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Posted (edited)

not sure how easy it is to see but the lod 4 and out models are a few shades brighter then when you get out of lod range into normal up close viewing its way darker. ill try the 1.4 and see how it goes everything else besides these looks nice though so im not sure what else to try changing besides the gamma like you said. 

 

ok the 1.4 is way way closer to the point that its almost unnoticeable. between this and the grass cache settings this weekend was a lot of crunching into tryin to get the lods looking al good and matching better. i got the grass way closer to by messing with the brightness settings in texgen and ramping them up to like 250 and 200 instead of the 150 and like 100 that most people was suggesting.  

 

sorry i know this was mostly me rambling but the help is appreciated with this stuff i have a hard to learning if i cant see it in action just reading stuff doesn't stick with me well.

Edited by A1racer
Posted
On 8/12/2025 at 5:54 AM, DarthVitrial said:

Got a crash with TexGen with "<Warning: Error reading texture textures\architecture\highhrothgar\hhwin02_g.dds>".  I have nothing overwriting that texture or any edited meshes. Log, debug log, and bugreport.txt attached. It's been quite a while since I've done lodgen/texgen so hopefully I didn't mess anything up here.

TexGen_SSE_log.txt 227.07 kB · 1 download TexGen_SSE_Debug_log.zip 311.72 kB · 1 download bugreport.txt 563.17 kB · 1 download

Is this repeatable? If so, try this test version https://mega.nz/file/tMJXUIga#M1ql_yZbkNghUNAkub2y80lXuDWM-XIMB8Eti3N-yk4

  • Thanks 1
Posted
7 hours ago, A1racer said:

not sure how easy it is to see but the lod 4 and out models are a few shades brighter then when you get out of lod range into normal up close viewing its way darker. ill try the 1.4 and see how it goes everything else besides these looks nice though so im not sure what else to try changing besides the gamma like you said. 

ok the 1.4 is way way closer to the point that its almost unnoticeable. between this and the grass cache settings this weekend was a lot of crunching into tryin to get the lods looking al good and matching better. i got the grass way closer to by messing with the brightness settings in texgen and ramping them up to like 250 and 200 instead of the 150 and like 100 that most people was suggesting.  

sorry i know this was mostly me rambling but the help is appreciated with this stuff i have a hard to learning if i cant see it in action just reading stuff doesn't stick with me well.

Sounds like things are matching OK now. Enjoy.

  • Like 1
Posted (edited)

Different  issue, I had TexGen (that new one you made above - no crashes!) generate textures for five modified trees I have. For three of them it generated as expected, for two of them it said "False" in the tree billboards txt file it generated and made no textures. Any idea why?
I've attached all five of the modified trees in question (02 and 05 are the ones it did not generate for) as well as the logs.

treepineforest05.nif treepineforest02.nif TexGen_SSE_log.txt TexGen_SSE_Debug_log.7z TexGen_SSE_Tree_Billboards.txt treepineforest01.nif treepineforest03.nif treepineforest04.nif

Edited by DarthVitrial
Posted
1 hour ago, DarthVitrial said:

Different  issue, I had TexGen (that new one you made above - no crashes!) generate textures for five modified trees I have. For three of them it generated as expected, for two of them it said "False" in the tree billboards txt file it generated and made no textures. Any idea why?
I've attached all five of the modified trees in question (02 and 05 are the ones it did not generate for) as well as the logs.

treepineforest05.nif 58.3 kB · 0 downloads treepineforest02.nif 149.5 kB · 0 downloads TexGen_SSE_log.txt 165.35 kB · 0 downloads TexGen_SSE_Debug_log.7z 524.8 kB · 0 downloads TexGen_SSE_Tree_Billboards.txt 14.77 kB · 0 downloads treepineforest01.nif 250.65 kB · 0 downloads treepineforest03.nif 50.12 kB · 0 downloads treepineforest04.nif 58.06 kB · 0 downloads

It is probably a bug in the test version. Generate billboards with the Alpha-194 release version to double check if it generates the two (and all others) billboards as usual.

Posted
39 minutes ago, sheson said:

It is probably a bug in the test version. Generate billboards with the Alpha-194 release version to double check if it generates the two (and all others) billboards as usual.

