ra2phoenix Posted July 17 Posted July 17 Wanted to confirm that the bug with parent->child copies with enable markers added by a patch is now fixed in Alpha 194, thanks so much for looking at it.
Psymon Posted July 17 Posted July 17 (edited) I recently generated textgen/dyndolod and it seemingly gave my game a dirt brown filter or something to that effect. I save previous results and so when comparing them it is easy to see that there is a drastic difference in color space. I attach a few before and after. Is this a result of settings? Is there anything i can do to adjust? To be clear when I updated I deactivated the previous result plugins and fully uninstalled them. Went into an interior, saved, exited and then installed new results. upon loading the game all external world spaces look to have a brown filter worse than Oblivion Remaster has. So I rolled back saves and reloaded the previous results and get back the vibrant world I had spent months curating with CS beta etc (that I did not update during this). So I look at the MCM settings closer and it says to deactivate here, but the is it active option is checked and greyed out ... meaning I can't deactivate it. So I'm gonna try a few more times to deactivate, clean save, then install update again, but so far the darker pics here represent the new results and the brighter the old results. Literally the only difference with what is installed is the dyndolod results. The instructions for updating that are in MCM menus don't seem that clear. like do I need to just uninstall old results then make a clean save, or do i need to deactivate inside a menu, then uninstall, and clean save, etc? (oh I see 4mb means total not per image ... so only two pics) Also using console command to make sure weathers matched Edited July 17 by Psymon
sheson Posted July 17 Author Posted July 17 4 hours ago, ra2phoenix said: Wanted to confirm that the bug with parent->child copies with enable markers added by a patch is now fixed in Alpha 194, thanks so much for looking at it. Thanks for letting us know. Whatever I did in the test version back then also made it into 193 and newer.
sheson Posted July 17 Author Posted July 17 4 hours ago, Psymon said: I recently generated textgen/dyndolod and it seemingly gave my game a dirt brown filter or something to that effect. I save previous results and so when comparing them it is easy to see that there is a drastic difference in color space. I attach a few before and after. Is this a result of settings? Is there anything i can do to adjust? To be clear when I updated I deactivated the previous result plugins and fully uninstalled them. Went into an interior, saved, exited and then installed new results. upon loading the game all external world spaces look to have a brown filter worse than Oblivion Remaster has. So I rolled back saves and reloaded the previous results and get back the vibrant world I had spent months curating with CS beta etc (that I did not update during this). So I look at the MCM settings closer and it says to deactivate here, but the is it active option is checked and greyed out ... meaning I can't deactivate it. So I'm gonna try a few more times to deactivate, clean save, then install update again, but so far the darker pics here represent the new results and the brighter the old results. Literally the only difference with what is installed is the dyndolod results. The instructions for updating that are in MCM menus don't seem that clear. like do I need to just uninstall old results then make a clean save, or do i need to deactivate inside a menu, then uninstall, and clean save, etc? (oh I see 4mb means total not per image ... so only two pics) Also using console command to make sure weathers matched 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. Test what happens without any DynDOLOD output in the load order. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting DynDOLOD or TexGen typically do not add or affect screen space effects/records or weather etc. As such, the clean save routine when updating DynDOLOD is probably not going to make a difference to this particular problem. It could be indirectly related to worldspace and/or cell records. DynDOLOD copies them from the winning plugins when creating the DynDOLOD and Occlusion plugins. If the load order changes afterwards you might have to resolve conflicts manually or generate plugins from scratch. In order to deactivate DynDOLOD in the Sky UI MCM, you typically need to be in an exterior worldspace that has dynamic LOD. Without DynDOLOD output, DynDOLOD can not be active and there won't be a DynDOLOD Sky UI MCM to deacticate. The instructions imply that DynDOLOD output has to be active before starting the clean save routine. Also see https://dyndolod.info/Help/Clean-Save 1
