sheson Posted April 22 Author Posted April 22 4 hours ago, oj92 said: Hi guys, I'm a bit lost on what to do/what to check, if you look at my screenshot linked below my grass LOD's look pretty bad, It looks perfect when i get closer and it loads in, every other type of LOD seems perfect except for the grass. I created a grass cache and did hd grass in texgen and grass lod in dyndolod. In my grass control grass mode for dyndolod = 1 and only load from cache is also 1. Really lost, if anyone has any ideas or suggestions it would be appreciated or if any additional information i can provide may assist please let me know. SS of LOD - imgbox - fast, simple image host SS of same hill but Grass loaded - imgbox - fast, simple image host Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. 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.
oj92 Posted April 22 Posted April 22 1 hour ago, z929669 said: In TexGen, try Direct=0 and Ambient=120-150 for HD grass. You can just do HD grass and move that output into your existing TexGen output mod with overwrite. You can also increase ComplexGrassBrightness[Top|Bottom][R|G|B] in DynDOLOD_SSE.ini, but the defaults should be fine if you didn't change them. Then regenerate DynDOLOD. Thanks for your response. Sorry if I wasn't clear I was more referring to the fact that the grass LOD's don't seem to be appearing (see first screenshot) not so much the lighting/brightness of them. In the first screenshot just beyond the loaded grass all the hills are patchy and don't seem to be displaying the grass (like the foreground grass) but when I move to closer it all loads in so i'm assuming the grass cache is okay as NGIO is set to only use cache but at a distance the grass looks patchy and bare.
sheson Posted April 22 Author Posted April 22 6 hours ago, oj92 said: Thanks for your response. Sorry if I wasn't clear I was more referring to the fact that the grass LOD's don't seem to be appearing (see first screenshot) not so much the lighting/brightness of them. In the first screenshot just beyond the loaded grass all the hills are patchy and don't seem to be displaying the grass (like the foreground grass) but when I move to closer it all loads in so i'm assuming the grass cache is okay as NGIO is set to only use cache but at a distance the grass looks patchy and bare. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLDO log and debug log to upload when making posts. See https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List
z929669 Posted April 22 Posted April 22 7 hours ago, oj92 said: Thanks for your response. Sorry if I wasn't clear I was more referring to the fact that the grass LOD's don't seem to be appearing (see first screenshot) not so much the lighting/brightness of them. In the first screenshot just beyond the loaded grass all the hills are patchy and don't seem to be displaying the grass (like the foreground grass) but when I move to closer it all loads in so i'm assuming the grass cache is okay as NGIO is set to only use cache but at a distance the grass looks patchy and bare. Ahh, got it. What LOD grass you do have seemed not to match loaded grass well, so that's what I addressed. You have a density issue caused by not setting a high enough percentage for grass in DynDOLOD GUI, or you may be missing some object bounds for some grasses. See sheson's post above about uploading the logs. The logs provide the data to confirm the issue rather than guessing.
antorias1 Posted April 22 Posted April 22 I'm new to modding. Recently I installed DynDOLOD and Seasons and the game worked fine (Followed a youtube guide). After that I realized that I installed DynDOLOD first and Season later so I deleted the old TexGen and Dyndolod in the mod order as well as the outputs and decided to run TexGen and DynDOLOD again to generate and replace the old ones so I could update DynDOLOD for my new mods. TextGren works just fine, but DynDOLOD doesn't as I always get the same error as shows in the image https://imgbox.com/UJxNGYsk . I found the INI file mentioned in the error message and deleted DynDOLOD lines and it still shows the same message. I even tried reinstalling Seasons again and then TextGen and Dyndolod and it still shows the same message even though DynDOLOD isn't written anywhere in the .INI notepad. I hope someone can help, I'm not really a technical dude so I struggle to understand what I did wrong.
