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Posted
23 minutes ago, Sundayay said:

Yes, I cranked up the settings in hope it would solve the Whiterun Tundra issue seen in the screenshot. Is that look actually normal that it looks like this. I started with the exact settings from the STEP-Guide and than started trying out different settings. At first it was only around 40 - 50 minutes and the output was around 14.6 Gb. Thank you for the fast replies. I am very sorry, as I said, I am new to using DynDOLOD.

I would say grass LOD brightness not matching full grass is not normal.

https://dyndolod.info/Help/Grass-LOD
Grass LOD is generated for LOD level 4 only.

https://dyndolod.info/How-LOD-Works near the bottom is a screenshot that explains why the different LOD levels are large squares.

Posted
1 hour ago, ssuamier1 said:

Yes, it is a patch for LOTD + ES + JK + BPT: JBP - LOTD Dwemer Lantern Fix: https://www.nexusmods.com/skyrimspecialedition/mods/68964
After checking the mod, found it is not compatible anymore with ES 2.8. Removed that and replaced with older Jk AIO patch that (unfortunately) removes Jk's Skyrim content.

I assume after that that error message is gone or is there still another plugin moving the reference?

Posted

Like I have seen mentioned here as well as elsewhere, I had the issue with Texgenx64 failing to execute correctly on the /meshes/landscape/grass/ivydrj.nif from the Cathedral Grass Mesh Library mod that is used by Freak's Floral Fields, among other grass mods. It would basically always fail to render the billboard, giving an OpenGL Invalid Operation Error, but I did end up pinning down what exactly was causing that particular error at least in my case by another Grass Mesh that had gotten updated/changed since my last run and was always failing 100% of the time. I have been using PBR textures in my mod list, which needs PGPatcher to patch nifs, and it turned out that from having the mod https://www.nexusmods.com/skyrimspecialedition/mods/149315 installed, it would patch /meshes/landscape/ferngrass.nif to add the environmental mask that was added in that mod, which would get the exact same error that I encountered in ivydrj.nif, and by comparing the old and new mesh, it appears that texgen, at least in certain driver setups, will fail to render nifs that are set to the environmental mask shader type. If you go into the nif in nifskope and change the shader type to default, it is able to be rendered in the HD Grass preview just fine, as well as at least across numerous runs, always be able to set up as a grass billboard. I'm not sure if this is a constant or just setup/driver based, but at the very least that was the common demoninator that I found, and by changing the shader type it would complete successfully many times. Just thought I would report that particular finding, for anyone else who has been having that error with that particular nif, or perhaps even others, and hopefully it's able to be fixed on the texgen side as well.

Posted
On 9/6/2025 at 12:25 PM, JDGBOLT said:

Like I have seen mentioned here as well as elsewhere, I had the issue with Texgenx64 failing to execute correctly on the /meshes/landscape/grass/ivydrj.nif from the Cathedral Grass Mesh Library mod that is used by Freak's Floral Fields, among other grass mods. It would basically always fail to render the billboard, giving an OpenGL Invalid Operation Error, but I did end up pinning down what exactly was causing that particular error at least in my case by another Grass Mesh that had gotten updated/changed since my last run and was always failing 100% of the time. I have been using PBR textures in my mod list, which needs PGPatcher to patch nifs, and it turned out that from having the mod https://www.nexusmods.com/skyrimspecialedition/mods/149315 installed, it would patch /meshes/landscape/ferngrass.nif to add the environmental mask that was added in that mod, which would get the exact same error that I encountered in ivydrj.nif, and by comparing the old and new mesh, it appears that texgen, at least in certain driver setups, will fail to render nifs that are set to the environmental mask shader type. If you go into the nif in nifskope and change the shader type to default, it is able to be rendered in the HD Grass preview just fine, as well as at least across numerous runs, always be able to set up as a grass billboard. I'm not sure if this is a constant or just setup/driver based, but at the very least that was the common demoninator that I found, and by changing the shader type it would complete successfully many times. Just thought I would report that particular finding, for anyone else who has been having that error with that particular nif, or perhaps even others, and hopefully it's able to be fixed on the texgen side as well.

Moved to the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug (with GLDebug=1) log to upload when making posts.
If you have narrowed down a problem to a specific asset in your load order, then upload that asset and whatever other assets it requires, especially the cubemap texture. In particular if the asset(s) can not be acquired elsewhere. Make sure you are using the latest version of PGPatcher.

The linked mod does not contain a ferngrass.nif or any PBR textures, so it is unclear what PBR mods are used or required to reproduce.

There are plenty of NIFs using the environment shader already which are loaded and rendered TexGen without problem. So there is a to be at least a second factor in your specific asset.

https://dyndolod.info/Messages/Exceptions#OpenGL
This can be also a bug with the tools encountering unexpected situations. Add GLDebug=1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI and make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.

Posted (edited)
On 9/5/2025 at 10:50 PM, sheson said:

I assume after that that error message is gone or is there still another plugin moving the reference?

