AMK Posted Monday at 02:43 PM Posted Monday at 02:43 PM 24 minutes ago, sheson said: Did you verify that the far away screenshots show object LOD by toggling it off/on with tll in console? https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots explains to use tfc to get closer to the object LOD. In MO2 right window Data tab, check which mod ..\Meshes\architecture\solitude\sbluepalace_lod.nif comes from. It should be from DynDOLOD Resources SE. It seems the NIF was modified, try restoring it from the download archive. Then just start the game and check if that makes a difference. Report results. If that does not make a difference, check/report in MO2 right window Data tab that ..\textures\lod\SLOD02.dds is from TexGen output. If it is, upload that file. I suggest to try to fix or remove the broken plugin DepthsOfSkyrim.esp. See https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME -toggling tll will cause all lod models (whole solitude including the problematic roof) to get disappear (only windows remain) -I check and assure you that this file `sbluepalace_lod.nif` is not overridden and is provided only by `DynDOLOD Resources SE 3` but even though i did as you said and replaced the file from a refresh download -yes `SLOD02.dds` is from texgen output and I will provide the link below: https://drive.google.com/file/d/1KA7feVmcVzrBHJpgwbknaVo6JM7iPdox/view?usp=drive_link thanks for hint regrading `DOS` I also saw some warning in sseedit while generating my grass cache but thought it's not that important, I'll get rid of that in my next grass cache generation. currently I'm just testing my lod generations for `tamriel` world so that I'll be sure that everything is OK.
sheson Posted Monday at 04:22 PM Author Posted Monday at 04:22 PM 1 hour ago, AMK said: -toggling tll will cause all lod models (whole solitude including the problematic roof) to get disappear (only windows remain) -I check and assure you that this file `sbluepalace_lod.nif` is not overridden and is provided only by `DynDOLOD Resources SE 3` but even though i did as you said and replaced the file from a refresh download -yes `SLOD02.dds` is from texgen output and I will provide the link below: https://drive.google.com/file/d/1KA7feVmcVzrBHJpgwbknaVo6JM7iPdox/view?usp=drive_link thanks for hint regrading `DOS` I also saw some warning in sseedit while generating my grass cache but thought it's not that important, I'll get rid of that in my next grass cache generation. currently I'm just testing my lod generations for `tamriel` world so that I'll be sure that everything is OK. Then just start the game and check if that makes a difference. Report results. I assume that did not change anything. The texture you uploaded looks as expected with the typical dark blue roof. Also upload ..\textures\lod\spbr_lod02.dds (should also be in TexGen output) ..\textures\architecture\solitude\SRoofBlueMetal01.dds and SRoofBlueMetal01_n.dds - report which mod they are from. Also upload ..\Meshes\architecture\solitude\sbluepalace.nif and sbluepalaceroof.nif from PGPatcher output.
AMK Posted Monday at 05:44 PM Posted Monday at 05:44 PM 1 hour ago, sheson said: Then just start the game and check if that makes a difference. Report results. I assume that did not change anything. The texture you uploaded looks as expected with the typical dark blue roof. Also upload ..\textures\lod\spbr_lod02.dds (should also be in TexGen output) ..\textures\architecture\solitude\SRoofBlueMetal01.dds and SRoofBlueMetal01_n.dds - report which mod they are from. Also upload ..\Meshes\architecture\solitude\sbluepalace.nif and sbluepalaceroof.nif from PGPatcher output. oh yes i started the game and noticed no change but forgot to mention it exactly (my english is not so good, takes long to write and I forgot what i had to say ) so as for what you requested: https://drive.google.com/file/d/1VTsvpYv2fYr2LgjVCF361iBqEwRp7rAU/view?usp=drive_link - spbr_lod02.dds : located in texgen - SRoofBlueMetal01.dds & SRoofBlueMetal01_n.dds : faultier's pbr skyrim - 2k AIO https://www.nexusmods.com/skyrimspecialedition/mods/125308 - sbluepalace.nif & sbluepalaceroof.nif : located in PGPatcher output I've included all of these in that zip file above. -------------------- your work is really appreciated and thanks !