Psymon Posted July 18 Posted July 18 Thanks. I ended up redoing it all again and this time used settings from the Community Shaders Visual Overhaul and it worked out this time. I really have no idea why it turned out so bad but it is working great now. The part about needing to be in the exterior overworld before disabling and not in an interior was one part that was not clear to me, but after going to exterior yes I could disable. thanks 1
bootlegbaby Posted July 20 Posted July 20 Hi sheson, Just noticed that the seasonal grass LOD swap is not working for me with alpha 194; the grass LOD is stuck in summer. I am keeping several backups for the entire Skyrim build, and noticed that it was working until June 20th. Which is using DynDOLOD a few versions before, before the recent updates for resources and NG-DLL. I did not change anything about grasses or seasons science then. Also noticed I am getting some errors in DynDOLOD_Summary_OutdatedBillboards.html, are they somewhat concerned? Here are the entire logs/summaries. Logs/Summaries
sheson Posted July 20 Author Posted July 20 4 hours ago, bootlegbaby said: Hi sheson, Just noticed that the seasonal grass LOD swap is not working for me with alpha 194; the grass LOD is stuck in summer. I am keeping several backups for the entire Skyrim build, and noticed that it was working until June 20th. Which is using DynDOLOD a few versions before, before the recent updates for resources and NG-DLL. I did not change anything about grasses or seasons science then. Also noticed I am getting some errors in DynDOLOD_Summary_OutdatedBillboards.html, are they somewhat concerned? Here are the entire logs/summaries. Logs/Summaries This typically means seasonal grass cache file versions like *.WIN.cgid were not found and LODGen.exe loaded the default/no season *.cgid files instead. Use Mo2 right window Data tab to make sure there are grass\Tamrielx*y*.WIN.cgid filles in the virtual data folder used by DynDOLOD. If that is the case, check if the entire worldspace is affected or maybe only just specific areas/cells fell back to the default grass. In that case only certain *.WIN.cgid files might be missing, so take note of the affected cell coordinates and then double check for the file for such a cell specifically. Report your findings. https://dyndolod.info/Messages/Billboard-For-Model-Does-Not-Contain-Texture If the message says that the billboard does not contain texture matches after generating billboards with TexGen, it means there was a problem, like missing textures. Pay attention to all log messages of TexGen when generating billboards. For example: DynDOLOD log: <Warning: Billboard for model Meshes\landscape\grass\tundragrassobj03.nif does not contain texture matches Update.esm TundraGrass03 [GRAS:0002ACD3]> TexGen log: <Error: File not found textures\landscape\grass\tundragrassobj03_DrJ.dds. Used by Meshes\landscape\grass\tundragrassobj03.nif Skyrim.esm TundraGrass03 [GRAS:0002ACD3]> 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 automatically. The first should be very obvious in case the generated object LOD texture or LOD billboard is used in the game and typically needs to be fixed. If you do not see red grass LOD, those billboards were not used and you do not need to worry about those full textures missing. 1
bootlegbaby Posted July 20 Posted July 20 Just rebuilt TexGen/DynDOLOD with turned off VRAMr, Parallaxgen, and ELSifier. Did not make any difference. Grass cash has all 4 seasons plus the default for all coordinates, using the same set as the working version in June. Maybe something is messed up from then to now, so I duplicated the June version and re-installed all the mods from that time, made a similar version to the current one. Will try to rebuild LODs.
Kronnus Posted July 21 Posted July 21 Hi, I'm encountering an issue that I suspect is related to Base Object Swapper. I'm playing on Skyrim VR using Base Object Swapper VR v 3.1.1, and the problem is with the animal totem LODs in Nordic ruins from the mod Children of the North Wind - Nordic Ruin Diversity. These LODs used to work properly in previous Dyndolod versions, such as v3.0.0.190, but now they’re not appearing correctly. I've already tried running with a minimal load order, but the issue persists. Here’s how my LOD currently looks in a fresh save: https://imgur.com/a/h6PsFaR And here’s how it’s supposed to look with the changes: https://imgur.com/a/V4lEAe8 If it helps, here is the BOS file that should be swapping the textures from the mod: https://drive.google.com/file/d/1X7n1qEgY69gVMYSsL3g3mMgM37ggOOad/view?usp=sharing This is my Log folder from the last dyndolod run: https://drive.google.com/file/d/1825aTO4JgboswqVE-m9a4j2_RJUhMhd7/view?usp=drive_link Any guidance or insight would be greatly appreciated!