oj92 Posted April 22 Posted April 22 (edited) 13 hours ago, z929669 said: Ahh, got it. What LOD grass you do have seemed not to match loaded grass well, so that's what I addressed. You have a density issue caused by not setting a high enough percentage for grass in DynDOLOD GUI, or you may be missing some object bounds for some grasses. See sheson's post above about uploading the logs. The logs provide the data to confirm the issue rather than guessing. Ah okay perhaps I set the density too low - I used 30% based on all the guides I read beforehand. I use this mod for grass: Abby's Grass Mashup - Northern Grass - Veydosebrom Regions - Skoglendi at Skyrim Special Edition Nexus - Mods and Community Could this be an issue? I haven't set objects bounds manually myself because the creator of the mod mentioned it was already done but not sure if that means I don't need to? In any case my logs are below, if anyone can help point me in the right direction so I stop regenerating LOD's and waiting over an hour each time that would be amazing. Thank you guys TexGen, DyndoLod & .dll Logs here - Paste.ee - Logs - OJ EDIT: I regenerated with 100% Density and seems to make a difference but still doesn't look like my actual grass mod in the LOD with very noticeable change as you get closer and the proper grass loads, It also tanks my fps by about 15fps from my original density. https://imgbox.com/mTIxeZ6i Edited April 23 by oj92
sheson Posted April 23 Author Posted April 23 14 hours ago, antorias1 said: I'm new to modding. Recently I installed DynDOLOD and Seasons and the game worked fine (Followed a youtube guide). After that I realized that I installed DynDOLOD first and Season later so I deleted the old TexGen and Dyndolod in the mod order as well as the outputs and decided to run TexGen and DynDOLOD again to generate and replace the old ones so I could update DynDOLOD for my new mods. TextGren works just fine, but DynDOLOD doesn't as I always get the same error as shows in the image https://imgbox.com/UJxNGYsk . I found the INI file mentioned in the error message and deleted DynDOLOD lines and it still shows the same message. I even tried reinstalling Seasons again and then TextGen and Dyndolod and it still shows the same message even though DynDOLOD isn't written anywhere in the .INI notepad. I hope someone can help, I'm not really a technical dude so I struggle to understand what I did wrong. Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making. Use the Copy message to clipboard link of the message to paste its text instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text The message states a fact. You are either not deleting all lines with DynDOLOD in them or you are not editing the right file in the "...\data\seasons\" folder used by DynDOLOD. Click on the Click on this link for additional explanations and help for this message link of the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Help/Seasons, which under Errors explaines: In case the reported file is MainFormSwap_WIN.ini, start the game once without the old DynDOLOD output active before generating from scratch or updating to update the contents of the file automatically. Starting the game without DynDOLOD output should update the right file - if the game uses the same data folder as DynDOLOD.
sheson Posted April 23 Author Posted April 23 6 hours ago, oj92 said: Ah okay perhaps I set the density too low - I used 30% based on all the guides I read beforehand. I use this mod for grass: Abby's Grass Mashup - Northern Grass - Veydosebrom Regions - Skoglendi at Skyrim Special Edition Nexus - Mods and Community Could this be an issue? I haven't set objects bounds manually myself because the creator of the mod mentioned it was already done but not sure if that means I don't need to? In any case my logs are below, if anyone can help point me in the right direction so I stop regenerating LOD's and waiting over an hour each time that would be amazing. Thank you guys TexGen, DyndoLod & .dll Logs here - Paste.ee - Logs - OJ EDIT: I regenerated with 100% Density and seems to make a difference but still doesn't look like my actual grass mod in the LOD with very noticeable change as you get closer and the proper grass loads, It also tanks my fps by about 15fps from my original density. https://imgbox.com/mTIxeZ6i No TexGen or DynDOLOD debug logs were provided. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a close up screenshot of LOD. Read https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards and https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List to check if not each full model grass NIF that is not a flat like ground cover has a billboard LOD representation as expected. Read https://dyndolod.info/Help/Grass-LOD#Performance It is unclear if there are full grasses types that might have no LOD billboard representation at all or if the billboards and how the look in game are not to your liking. The debug logs and above linked explanations can help with that. There are limits to how close the flat X with the billboard textures can match the full grass NIF up close.
oj92 Posted April 23 Posted April 23 (edited) 2 hours ago, sheson said: No TexGen or DynDOLOD debug logs were provided. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a close up screenshot of LOD. Read https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards and https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List to check if not each full model grass NIF that is not a flat like ground cover has a billboard LOD representation as expected. Read https://dyndolod.info/Help/Grass-LOD#Performance It is unclear if there are full grasses types that might have no LOD billboard representation at all or if the billboards and how the look in game are not to your liking. The debug logs and above linked explanations can help with that. There are limits to how close the flat X with the billboard textures can match the full grass NIF up close. Weird I can see the logs in that link? I'll try again and seperate them instead of combining. I have attached screenshots of LOD's with a comparison of loaded grass vs the LOD in two areas that are utilising two different types of grass from the mashup I linked earlier. Images: https://imgbox.com/Vvt3e6Sw https://imgbox.com/Zvitczx8 https://imgbox.com/n4SIr1J8 https://imgbox.com/GZEeccPk I have read both of those linked and confirmed there is a billboard for each model Seperated Logs Texgen: Paste.ee - View paste ZGpzOq5E DyndoLOD: Paste.ee - View paste zXnhFqgO Edited April 23 by oj92
sheson Posted April 23 Author Posted April 23 21 minutes ago, oj92 said: Weird I can see the logs in that link? I'll try again and seperate them instead of combining. I have attached screenshots of LOD's with a comparison of loaded grass vs the LOD in two areas that are utilising two different types of grass from the mashup I linked earlier. Images: https://imgbox.com/Vvt3e6Sw https://imgbox.com/Zvitczx8 https://imgbox.com/n4SIr1J8 https://imgbox.com/GZEeccPk I have read both of those linked and confirmed there is a billboard for each model Seperated Logs Texgen: Paste.ee - View paste ZGpzOq5E DyndoLOD: Paste.ee - View paste zXnhFqgO The provided logs are the normal logs. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD debug log to also upload. What is the issue that the screenshots show? If every grass type has matching billboard textures and every grass position has a billboard X placed and if colors/brightness match, then this is as good as it visually gets. Slanted grass (or trees with bent trunks) for example, do not make for good billboards that have everything reduced to two sides. They work better for straight grasses and trees. You may want to use mode 2 to push the full grass/LOD border further away if performance allows.
