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Posted
25 minutes ago, PRieST said:

I am using the most recent version, but I assume the CRC is different because I merged the JK's Skyrim patch into it and so the ID exists.
Edit: I checked it, the record is infact from the patch file - (FE13D)803 -> Icy Windhelm - JK Skyrim patch.esp
The last plugin which contains a LAND record of that cell is "JK's - ELFX Patch.esp" - That one has the ID 75117074

When I check xx11706D in JK's - ELFX Patch.esp it does have the expected length of 1096 bytes. https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format/LAND

Use xEdit "Simple records" in its options to show the hex values for the VHGT - Vertex Height Map.
Right click them, Edit. Copy/paste to the patch plugin.

Posted (edited)
11 minutes ago, sheson said:

When I check xx11706D in JK's - ELFX Patch.esp it does have the expected length of 1096 bytes. https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format/LAND

Use xEdit "Simple records" in its options to show the hex values for the VHGT - Vertex Height Map.
Right click them, Edit. Copy/paste to the patch plugin.

Just to confirm that I understood correctly: I copy the landscape VHGT data from JK's -  ELFX Patch and paste it into my version of Icy Windhelm (6D0162D5) correct?
Should I rerun DynDOLOD after it or does it not matter?

Edited by PRieST
Posted
6 minutes ago, PRieST said:

Just to confirm that I understood correctly: I copy the landscape VHGT data from JK's -  ELFX Patch and paste it into my version of Icy Windhelm (6D0162D5) correct?
Should I rerun DynDOLOD after it or doesn't it matter?

Yes, copy the valid data from JK's - ELFX Patch.esp to replace the truncated data in your custom version of  Icy Windhelm.

This height data only affects Occlusion data generation.

  • Like 1
Posted (edited)
1 minute ago, sheson said:

Yes, copy the valid data from JK's - ELFX Patch.esp to replace the truncated data in your custom version of  Icy Windhelm.

That height data only affects Occlusion data generation.

Ok, thank you for you help, will do so.

Edited by PRieST
Posted (edited)

Hm...it's me again:
This is the ingame result outsite of whiterun:
From further away
https://ibb.co/Q7W7kn6
After approaching
https://ibb.co/JjXMfF1
Obviously the near trees aren't shown, but as soon as these are switching you'll notice that the lod trees (on the hill) are gone.


Which additional logs/files do you need - the rest is the same you got already in earlier post.

Edited by PRieST
Posted
1 hour ago, PRieST said:

Hm...it's me again:
This is the ingame result outsite of whiterun:
From further away
https://ibb.co/Q7W7kn6
After approaching
https://ibb.co/JjXMfF1
Obviously the near trees aren't shown, but as soon as these are switching you'll notice that the lod trees (on the hill) are gone.


Which additional logs/files do you need - the rest is the same you got already in earlier post.

The logs you uploaded earlier are from generations that had an error. Make sure to generate a LOD patch without any errors.
https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Make sure non of the TexGen/DynDOLOD output is being overwritten by other mods.
Doublecheck the LOD Level 4 BTO coverting those cells has tree LOD in them.

https://dyndolod.info/FAQ "Something does not have LOD"
In particular make sure those tree have 3D tree LOD models/billboards discovered.
https://dyndolod.info/Help/Ultra-Tree-LOD#Generating hints to *Tree_Report.txt., but it should basically have the same info as *Object_Report.txt for tree base records.

Posted
12 minutes ago, Asedael said:

Getting an error "Error: Error while loading images from memory". Did a clean reinstall of drivers as suggested in FAQ, still getting this error.

 

Here is the logs.

https://drive.google.com/drive/folders/1STd5teEa6Rkb4r-5QtRFfxuwC1i-9aGc?usp=share_link

https://dyndolod.info/Installation-Instructions
Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.

https://dyndolod.info/FAQ "High memory usage / Out of memory"
Use the x64 versions of the tools.

Posted
9 minutes ago, sheson said:

https://dyndolod.info/Installation-Instructions
Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.

https://dyndolod.info/FAQ "High memory usage / Out of memory"
Use the x64 versions of the tools.