sheson Posted July 22 Author Posted July 22 8 hours ago, Kronnus said: Hi, I'm encountering an issue that I suspect is related to Base Object Swapper. I'm playing on Skyrim VR using Base Object Swapper VR v 3.1.1, and the problem is with the animal totem LODs in Nordic ruins from the mod Children of the North Wind - Nordic Ruin Diversity. These LODs used to work properly in previous Dyndolod versions, such as v3.0.0.190, but now they’re not appearing correctly. I've already tried running with a minimal load order, but the issue persists. Here’s how my LOD currently looks in a fresh save: https://imgur.com/a/h6PsFaR And here’s how it’s supposed to look with the changes: https://imgur.com/a/V4lEAe8 If it helps, here is the BOS file that should be swapping the textures from the mod: https://drive.google.com/file/d/1X7n1qEgY69gVMYSsL3g3mMgM37ggOOad/view?usp=sharing This is my Log folder from the last dyndolod run: https://drive.google.com/file/d/1825aTO4JgboswqVE-m9a4j2_RJUhMhd7/view?usp=drive_link Any guidance or insight would be greatly appreciated! Also upload O:\SkyrimVR\FUS_Heavy\tools\DynDOLOD\Edit Scripts\Export\LODGen_TES5VR_Export_Tamriel.txt Post a useful screenshot of an affected full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs so I know what form IDs to look for in the logs.
bootlegbaby Posted July 22 Posted July 22 Hi, I have also placed grass bounds .esp very low, right on the DynDOLOD. Re-run DynDOLOD in the new build, but the seasonal grass LOD swap still does not happen. Here are the new logs, which appear to be almost identical to the last. Logs/Summaries Hope it will be back working in future releases.
sheson Posted July 22 Author Posted July 22 36 minutes ago, bootlegbaby said: Hi, I have also placed grass bounds .esp very low, right on the DynDOLOD. Re-run DynDOLOD in the new build, but the seasonal grass LOD swap still does not happen. Here are the new logs, which appear to be almost identical to the last. Logs/Summaries Hope it will be back working in future releases. If the LOD for a season has the same grass LOD as the default season, then it typically means seasonal grass cache file versions like *.WIN.cgid were not found and LODGen.exe loaded the default/no season *.cgid files instead. Use MO2 right window Data tab to make sure there are grass\Tamrielx*y*.WIN.cgid filles in the virtual data folder used by DynDOLOD. If that is the case, check if the entire worldspace is affected or maybe only just specific areas/cells fell back to the default grass. In that case only certain *.WIN.cgid files might be missing, so take note of the affected cell coordinates and then double check for the file for such a cell specifically. Report your findings.
Kronnus Posted July 22 Posted July 22 (edited) 9 hours ago, sheson said: Also upload O:\SkyrimVR\FUS_Heavy\tools\DynDOLOD\Edit Scripts\Export\LODGen_TES5VR_Export_Tamriel.txt Post a useful screenshot of an affected full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs so I know what form IDs to look for in the logs. I took a few screenshots. I hope this can help: https://imgur.com/a/8g4JDJF https://imgur.com/a/vluh3Dz Here the LODGen_TES5VR_Export_Tamriel.txt: https://drive.google.com/file/d/1RnIXVyAU7Sujzqmve_Sy28jWfjzkH_ul/view?usp=sharing Edited July 22 by Kronnus
bootlegbaby Posted July 22 Posted July 22 (edited) I used the command "cow tamriel 4 1" which will teleport to whiterun tundra. I then use the free camera and go straight to south, where we will see the border to tamriel 4 2. Looked in MO2's data tab, confirmed Tamrielx-004y-002 has all 4 seasons .cgid and default. DynDOLOD season option is correctly turned on for all 4 seasons, plus the default. This grass cache is used to work with previous versions and is not updated since then, so I guess it is not the cache's problem. Edited July 22 by bootlegbaby
sheson Posted July 22 Author Posted July 22 17 hours ago, bootlegbaby said: I used the command "cow tamriel 4 2" which will teleport to whiterun tundra. Looked in MO2's data tab, confirmed Tamrielx-004y-002 has all 4 seasons .cgid and default. This grass cache was used to work and not updated, so I guess it is not the cache's problem. Assuming the screenshot shows the winter season (force it with Season Type = 1 in po3_SeasonsOfSkyrim.ini). Upload the 2 files default *.cgid and the *.WIN.cgid shown in the MO2 screenshot. Also upload tamriel.4.-4.-4.bto and tamriel.4.-4.-4.WIN.bto - the ones that MO2 lists in its right window Data tab.
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