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Posted
26 minutes ago, Trademark said:

I can't seem to edit this post anymore, but here is the info from SSEEdit:

Screenshot 1 (ReferenceID 18006e5b), EditorID = legacyoftheDragonbornesm_13DD6F_DynDOLOD_PATCH
Screenshot 2 (ReferenceID 18006e5a), EditorID = legacyoftheDragonbornesm_13DD6E_DynDOLOD_PATCH
Screenshot 3 (ReferenceID 18006f3b), EditorID = lotdmuseumdressupesp_000820_DynDOLOD_CHILD
Screenshot 4 (ReferenceID fe1e7814), EditorID = [empty], [REFR:FE1E7814] (places SBardsCollege [STAT:00037F0C] in GRUP Cell Temporary Children of WBPTerrace02 [CELL:00009298] (in Tamriel "Skyrim" [WRLD:0000003C] at -13,24))
Screenshot 5 (ReferenceID c6034fa0), EditorID = lotdmuseumdressupesp_000814_Tamriel_DynDOLOD_GLOW
Screenshot 6 (ReferenceID c603116c), EditorID = dyndolodesm_006E3C_skyrimesm_0aedee_DynDOLOD_PATCH_DynDOLOD_CHILD

---

FE1E7 = LOTD Museum Dress-up.esp

---

[REFR:000AEDEE] is touched by The Great City of Solitude.esp:
XLRL is set to SolitudeDocksLocation "Solitude" [LCTN:000358B9]
DATA (position) is changed slightly

It does not appear to be touched by any other plugin.

Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_legacyofthedragonbornv5esm_tamriel.patch in notepad and remove the 4 last lines:
(The purpose of those  rules is to add the rocks as large references).

copy2esm=legacyoftheDragonborn.esm;0013DD6E,Record Header\Record Flags=0,Cell=skyrim.esm;000092BA
delete=legacyoftheDragonborn.esm;0013DD6E
copy2esm=legacyoftheDragonborn.esm;0013DD6F,Record Header\Record Flags=0,Cell=skyrim.esm;000092BA
delete=legacyoftheDragonborn.esm;0013DD6F

Same file, find and remove:
(judging by screenshot 6, maybe remove the next two lines as well for 000aedef and 000aedfe.

copy=skyrim.esm;000aedee,Cell=skyrim.esm;00037eec,Record Header\Record Flags=0,EDID=NOLOD

Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_mod_world_ignore.txt in notepad and add a line:

LOTD Museum Dress-up.esp=SolitudeWorld

Let me know how it goes.  I made these suggestion just by the information provided without reproducing the setup.

Posted
1 hour ago, sheson said:

Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_legacyofthedragonbornv5esm_tamriel.patch in notepad and remove the 4 last lines:
(The purpose of those  rules is to add the rocks as large references).


copy2esm=legacyoftheDragonborn.esm;0013DD6E,Record Header\Record Flags=0,Cell=skyrim.esm;000092BA
delete=legacyoftheDragonborn.esm;0013DD6E
copy2esm=legacyoftheDragonborn.esm;0013DD6F,Record Header\Record Flags=0,Cell=skyrim.esm;000092BA
delete=legacyoftheDragonborn.esm;0013DD6F

Same file, find and remove:
(judging by screenshot 6, maybe remove the next two lines as well for 000aedef and 000aedfe.


copy=skyrim.esm;000aedee,Cell=skyrim.esm;00037eec,Record Header\Record Flags=0,EDID=NOLOD

Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_mod_world_ignore.txt in notepad and add a line:


LOTD Museum Dress-up.esp=SolitudeWorld

Let me know how it goes.  I made these suggestion just by the information provided without reproducing the setup.

I did as you suggested, ran DynDOLOD again and did a quick check in the game. It solved all the issues I experienced and I've gained a better understanding of DynDOLOD in the process.

 

Thanks, sheson!

 

PS were you able to reproduce the 404 by any chance? If you need more info from my end, just drop me a message.

Posted
6 hours ago, Trademark said:

I did as you suggested, ran DynDOLOD again and did a quick check in the game. It solved all the issues I experienced and I've gained a better understanding of DynDOLOD in the process.

 

Thanks, sheson!

 

PS were you able to reproduce the 404 by any chance? If you need more info from my end, just drop me a message.

Great. I believe link was already fixed by of the forum admins.

Posted

No issues to report, all working fine here with Alpha-93! Just two questions regarding LOD resources. This is likely also the case with vanilla LOD meshes. All the nordic ruin stair pieces (example: Meshes\lod\nordicexterior\norextwallbgstairssingle01_lod_0.nif) use a part of Markarths LOD textures (textures\lod\mrkbuildingslod01.dds), which causes a mismatch using most retextures. Everything else is already auto generated and matching fine! For now, I just pointed them to another texture to fix it, but maybe it would be possible to auto-generate them too? The full models use \Textures\dungeons\ridgedstonestairs01.dds.