No, the error message is gone. To sum up
1) The patch for JKs Skyrim that is recommended in Enhanced Solitude is for an older version. A newer patch does not exist. So the only way going forward is to use the older overwrite of JKs Skyrim that removes Solitude changes completely. Drawback: If you have another JKs Skyrim overwrite, you need to merge both of them. A real patch would be better
2) There is a conflict between ES and Alternate Perspective. ES adds a new Winking Skever under a different name, causing texture flickering and other conflicts if the original one gets re-enabled. For AP you need to create a patch since load-order cannot be changed. It's quite simply, simply override the "restoration" of the original Winking Skeever into a new ESPFE.
3) There is a conflict between Lux Orbis and Bryling House. I have greatly reduced Lux Orbis and cannot use the ES Patch for Lux Orbis. Instead I created a similar patch like for 2) to remove the Lux Orbis Master ESM Edit of ES.

No I did a new run which took > 4h (so nearly double amount of time) with way less errors, that should be easily resolvable and the most important is that Occlusion was generated. I attached the logs just in case, haven't looked if something stopped early (archive has 4 logs). Thank you.

https://www.mediafire.com/file/xzyodalulhg628f/DynDOLOD_Dbg_log.7z

Edited by ssuamier1
Posted
3 hours ago, ssuamier1 said:

No, the error message is gone. To sum up
1) The patch for JKs Skyrim that is recommended in Enhanced Solitude is for an older version. A newer patch does not exist. So the only way going forward is to use the older overwrite of JKs Skyrim that removes Solitude changes completely. Drawback: If you have another JKs Skyrim overwrite, you need to merge both of them. A real patch would be better
2) There is a conflict between ES and Alternate Perspective. ES adds a new Winking Skever under a different name, causing texture flickering and other conflicts if the original one gets re-enabled. For AP you need to create a patch since load-order cannot be changed. It's quite simply, simply override the "restoration" of the original Winking Skeever into a new ESPFE.
3) There is a conflict between Lux Orbis and Bryling House. I have greatly reduced Lux Orbis and cannot use the ES Patch for Lux Orbis. Instead I created a similar patch like for 2) to remove the Lux Orbis Master ESM Edit of ES.

No I did a new run which took > 4h (so nearly double amount of time) with way less errors, that should be easily resolvable and the most important is that Occlusion was generated. I attached the logs just in case, haven't looked if something stopped early (archive has 4 logs). Thank you.

https://www.mediafire.com/file/xzyodalulhg628f/DynDOLOD_Dbg_log.7z

That Occlusion quality 3 sure taking its time. A thing to check would be the duplicated cell conflicts between WTT and Rigmor. Without having looked into that myself it might mean that Rigmor has content in the north east with which WTT might interfere with.

  • Like 1
Posted

I just wanted to say thank you Sheson for your prompt help and for all the work you are doing. After restoring the original ini with just the few tweaks described by you and some adjustments in the coloursettings I am back to normal 45-50 minutes of DynDOLOD and 14.5 Gb Output. The main problem was the coloursettings in the DynDOLOD_SSE.ini together with the TexGen settings for  Grass. I got it fixed now and it looks awesome. So thank you again for your prompt help and everything. 

All the best to you all, Sundayay.

Posted
25 minutes ago, Sundayay said:

I just wanted to say thank you Sheson for your prompt help and for all the work you are doing. After restoring the original ini with just the few tweaks described by you and some adjustments in the coloursettings I am back to normal 45-50 minutes of DynDOLOD and 14.5 Gb Output. The main problem was the coloursettings in the DynDOLOD_SSE.ini together with the TexGen settings for  Grass. I got it fixed now and it looks awesome. So thank you again for your prompt help and everything. 

All the best to you all, Sundayay.

You are welcome. Enjoy!

  • sheson changed the title to DynDOLOD 3.00 Alpha 195
Posted

Hello everyone. So, it seems that I have a low IQ Xd, so I can not understand why this happens and what to do, now I will try to explain everything in order. I already asked on the CS community forum, so here is a part of my post from there: "I tried to change the level of detailing for certain models using the "Mesh Mask" parameter in the DynDolod settings. I wanted the full model to always be drawn, and this worked for some buildings, the level of detail did not change, no matter how far I walked away, however, not all buildings are displayed correctly, some objects just disappear when I move away, there is not even any low-poly model, just an empty space. I tried for a long time to figure out why this happens and found the culprit in the form of BDS Snow 3" I will leave a short video under the post, where everything is visible in detail, screenshots of the DynDolod settings + logs. The latest version from the nexus updated on September 9th was used.

Short video , Mesh Mask Settings , List of models for which I changed the level of detail , ModList .

Logs ==> TexGen_SSE_log.txt , TexGen_SSE_Debug_log.txt , DynDOLOD_SSE_log.txt , DynDOLOD_SSE_Debug_log.txt , DynDOLOD_SSE_ModelsUsed_Tamriel.txt , DynDOLOD_SSE_TexturesUsed_Tamriel.txt .