It seemed to work with the release, yeah

Posted
9 hours ago, DarthVitrial said:

It seemed to work with the release, yeah

In treepineforest02.nif and treepineforest05.nif all shapes seem to be skinned. Typically the second switch node is not skinned. TexGen only uses non skinned shapes.

  • Like 1
Posted

 Hello,

4 SCREENSHOTS LINK

I am not sure what has changed on my end.  I am using the latest version of Dyndolod 3.0, resources and the DLL.   I have also utilized recommended settings here for my INI and Dyndolod.  https://stepmodifications.org/wiki/SkyrimSE:2.4

I have attached relevant logs, but I seem to have lost some? LODs.  as I just get abrupt pop in on certain object at a somewhat close range.  Such as the walls missing on the vanilla Fort Greymore... Or the The briarwood chalet being placed by the Doubt Suspended Quest mod.  This was not occurring before so I am not sure what happened or what I did.

Tex Gen Log too big to attach from 1 session so uploaded here

 

 

DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug_log.txt TexGen_SSE_log.txt DynDOLOD_SSE_ModelsUsed_Tamriel.txt DynDOLOD_SSE_TexturesUsed_Tamriel.txt

 

EDIT: I believe this may have been due to using an older rules/preset ... I was able to correct the issue by loading the high preset and then making some custom changes I wanted.

 

 

Posted
15 hours ago, sheson said:

In treepineforest02.nif and treepineforest05.nif all shapes seem to be skinned. Typically the second switch node is not skinned. TexGen only uses non skinned shapes.

Oh, of course. Thanks, we'll fix that. 

Posted
14 hours ago, Soulmancer said:

 Hello,

4 SCREENSHOTS LINK

I am not sure what has changed on my end.  I am using the latest version of Dyndolod 3.0, resources and the DLL.   I have also utilized recommended settings here for my INI and Dyndolod.  https://stepmodifications.org/wiki/SkyrimSE:2.4

I have attached relevant logs, but I seem to have lost some? LODs.  as I just get abrupt pop in on certain object at a somewhat close range.  Such as the walls missing on the vanilla Fort Greymore... Or the The briarwood chalet being placed by the Doubt Suspended Quest mod.  This was not occurring before so I am not sure what happened or what I did.

Tex Gen Log too big to attach from 1 session so uploaded here

DynDOLOD_SSE_log.txt 248.96 kB · 0 downloads DynDOLOD_SSE_Debug_log.txt 2.45 MB · 0 downloads TexGen_SSE_log.txt 949.22 kB · 0 downloads DynDOLOD_SSE_ModelsUsed_Tamriel.txt 9.37 kB · 0 downloads DynDOLOD_SSE_TexturesUsed_Tamriel.txt 31.63 kB · 0 downloads

 

EDIT: I believe this may have been due to using an older rules/preset ... I was able to correct the issue by loading the high preset and then making some custom changes I wanted.

The DynDOLOD logs just show the tool being started and closed. If you need help troubleshooting or want to report a problem, then provide the log and debug log from the actual LOD generation session.

Posted

Ok, fixed the trees, thank you for your time! Question, is there anything we can do when making a new worldspace to have it be DyndoLod-ready? Files we can generate for the dyndolod resources mod?

Posted

My Skyrim SE 1.6.1170 modlist keeps freezing when creating a new character and entering the character creation screen. It also gets stuck on an infinite loading screen whenever I load any save. I have narrowed the issue down to a conflict between DynDOLOD and Skyrim Together Reborn. I have tried disabling numerous other mods and nothing else seems to fix the issue. I have also noticed several others with this issue on Nexus and in the STR discord. I thought I should bring it up here in case it isn't a known issue.

I am using the latest fork of STR which implements support for SSE Engine Fixes but requires you to disable the EF memory manager and scaleform allocator. Whenever I load DynDOLOD output as a mod (generated with NG or old SE DLLs), I freeze.  My assumption is that either DynDOLOD requires Engine Fixes to some extent or STR's memory manager isn't as capable as EF's.

Is there anything I can do about this? Thanks in advance! :heart:

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