Second question, I've been working on redoing the LOD0 mountain meshes, and ran into the "H" and "L" variants for LOD0, an example would be mountaincliff01_lod_0h.nif and mountaincliff01_lod_0l.nif. What exactly is the difference between these 2? They seem to be identical in NifSkope.

Posted
4 hours ago, Phlunder said:

No issues to report, all working fine here with Alpha-93! Just two questions regarding LOD resources. This is likely also the case with vanilla LOD meshes. All the nordic ruin stair pieces (example: Meshes\lod\nordicexterior\norextwallbgstairssingle01_lod_0.nif) use a part of Markarths LOD textures (textures\lod\mrkbuildingslod01.dds), which causes a mismatch using most retextures. Everything else is already auto generated and matching fine! For now, I just pointed them to another texture to fix it, but maybe it would be possible to auto-generate them too? The full models use \Textures\dungeons\ridgedstonestairs01.dds.

Second question, I've been working on redoing the LOD0 mountain meshes, and ran into the "H" and "L" variants for LOD0, an example would be mountaincliff01_lod_0h.nif and mountaincliff01_lod_0l.nif. What exactly is the difference between these 2? They seem to be identical in NifSkope.

mrkbuildingslod01 is a rendered LOD texture that is automatically updated. Is it just that those full model stairs use a different full textures compared to the Markarth stairs?

The L/H  difference is in the vertex color alpha values. It controls how light or heavy the cover of the HD LOD snow shader is. See last paragraph of https://dyndolod.info/Help/Snow-Ash-LOD-Shader

Posted
On 6/4/2022 at 5:23 PM, sheson said:

mrkbuildingslod01 is a rendered LOD texture that is automatically updated. Is it just that those full model stairs use a different full textures compared to the Markarth stairs?

The L/H  difference is in the vertex color alpha values. It controls how light or heavy the cover of the HD LOD snow shader is. See last paragraph of https://dyndolod.info/Help/Snow-Ash-LOD-Shader

Yes, mrkbuildingslod01 is rendered by TexGen and matches perfectly, but the stairs used in Markarth have a different set of textures than the Nordic ruin assets. To be exact, they use: 

textures\architecture\markarth\MrkStairsChunky01.dds

While the nordic ruin exterior pieces use:

textures\dungeons\RidgedStoneStairs01.dds

This might not be as apparent with vanilla textures because they are more similar. Here is an example using retextures:

cKA8ONh.png GBZhBJP.png

Thanks for explanation regarding the mountain LOD meshes, that clears it up!

Posted

Hi!  Obviously I'm a bit new here, but no amount of googling or searching this forum has turned up a satisfactory answer, so I guess I need a bit of troubleshooting help.

The DynDOLOD.exe keeps crashing when I run it from MO2.  Attempting to run it again then crashes the whole of MO2 back to desktop. 

This is my first time attempting to use DynDOLOD after years of modding, so I haven't messed with any settings and have been following GamerPoets guide to the letter.

I've installed all the constitute parts and exterior requirements for DynDOLOD (in some cases reinstalled several times just in case).  I have papyrusutils, Visualstudio, .NET runtime, and SkyUI.  The DynDOLOD standalone is installed in my C/Games folder with the rest of my modding utilities.  There was a bit of strangeness with a flickering window when I install DynDOLOD Resources, but the Scripts and DLL installed just fine.  All three are installed and activated, though none seem to have an associated plugin.

The crash is always silent, no error message at all and seems to usually happen during/after LODgen.  The window with the green text just...dies and MO2 unlocks.  I've found the Logs folder but my initial combing through turns up no errors I can find.  It's like the whole process just...decided to turn off.  The DynDOLOD_Outputs folder contains a handful of unzipped Tamriel Terrain meshes and one measly landscape texture. 

Any insight at all would be greatly appreciated, I have no idea where I went wrong here.

Posted

I have run into an few Problems with my LODs

My first problem are these dark spots, which you can see in the picture below.

rkgN8UJX_o.jpg

My second Problem are holes in the LODs like the ones in the Picture below.

VDjrNw36_o.jpg

My DynDOLOD MCM is included below, aswell as the DynDOLOD settings used to generate the LODs.

wVAY0Sdk_o.jpg

WKImM8JV_o.jpg

I83O4M1l_o.jpg

PkfP8xlG_o.jpg

bg5S3zE5_o.png

A link to my plugins and Load Order: https://modwat.ch/u/Scarlett/plugins

A link to my log files: https://ufile.io/f/hl2jt

I hope this is the right thread and I included all the necessary information.