LeadMetal Posted April 28 Posted April 28 Hi, I'm completely new to Dyndolod, how do I post the warnings I get from generating in Dyndolod?
sheson Posted April 28 Author Posted April 28 53 minutes ago, LeadMetal said: Hi, I'm completely new to Dyndolod, how do I post the warnings I get from generating in Dyndolod? Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Typically messages from DynDOLOD and some from xEdit are listed and explained here https://dyndolod.info/Messages#Warning-and-Error-Messages
LeadMetal Posted April 28 Posted April 28 (edited) 14 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Typically messages from DynDOLOD and some from xEdit are listed and explained here https://dyndolod.info/Messages#Warning-and-Error-Messages https://limewire.com/d/iu8LJ#vQfsG2E2fJ Here it is. I can't make heads or tails of this thing, but the summary I got from the last generation, is that I have a number of Not found meshes, Scripts, Textures, Wild Edits, Property in scripts, and unmatching textures. I heard BS Bruma isn't compatible with Dyndolod for some reason, and the there's no option to choose the mod when I'm generating with Dyndolod I've taken care of the deleted references by cleaning up the mods, but I don't know how to solve the rest. Thanks for the help in advance! Added Summary messages just to be sure Edited April 28 by LeadMetal
sheson Posted April 29 Author Posted April 29 11 hours ago, LeadMetal said: https://limewire.com/d/iu8LJ#vQfsG2E2fJ Here it is. I can't make heads or tails of this thing, but the summary I got from the last generation, is that I have a number of Not found meshes, Scripts, Textures, Wild Edits, Property in scripts, and unmatching textures. I heard BS Bruma isn't compatible with Dyndolod for some reason, and the there's no option to choose the mod when I'm generating with Dyndolod I've taken care of the deleted references by cleaning up the mods, but I don't know how to solve the rest. Thanks for the help in advance! Added Summary messages just to be sure The last session in the logs just shows DynDOLOD being started and closed without generating any LOD patch. I suggest to really read the explanations for a message. If help with a specific message is required, then ask specific questions. See https://dyndolod.info/Mods/Beyond-Skyrim-Bruma File not found errors are because not all required assets for LOD generation ship with the mod. For example, Deleted reference Kaidan - Immersive Features.esp. See https://dyndolod.info/Messages/Deleted-Reference. Really clean all plugins that have deleted references reported. For example, Property not found wrackbattleaxe in scripts\weaponrackactivatescript.pex. See https://dyndolod.info/Messages/Property-Not-Found-In-Scripts: This can happen in case scripts are updated or being overwritten. The property exists in the vanilla script and the one shipping with the unofficial patch. You seem to have a mod in the load order that replaces it, which causes a conflict with other mods expecting the vanilla or unofficial patch version. For example, Textures do not match for "FXWaterfallBodyTallInner01": textures\effects\fxwatertile04.dds . See https://dyndolod.info/Messages/Textures-Do-Not-Match. and https://dyndolod.info/Mods/Waterfalls. You might be using a newer version of one of the listed mods and an update to DynDOLOD Resources SE is required, so report which water mod(s) and version(s) you are using, regardless if LOD for waterfalls seems to look OK or not.
LeadMetal Posted April 29 Posted April 29 4 hours ago, sheson said: The last session in the logs just shows DynDOLOD being started and closed without generating any LOD patch. I suggest to really read the explanations for a message. If help with a specific message is required, then ask specific questions. See https://dyndolod.info/Mods/Beyond-Skyrim-Bruma File not found errors are because not all required assets for LOD generation ship with the mod. For example, Deleted reference Kaidan - Immersive Features.esp. See https://dyndolod.info/Messages/Deleted-Reference. Really clean all plugins that have deleted references reported. For example, Property not found wrackbattleaxe in scripts\weaponrackactivatescript.pex. See https://dyndolod.info/Messages/Property-Not-Found-In-Scripts: This can happen in case scripts are updated or being overwritten. The property exists in the vanilla script and the one shipping with the unofficial patch. You seem to have a mod in the load order that replaces it, which causes a conflict with other mods expecting the vanilla or unofficial patch version. For example, Textures do not match for "FXWaterfallBodyTallInner01": textures\effects\fxwatertile04.dds . See https://dyndolod.info/Messages/Textures-Do-Not-Match. and https://dyndolod.info/Mods/Waterfalls. You might be using a newer version of one of the listed mods and an update to DynDOLOD Resources SE is required, so report which water mod(s) and version(s) you are using, regardless if LOD for waterfalls seems to look OK or not. My apologies, I forgot I opened Dyndolod a second time without doing anything after generating, it's probably why the the logs look like that. I'll upload another log In case the problem presist
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