sheson Posted Monday at 07:19 PM Author Posted Monday at 07:19 PM 1 hour ago, AMK said: oh yes i started the game and noticed no change but forgot to mention it exactly (my english is not so good, takes long to write and I forgot what i had to say ) so as for what you requested: https://drive.google.com/file/d/1VTsvpYv2fYr2LgjVCF361iBqEwRp7rAU/view?usp=drive_link - spbr_lod02.dds : located in texgen - SRoofBlueMetal01.dds & SRoofBlueMetal01_n.dds : faultier's pbr skyrim - 2k AIO https://www.nexusmods.com/skyrimspecialedition/mods/125308 - sbluepalace.nif & sbluepalaceroof.nif : located in PGPatcher output I've included all of these in that zip file above. -------------------- your work is really appreciated and thanks ! Can you upload a screenshot of the actual full model from inside Solitude so we can see what it actually looks with the CS shading using the PBR textures? This is probably about "metalness" PBR shading not being accounted for when dong a simple diffuse conversion from sRGB to linear with a gamma setting.
AMK Posted Monday at 07:40 PM Posted Monday at 07:40 PM 19 minutes ago, sheson said: Can you upload a screenshot of the actual full model from inside Solitude so we can see what it actually looks with the CS shading using the PBR textures? This is probably about "metalness" PBR shading not being accounted for when dong a simple diffuse conversion from sRGB to linear with a gamma setting. yeah sure resolution on this remote is enough or should i upload to google drive ? if you need anything else pls tell .
sheson Posted yesterday at 07:49 AM Author Posted yesterday at 07:49 AM On 11/8/2025 at 5:00 PM, mostwanted11 said: No visible difference. Trees are: Treepineforest01, Treepineforest02, Treepineforest03, Treepineforest04, Treepineforest05 Maybe this is as good as it gets even if it's unsatisfactory? https://limewire.com/d/BiZvs#ox2IAAcOPN The TexGen tweak worked and the texture is fine, thanks. Assuming the screenshots show 3D tree LOD models and not billboards. It is not entirely clear which tree base records are shown in the screenshots. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a screenshot of an associated full model with more informative console. I assume Treepineforest01, Treepineforest02, Treepineforest03, Treepineforest04 and Treepineforest05 are their editor IDs. While editor IDs are supposed to be unique in a load order, that is not guaranteed. Lets assume Treepineforest01 is 0001306D, TreePineForest02 is 00018A02, TreePineForest03 is 0004B016, TreePineForest04 is 0004FBB0, TreePineForest05 is 00051126. Based on the provided logs I see that the LOD model for 0001306D and 00051126 are unchanged. Only the LOD models for 00018A02, 0004B016 and 0004FBB0 (which uses the same full and LOD model as 00018A02) seem to differ. Based on that, I did this here for a test: Change the alpha threshold of the crown from 110 to 55 in the LOD model spruce_forest_slim01_summer_16985565passthru_lod.nif used by 00018A02. Do not change the alpha threshold of 55 in the LOD model spruce_forest_big03_summer_lod_0.nif used by 0001306D. The screenshots shows the LOD of 5 trees up front in the center. Two of then are 0001306D and three are 00018A02. The first is the default LOD models, middle is with both LOD models having an alpha threshold of 55. The third screenshot is with both LOD models having an alpha threshold of 1. The different thickness of the 3D tree LOD can be spotted easily. You should notice similar changes if doing similar changes. If you do not notice a difference, then you might be looking at LOD models that were not changed, the updated LOD not overwriting the old LOD or maybe at billboard tree LOD from the higher LOD levels.
