks for answers, here is my general log and tree log file. I may have got it wrong, but I thought that you need to keep all mods you want lod generated for enabled and included in load order, so program may read them and took models from mod to generate lod of them. Maybe there need to be some additional resources, but I thought tool will use native mod models to create their lod. If I may ask I also have question about grass lod. I have succesfully it generated, but as move through world cells and previously inactive cells with lod being loaded - grass lod rapidly disapears and after some time full models come to its place. I expected that first full models would be loaded before lod being unloaded. Not to mention that full grass models should already be in memory as they are already placed and displayed in active cells, as well as grass placement cache for loaded cell as it is used to place grass lod.
sheson Posted June 19 Author Posted June 19 1 hour ago, Dimon said: Thanks for answers, here is my general log and tree log file. I may have got it wrong, but I thought that you need to keep all mods you want lod generated for enabled and included in load order, so program may read them and took models from mod to generate lod of them. Maybe there need to be some additional resources, but I thought tool will use native mod models to create their lod. If I may ask I also have question about grass lod. I have succesfully it generated, but as move through world cells and previously inactive cells with lod being loaded - grass lod rapidly disapears and after some time full models come to its place. I expected that first full models would be loaded before lod being unloaded. Not to mention that full grass models should already be in memory as they are already placed and displayed in active cells, as well as grass placement cache for loaded cell as it is used to place grass lod. No DynDOLOD debug log or DynDOLOD_SEE_Tree_Report.txt was provided. As already explained, for 3D tree LOD 3D tree LOD models need to exist and be installed for the tree mods(s) in the load order. 3D tree LOD models are not created automatically. As already explained, TexGen generates the (HD) tree LOD billboards for the higher LOD levels and as fallback in case 3D LOD models do not exist. The game only has a limited cell buffer for already loaded cells. That is why the grass cache exists, so the game does not have to create the full grass every time. Make sure to set the appropriate DynDOLOD-Grass-Mode in the NGIO config as explained in the https://dyndolod.info/Help/Grass-LOD#Settings. You might also want to set Make sure to set [Grass] bEnableGrassFade=0 in Skyrim.ini or SkyeimCustom.ini.
sheson Posted June 19 Author Posted June 19 3 hours ago, gios4ma said: Vortex deployment blocked because Lux Orbis is incompatible with Dyndolod Resources 3.00 You seem to have a problem with understanding some message from a mod manager. However, neither the actual message from the mod manager or information about the load order was provided. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum There may be a conflict of files, e.g. a mod contains one or more of the same file paths and file names as DynDOLOD Resources. A proper mod manager should detail which files conflict in its message or somehow provide that information, so we know what it actually reporting. Such conflicts and what should win is a normal occurrence when installing mods. Read and follow the https://dyndolod.info/Installation-Instructions: Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations. See https://dyndolod.info/Help/Load-Overwrite-Orders#Before-Generation, this might apply: DynDOLOD Resources also contains a few updated full models and textures to fix various minor issues. They should overwrite unofficial patches and Skyrim particle patch for ENB - their changes are carried forward or improved. Typically they should be overwritten by other mods - sometimes at the expense of LOD maybe not matching as well anymore. This depends on user preference.
ra2phoenix Posted June 19 Posted June 19 On 6/6/2025 at 12:37 AM, ra2phoenix said: I have a custom patch that assigns portions of JK's Whiterun Outskirts to an enable marker toggled by MCM, with alternate objects that then appear. The default state of the marker in my game is enabled. In Tamriel worldspace, this works great with dynamic lod as expected. In Whiterun worldspace, with Parent->Child copy enabled, the objects that are *enabled* by the marker are copied over with enable state intact. The objects that are *opposite parent* on the marker have no enable parent when copied, causing both to appear. Which logs should I provide for this? The debug log is fairly lengthy, if there's one of the smaller ones that'd be useful. Reproduced the issue with a test esp and attached log files, test plugins, the DynDOLOD plugins that were generated by my test. Inside zip is a text describing the issue and what records are involved etc. https://www.dropbox.com/scl/fi/7y2uzzy2bd2oufluay1a4/DynChildWorldCopyParentTest.zip?rlkey=y5zwg0ua79cmed77ksb1411kw&dl=0
sheson Posted June 20 Author Posted June 20 7 hours ago, ra2phoenix said: Reproduced the issue with a test esp and attached log files, test plugins, the DynDOLOD plugins that were generated by my test. Inside zip is a text describing the issue and what records are involved etc. https://www.dropbox.com/scl/fi/7y2uzzy2bd2oufluay1a4/DynChildWorldCopyParentTest.zip?rlkey=y5zwg0ua79cmed77ksb1411kw&dl=0 Great! I will have look but it may take a bit.