Posted
42 minutes ago, Scarlett said:

I have run into an few Problems with my LODs

My first problem are these dark spots, which you can see in the picture below.

rkgN8UJX_o.jpg

My second Problem are holes in the LODs like the ones in the Picture below.

VDjrNw36_o.jpg

My DynDOLOD MCM is included below, aswell as the DynDOLOD settings used to generate the LODs.

wVAY0Sdk_o.jpg

WKImM8JV_o.jpg

I83O4M1l_o.jpg

PkfP8xlG_o.jpg

bg5S3zE5_o.png

A link to my plugins and Load Order: https://modwat.ch/u/Scarlett/plugins

A link to my log files: https://ufile.io/f/hl2jt

I hope this is the right thread and I included all the necessary information.

It looks like you need to generate proper terrain LOD with xLODGen if you are referring to the ground textures being too dark.

Posted
23 hours ago, freakingfairy said:

Hi!  Obviously I'm a bit new here, but no amount of googling or searching this forum has turned up a satisfactory answer, so I guess I need a bit of troubleshooting help.

The DynDOLOD.exe keeps crashing when I run it from MO2.  Attempting to run it again then crashes the whole of MO2 back to desktop. 

This is my first time attempting to use DynDOLOD after years of modding, so I haven't messed with any settings and have been following GamerPoets guide to the letter.

I've installed all the constitute parts and exterior requirements for DynDOLOD (in some cases reinstalled several times just in case).  I have papyrusutils, Visualstudio, .NET runtime, and SkyUI.  The DynDOLOD standalone is installed in my C/Games folder with the rest of my modding utilities.  There was a bit of strangeness with a flickering window when I install DynDOLOD Resources, but the Scripts and DLL installed just fine.  All three are installed and activated, though none seem to have an associated plugin.

The crash is always silent, no error message at all and seems to usually happen during/after LODgen.  The window with the green text just...dies and MO2 unlocks.  I've found the Logs folder but my initial combing through turns up no errors I can find.  It's like the whole process just...decided to turn off.  The DynDOLOD_Outputs folder contains a handful of unzipped Tamriel Terrain meshes and one measly landscape texture. 

Any insight at all would be greatly appreciated, I have no idea where I went wrong here.

Read the first post which log, debug log and bugreport.txt if it exists to upload.

Posted
8 hours ago, Scarlett said:

I have run into an few Problems with my LODs

My first problem are these dark spots, which you can see in the picture below.
My second Problem are holes in the LODs like the ones in the Picture below.

My DynDOLOD MCM is included below, aswell as the DynDOLOD settings used to generate the LODs.

A link to my plugins and Load Order: https://modwat.ch/u/Scarlett/plugins

A link to my log files: https://ufile.io/f/hl2jt

I hope this is the right thread and I included all the necessary information.

https://dyndolod.info/Help/Seasons
In addition to DynDOLOD generating object, tree and dynamic LOD for seasons, also use xLODGen terrain LOD beta to generate terrain LOD meshes and textures for the different seasons.

Posted

Sorry!  I was hoping it would be an easily recognized problem.

Strangely, these logs were generated yesterday and haven't been regenerated in any subsequent attempts. 

I've already tries re-installing DynDOLOD Resources several times now and have seen no change.  As described, there's a strange flickering alert window but then MO2 claims the installation was successful 

DynDO proof.jpg

DynDOLOD_SSE_Debug_log.txt DynDOLOD_SSE_log.txt

Posted
53 minutes ago, freakingfairy said:

Sorry!  I was hoping it would be an easily recognized problem.

Strangely, these logs were generated yesterday and haven't been regenerated in any subsequent attempts. 

I've already tries re-installing DynDOLOD Resources several times now and have seen no change.  As described, there's a strange flickering alert window but then MO2 claims the installation was successful 

DynDO proof.jpg

DynDOLOD_SSE_Debug_log.txt 47.85 kB · 0 downloads DynDOLOD_SSE_log.txt 39.81 kB · 0 downloads

This is not a crash. DynDOLOD.exe stops with an error message. The relevant log lines are:

Started by: C:\Windows\explorer.exe, Version: 10.0.19041.1706, Date: 2022-05-13 02:30:23
Error: DynDOLOD Resources SE version information not found. Verify correct installation.

For tools or the game to "see" the virtual data folder they need to be started from MO2.
https://dyndolod.info/Installation-Instructions

https://dyndolod.info/Help/DynDOLOD-DLL#Installation

https://dyndolod.info/Help/Load-Overwrite-Orders

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