sheson Posted yesterday at 09:25 AM Author Posted yesterday at 09:25 AM 13 hours ago, AMK said: yeah sure resolution on this remote is enough or should i upload to google drive ? if you need anything else pls tell. Lets try this: Download these shaders https://mega.nz/file/tdYCjKpJ#SxhmH9iQ-5bi7b6MNDSanhGNg9JXRbN_U75SXQ0WuHw and replace the files in D:\Games\[Tools]\skyrim Tools\DynDOLOD\Edit Scripts\DynDOLOD\shaders\ Edit D:\Games\[Tools]\skyrim Tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and change sRGBGamma=1.412 as a new starting point. Start TexGen and only check Rendered Object OD Textures and click the Start button to generate them. Install output as a second TexGen output mod that overwrites the first so it replaces the old rendered LOD textures. Start DynDOLOD in Expert Mode and select only the Tamriel worldspace and click the Rebuild Atlas button. Install output as a second DynDOLOD output mod or merge with the existing one so it overwrite the old atlas textures. Compare in game if the LOD for the roof now matches better and that the rest of Solitude that was fine before still matches as well. Also compare the the LOD of copper roofs and doors of Markarth and Dwemer ruins before/after. Report results. 1
AMK Posted 19 hours ago Posted 19 hours ago (edited) 21 hours ago, sheson said: Lets try this: Download these shaders https://mega.nz/file/tdYCjKpJ#SxhmH9iQ-5bi7b6MNDSanhGNg9JXRbN_U75SXQ0WuHw and replace the files in D:\Games\[Tools]\skyrim Tools\DynDOLOD\Edit Scripts\DynDOLOD\shaders\ Edit D:\Games\[Tools]\skyrim Tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and change sRGBGamma=1.412 as a new starting point. Start TexGen and only check Rendered Object OD Textures and click the Start button to generate them. Install output as a second TexGen output mod that overwrites the first so it replaces the old rendered LOD textures. Start DynDOLOD in Expert Mode and select only the Tamriel worldspace and click the Rebuild Atlas button. Install output as a second DynDOLOD output mod or merge with the existing one so it overwrite the old atlas textures. Compare in game if the LOD for the roof now matches better and that the rest of Solitude that was fine before still matches as well. Also compare the the LOD of copper roofs and doors of Markarth and Dwemer ruins before/after. Report results. ok I did as you instructed and here is the result (exactly result of what you said): << below are Main Textures from Inside >> but then I went and check the main textures from inside in a better weather and here is how it looks (the previous ones were in a misty weather sry my bad) : << below is how it was looking with default dyndolod settings >> << below is my tweaked srgbgamma value in .ini file - sRGBGamma=0.9 >> as you can see setting that `sRGBGamma` value to lower values in my opinion is better but the problem is that foundation and other object get so much darker ( I hope this is not because I did a part of the process wrong I tried to do exactly as you said) I think the best way to address this issue with metal PBR textures is to apply a lower gamma exclusively to them (But I have no clue if this is even possible or achievable.). or maybe should I use another non-pbr texture specifically for these kind of cases while generating dyndolod (for example this bluepalaceroof) what do you suggest I do next ? I should also mention that this issue isn’t of high importance to me. My main goal was just to make sure I was using your tool correctly. That said, I really appreciate your help so far. If you’re now planning to work on improving the PBR metal texture conversion, I’d be happy to help with testing and anything else you might need. Edited 18 hours ago by AMK
GodhandXLVII Posted 5 hours ago Posted 5 hours ago Hello! I'm building a modlist that utilizes Community Shaders (and all of its nexus mods), Seasons of Skyrim, and Seasonal Landscapes. I've generated grass cache files for each season, used Texgen to create the grass lod textures, and finally DynDolod to place those textures on the lods. I'm having a weird color mismatch though, and upon closer inspection, I was able to determine that the grass mesh isn't textured properly. Now here is where I am stumped: I've created the textures (texture file proof in the imgur), and they should look like preview in texgen, but Dyndolod is not rendering those textures. From what I understand about DynDolod (not much), it should use the textures generated by Texgen for the grass lods. So this must mean that Dyndolod is not picking up the correct textures for some reason. https://imgur.com/a/tyPVNgm (All images in here) I'd appreciate any help in troubleshooting this, advice on where to check next, or even correcting some fundamental misunderstanding I have about how Lods work. I can provide a mod list too, but I didn't want to clutter up the post in case it wasn't needed.