Dimon Posted June 20 Posted June 20 10 hours ago, sheson said: No DynDOLOD debug log or DynDOLOD_SEE_Tree_Report.txt was provided. As already explained, for 3D tree LOD 3D tree LOD models need to exist and be installed for the tree mods(s) in the load order. 3D tree LOD models are not created automatically. As already explained, TexGen generates the (HD) tree LOD billboards for the higher LOD levels and as fallback in case 3D LOD models do not exist. The game only has a limited cell buffer for already loaded cells. That is why the grass cache exists, so the game does not have to create the full grass every time. Make sure to set the appropriate DynDOLOD-Grass-Mode in the NGIO config as explained in the https://dyndolod.info/Help/Grass-LOD#Settings. You might also want to set Make sure to set [Grass] bEnableGrassFade=0 in Skyrim.ini or SkyeimCustom.ini. Thank you for clearing this up for me, I now see where my problem with tree lod lies. About grass... doesn't grass cache being preloaded for inactive cells as well to place grass lod there?
sheson Posted June 20 Author Posted June 20 41 minutes ago, Dimon said: Thank you for clearing this up for me, I now see where my problem with tree lod lies. About grass... doesn't grass cache being preloaded for inactive cells as well to place grass lod there? Grass cache files are loaded by the game on demand and their data is unloaded together with the other inactive cell data if the cell buffer is full and new cells attach and need to be loaded. Grass LOD generation requires grass cache files at the time of the object LOD generation only. https://dyndolod.info/Help/Grass-LOD Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD. https://dyndolod.info/Help/Object-LOD Object LOD is the combined meshes and textures for objects that do not change and are not animated, like buildings or landscape features like mountains and rocks. https://dyndolod.info/How-LOD-Works
kawaiichamp Posted June 20 Posted June 20 I have missing metadata for generating tree LODs for my several of my trees. One of the reach tree LOD models shows red at the bottom in-game. Billboards not found confirmed in DynDOLOD_SSE_Tree_LOD.txt: <TreeReachTree01_DynDOLOD_BASERECORD [TREE:1500D074] Billboard DDS/TXT not found textures\terrain\lodgen\dyndolod.esm\reachtree01_0000d074.dds> <TreeReachTree02_DynDOLOD_BASERECORD [TREE:1500CFF3] Billboard DDS/TXT not found textures\terrain\lodgen\dyndolod.esm\reachtree02_0000cff3.dds> Here's more information from DynDOLOD_SSE_Tree_Report.txt: TreeReachTree01 [TREE:000B8A73] Meshes\landscape\trees\ahappylittletreemod\reachtree01.nif [Original CRC32:4C6F0428] [Patched CRC32:51AF3336] using textures\pbr\landscape\trees\northern hemispheres\reachtree.dds, textures\pbr\landscape\trees\northern hemispheres\reachtree_n.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark_n.dds New tree, Billboard found, 3D LOD model not found reachtree01_4C6F0428 Billboard_0: textures\terrain\lodgen\skyrim.esm\reachtree01_000b8a73.dds, textures\default_n.dds Billboard_1: textures\terrain\lodgen\skyrim.esm\reachtree01_000b8a73_1.dds, textures\terrain\lodgen\skyrim.esm\reachtree01_000b8a73_1_n.dds Billboard_2: textures\terrain\lodgen\skyrim.esm\reachtree01_000b8a73_2.dds, textures\terrain\lodgen\skyrim.esm\reachtree01_000b8a73_2_n.dds Dynamic: Meshes\landscape\trees\ahappylittletreemod\reachtree01.nif [Patched CRC32:51AF3336] [Original CRC32:4C6F0428] using textures\pbr\landscape\trees\northern hemispheres\reachtree.dds, textures\pbr\landscape\trees\northern hemispheres\reachtree_n.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark_n.dds Mask: treeFile: C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_High.ini LOD4: Billboard1 using internal LOD8: Billboard4 using dyndolod_flat_4x2_lod.nif LOD16: Billboard1 using internal LOD32: Billboard6 using lodgen_flat_lod.nif Grid: FarLODReference: Unchanged TreeReachTree01_DynDOLOD_BASERECORD [TREE:1500D074] Meshes\landscape\trees\ahappylittletreemod\reachtree01.nif [Original CRC32:4C6F0428] [Patched CRC32:51AF3336] using textures\pbr\landscape\trees\northern hemispheres\reachtree.dds, textures\pbr\landscape\trees\northern hemispheres\reachtree_n.