Welp, i'm an idiot. For some reason DynDOLOD in MO2 switched to x86 version...

Sorry to bother you with this.

Posted (edited)
6 hours ago, sheson said:

When I check xx11706D in JK's - ELFX Patch.esp it does have the expected length of 1096 bytes. https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format/LAND

Use xEdit "Simple records" in its options to show the hex values for the VHGT - Vertex Height Map.
Right click them, Edit. Copy/paste to the patch plugin.

Unfortunately that did not help and so I just deleted the landscape record completely.

3 hours ago, sheson said:

The logs you uploaded earlier are from generations that had an error. Make sure to generate a LOD patch without any errors.
https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Make sure non of the TexGen/DynDOLOD output is being overwritten by other mods.
Doublecheck the LOD Level 4 BTO coverting those cells has tree LOD in them.

https://dyndolod.info/FAQ "Something does not have LOD"
In particular make sure those tree have 3D tree LOD models/billboards discovered.
https://dyndolod.info/Help/Ultra-Tree-LOD#Generating hints to *Tree_Report.txt., but it should basically have the same info as *Object_Report.txt for tree base records.

Oh, alright, I thought because the plugins got saved everything was ok. Just did another run without getting an error -> Alpha 125 is working correctly as far as it looks now.

Edited by PRieST
Posted (edited)

Good evening

Just had a quick question. I downloaded the latest version of DynDOLOD yesterday and I was going to run it with my new tree setup. In order to have the trees inside Whiterun show from outside, I went to edit the ChildWorlds section to remove the trees from the ignore list and found that the entire ChildWorlds section is missing from the DynDOLOD_SSE.ini. Is that normal? If so, what would be the process to have the tree lods inside the city show from outside?

I tried to copy / paste the section manually from an old ini file I have but the lods dont show up.

Thanks

 

Edit : Nevermind. I checked the changelog and and found that the info was moved to a different ini file in the config folder.

Edited by LordIceWolf
Posted

Hey this is my first time modding skyrim and posting something in this forum, so if any information is missing please tell me. Im using the latest version of Dyndolod and have the skyrim AE edition. I dont know what the important part in the logs is so im very sorry for just uploading them as they are :/

If someone can help me i would be very grateful!

DynDOLOD_SSE_log.txt

Posted
5 hours ago, Meisterbauer said:

Hey this is my first time modding skyrim and posting something in this forum, so if any information is missing please tell me. Im using the latest version of Dyndolod and have the skyrim AE edition. I dont know what the important part in the logs is so im very sorry for just uploading them as they are :/

If someone can help me i would be very grateful!

DynDOLOD_SSE_log.txt 1.95 MB · 1 download

Moved to the DynDOLOD 3 alpha thread. Read the first post which debug log and bugreport.txt if it exists to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

https://dyndolod.info/Installation-Instructions
Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.

https://dyndolod.info/FAQ "High memory usage / Out of memory"
Use the x64 versions of the tools.

Posted

Thanks for the huge update Sheson. I didn't do a direct comparison but the scenery outside Whiterun walls seemed much more detailed than what I remembered. Small problem though: DynDOLOD added some misplaced and duplicated waterfalls outside the city, as shown in the video: https://anonfiles.com/se45w3o3z5/Skyrim_Special_Edition_2023_04_30_19_26_52_mp4

FYI I use the Whiterun Exterior patch, Water for ENB and Natural Waterfalls, and I deleted all the waterfall lod files in WENB, as per the instruction on the DynDOLOD website (I don't think it matters in this case, still clarifying though). It seems the duplicate waterfalls are WENB ones.

Logs: https://anonfiles.com/H767w6odz5/Logs0430_rar

Also a small question about rules: the DynDOLOD website states that Rules at the top match before rules at bottom. Am I correct to assume that this means in case of conflict, rules higher up would overwrite/take precedence over those placed lower? If so, this should mean user-added custom rules are better placed at the top, right?

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