sheson Posted 3 hours ago Author Posted 3 hours ago 17 hours ago, AMK said: ok I did as you instructed and here is the result (exactly result of what you said): << below are Main Textures from Inside >> but then I went and check the main textures from inside in a better weather and here is how it looks (the previous ones were in a misty weather sry my bad) : << below is how it was looking with default dyndolod settings >> << below is my tweaked srgbgamma value in .ini file - sRGBGamma=0.9 >> as you can see setting that `sRGBGamma` value to lower values in my opinion is better but the problem is that foundation and other object get so much darker ( I hope this is not because I did a part of the process wrong I tried to do exactly as you said) I think the best way to address this issue with metal PBR textures is to apply a lower gamma exclusively to them (But I have no clue if this is even possible or achievable.). or maybe should I use another non-pbr texture specifically for these kind of cases while generating dyndolod (for example this bluepalaceroof) what do you suggest I do next ? I should also mention that this issue isn’t of high importance to me. My main goal was just to make sure I was using your tool correctly. That said, I really appreciate your help so far. If you’re now planning to work on improving the PBR metal texture conversion, I’d be happy to help with testing and anything else you might need. Unless CS makes LOD shader modifications it will be not really possible to match the exact look with the standard and limited LOD shader. Especially the different metal/glossiness reacting differently weather. If you happen to know how to program shaders, look at the DirectX shader source from CS and the OpenGL shader source used by TexGen I uploaded. Right now, the OpenGL is just some standard implementation. I will continue testing to see what's is possible to change or influence when baking into a standard diffuse instead of converting it from sRGB to linear. 1
sheson Posted 2 hours ago Author Posted 2 hours ago 2 hours ago, GodhandXLVII said: Hello! I'm building a modlist that utilizes Community Shaders (and all of its nexus mods), Seasons of Skyrim, and Seasonal Landscapes. I've generated grass cache files for each season, used Texgen to create the grass lod textures, and finally DynDolod to place those textures on the lods. I'm having a weird color mismatch though, and upon closer inspection, I was able to determine that the grass mesh isn't textured properly. Now here is where I am stumped: I've created the textures (texture file proof in the imgur), and they should look like preview in texgen, but Dyndolod is not rendering those textures. From what I understand about DynDolod (not much), it should use the textures generated by Texgen for the grass lods. So this must mean that Dyndolod is not picking up the correct textures for some reason. https://imgur.com/a/tyPVNgm (All images in here) I'd appreciate any help in troubleshooting this, advice on where to check next, or even correcting some fundamental misunderstanding I have about how Lods work. I can provide a mod list too, but I didn't want to clutter up the post in case it wasn't needed. 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. None of the screenshots seem to show a color mismatch but maybe a difference in brightness. 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. You posted a screenshot of Windows Explorer showing icons. Open the billboard texture in an image viewer to see how it actually looks. Grass LOD billboards are typically really small since they do not need more than a few pixels on screen in the distance where they are used. 1
AMK Posted 2 hours ago Posted 2 hours ago (edited) 1 hour ago, sheson said: Unless CS makes LOD shader modifications it will be not really possible to match the exact look with the standard and limited LOD shader. Especially the different metal/glossiness reacting differently weather. If you happen to know how to program shaders, look at the DirectX shader source from CS and the OpenGL shader source used by TexGen I uploaded. Right now, the OpenGL is just some standard implementation. I will continue testing to see what's is possible to change or influence when baking into a standard diffuse instead of converting it from sRGB to linear. OK, no I don't know anything about shaders and how they work but I'm sure your tool and CS will get upgraded to better support each other because both are a necessity in each load-order. I'm very thankful for the time you spent on the matter. But I also have another question from you, if you remember you told me about a problematic mod when you check my logs and it was `DepthOfSkyrim.esp` now I found out somehow it was corrupted from my own changes and I've reinstalled it again and it doesn't show anymore HITME warning in SSEEdit. should I rebuild my dyndolod from scratch to resolve any issue ? (grass cache -> XLodGen -> TexGen -> Dyndolod) or is there a shorter way ? or not necessary at all to rebuild anything ? Edited 2 hours ago by AMK
sheson Posted 45 minutes ago Author Posted 45 minutes ago 1 hour ago, AMK said: OK, no I don't know anything about shaders and how they work but I'm sure your tool and CS will get upgraded to better support each other because both are a necessity in each load-order. I'm very thankful for the time you spent on the matter. But I also have another question from you, if you remember you told me about a problematic mod when you check my logs and it was `DepthOfSkyrim.esp` now I found out somehow it was corrupted from my own changes and I've reinstalled it again and it doesn't show anymore HITME warning in SSEEdit. should I rebuild my dyndolod from scratch to resolve any issue ? (grass cache -> XLodGen -> TexGen -> Dyndolod) or is there a shorter way ? or not necessary at all to rebuild anything ? Check if DepthsOfSkyrim.esp is a master in any of the created patch plugins. If that is the case, check the patch plugins for errors in particular for unresolved form IDs. In that case those should be fixed manually or by generating from scratch. Otherwise, if there are CTD or odd issues in the game, test without output/patch plugins and in case that makes a difference generate new output from scratch. https://dyndolod.info/FAQ#Checking-DynDOLOD-plugins-for-errors-with-xEdit
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