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark_n.dds New tree, Billboard DDS/TXT not found textures\terrain\lodgen\dyndolod.esm\reachtree01_0000d074.dds, 3D LOD model not found reachtree01_4C6F0428 Mask: treeFile: C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_High.ini TreeReachTree02 [TREE:000B8A74] Meshes\landscape\trees\ahappylittletreemod\reachtree02.nif [Original CRC32:21ED4E57] [Patched CRC32:DD01B0C2] using textures\pbr\landscape\trees\northern hemispheres\reachtree.dds, textures\pbr\landscape\trees\northern hemispheres\reachtree_n.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark_n.dds, textures\pbr\landscape\mountains\mountainslab02.dds, textures\pbr\landscape\mountains\mountainslab02_n.dds New tree, Billboard found, 3D LOD model not found reachtree02_21ED4E57 Billboard_0: textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74.dds, textures\default_n.dds Billboard_1: textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_1.dds, textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_1_n.dds Billboard_2: textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_2.dds, textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_2_n.dds Dynamic: Meshes\landscape\trees\ahappylittletreemod\reachtree02.nif [Patched CRC32:DD01B0C2] [Original CRC32:21ED4E57] using textures\pbr\landscape\trees\northern hemispheres\reachtree.dds, textures\pbr\landscape\trees\northern hemispheres\reachtree_n.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark_n.dds, textures\pbr\landscape\mountains\mountainslab02.dds, textures\pbr\landscape\mountains\mountainslab02_n.dds Mask: treeFile: C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_High.ini LOD4: Billboard1 using internal LOD8: Billboard4 using dyndolod_flat_4x2_lod.nif LOD16: Billboard1 using internal LOD32: Billboard6 using lodgen_flat_lod.nif Grid: FarLODReference: Unchanged TreeReachTree02_DynDOLOD_BASERECORD [TREE:1500CFF3] Meshes\landscape\trees\ahappylittletreemod\reachtree02.nif [Original CRC32:21ED4E57] [Patched CRC32:DD01B0C2] using textures\pbr\landscape\trees\northern hemispheres\reachtree.dds, textures\pbr\landscape\trees\northern hemispheres\reachtree_n.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark.dds, textures\pbr\landscape\trees\northern hemispheres\reachbark_n.dds, textures\pbr\landscape\mountains\mountainslab02.dds, textures\pbr\landscape\mountains\mountainslab02_n.dds New tree, Billboard DDS/TXT not found textures\terrain\lodgen\dyndolod.esm\reachtree02_0000cff3.dds, 3D LOD model not found reachtree02_21ED4E57 Mask: treeFile: C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_High.ini I'm using Happy Little Trees + Happy Little Trees Add-On - DynDLOD.
sheson Posted June 20 Author Posted June 20 2 hours ago, kawaiichamp said: I have missing metadata for generating tree LODs for my several of my trees. One of the reach tree LOD models shows red at the bottom in-game. Billboards not found confirmed in DynDOLOD_SSE_Tree_LOD.txt: Here's more information from DynDOLOD_SSE_Tree_Report.txt: I'm using Happy Little Trees + Happy Little Trees Add-On - DynDLOD. 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. https://dyndolod.info/Installation-Instructions Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Pay attention to all log messages (especially "file not found textures"). https://dyndolod.info/Messages/File-Not-Found-Textures#TexGen In case a texture is not found while running TexGen, it will be substituted with the default diffuse (full red color) for *.DDS or the default normal map (flat surface) for *_n.DDS
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