 

Posted

Hi. I get the error message from TexGen "Duplicates are not allowed" with no more information.
DynDOLOD DLL NG Alpha-38 and DynDOLOD 3 Alpha-195
Logs

Posted
7 hours ago, Trixilolzqt said:

Hello everyone. So, it seems that I have a low IQ Xd, so I can not understand why this happens and what to do, now I will try to explain everything in order. I already asked on the CS community forum, so here is a part of my post from there: "I tried to change the level of detailing for certain models using the "Mesh Mask" parameter in the DynDolod settings. I wanted the full model to always be drawn, and this worked for some buildings, the level of detail did not change, no matter how far I walked away, however, not all buildings are displayed correctly, some objects just disappear when I move away, there is not even any low-poly model, just an empty space. I tried for a long time to figure out why this happens and found the culprit in the form of BDS Snow 3" I will leave a short video under the post, where everything is visible in detail, screenshots of the DynDolod settings + logs. The latest version from the nexus updated on September 9th was used.

Short video , Mesh Mask Settings , List of models for which I changed the level of detail , ModList .

Logs ==> TexGen_SSE_log.txt , TexGen_SSE_Debug_log.txt , DynDOLOD_SSE_log.txt , DynDOLOD_SSE_Debug_log.txt , DynDOLOD_SSE_ModelsUsed_Tamriel.txt , DynDOLOD_SSE_TexturesUsed_Tamriel.txt .

 

https://dyndolod.info/Official-DynDOLOD-Support-Forum
The official DynDOLOD support forum should be preferred over any other resource where only second hand knowledge is available at best. Posting about problems anywhere else usually results in wrong answers, wrong assumptions and wrong suggestions and does not really help to fix or improve the tools, procedures or documentation for everyone.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
Do not post screenshots of the tools, unless it is about visual issues with the user interface. The used settings and options are typically documented in the debug log already.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
A useful screenshot of the full model and a screenshot of no full model and no LOD in the LOD area would have sufficed.

The source of the problem is unrelated to DynDOLOD and seems to be an engine limitation where overwriting temporary references to make them persistent does not always seem to work properly.

Instead of instructing to flag the original reference as neverfade/IsFullLOD - which  means the object LOD Levels and the Grid settings are irrelevant, set the Reference dropdown to Unchanged (in that case change the Grid drop down to Far Full) . Then the full model is used for actual object LOD generation with the HD snow LOD shader. Which should usually be sufficient. It will require a bit more performance/resources than using the object LOD models for object LOD.

If you rather want the full model to not have object LOD there are two options:
1) Set the Grid dropdown to Far Full and the object LOD levels to None, so the full models are disabled past the far grid. Will require a bit more performance/resources than object LOD.
2) Set the Grid dropdown to Neverfade and the object LOD levels to None for worse performance but showing the full model past the Far Grid.

The distance of the Far Grid can be changed in the DynDOLOD SkyUI Settings page.

Posted
24 minutes ago, Levi said:

Hi. I get the error message from TexGen "Duplicates are not allowed" with no more information.
DynDOLOD DLL NG Alpha-38 and DynDOLOD 3 Alpha-195
Logs

This should be fixed in Alpha-196

  • sheson changed the title to DynDOLOD 3.00 Alpha 196
Posted
1 hour ago, sheson said:

https://dyndolod.info/Official-DynDOLOD-Support-Forum
The official DynDOLOD support forum should be preferred over any other resource where only second hand knowledge is available at best. Posting about problems anywhere else usually results in wrong answers, wrong assumptions and wrong suggestions and does not really help to fix or improve the tools, procedures or documentation for everyone.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
Do not post screenshots of the tools, unless it is about visual issues with the user interface. The used settings and options are typically documented in the debug log already.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
A useful screenshot of the full model and a screenshot of no full model and no LOD in the LOD area would have sufficed.

The source of the problem is unrelated to DynDOLOD and seems to be an engine limitation where overwriting temporary references to make them persistent does not always seem to work properly.

Instead of instructing to flag the original reference as neverfade/IsFullLOD - which  means the object LOD Levels and the Grid settings are irrelevant, set the Reference dropdown to Unchanged (in that case change the Grid drop down to Far Full) . Then the full model is used for actual object LOD generation with the HD snow LOD shader. Which should usually be sufficient. It will require a bit more performance/resources than using the object LOD models for object LOD.

If you rather want the full model to not have object LOD there are two options:
1) Set the Grid dropdown to Far Full and the object LOD levels to None, so the full models are disabled past the far grid. Will require a bit more performance/resources than object LOD.
2) Set the Grid dropdown to Neverfade and the object LOD levels to None for worse performance but showing the full model past the Far Grid.

The distance of the Far Grid can be changed in the DynDOLOD SkyUI Settings page.

Thank you, Sheson! I repeated the steps you recommended, it really helped, now everything looks correct.

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