sheson Posted August 13 Author Posted August 13 9 hours ago, DarthVitrial said: It seemed to work with the release, yeah In treepineforest02.nif and treepineforest05.nif all shapes seem to be skinned. Typically the second switch node is not skinned. TexGen only uses non skinned shapes. 1
Soulmancer Posted August 13 Posted August 13 Hello, 4 SCREENSHOTS LINK I am not sure what has changed on my end. I am using the latest version of Dyndolod 3.0, resources and the DLL. I have also utilized recommended settings here for my INI and Dyndolod. https://stepmodifications.org/wiki/SkyrimSE:2.4 I have attached relevant logs, but I seem to have lost some? LODs. as I just get abrupt pop in on certain object at a somewhat close range. Such as the walls missing on the vanilla Fort Greymore... Or the The briarwood chalet being placed by the Doubt Suspended Quest mod. This was not occurring before so I am not sure what happened or what I did. Tex Gen Log too big to attach from 1 session so uploaded here DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug_log.txt TexGen_SSE_log.txt DynDOLOD_SSE_ModelsUsed_Tamriel.txt DynDOLOD_SSE_TexturesUsed_Tamriel.txt EDIT: I believe this may have been due to using an older rules/preset ... I was able to correct the issue by loading the high preset and then making some custom changes I wanted.
DarthVitrial Posted August 13 Posted August 13 15 hours ago, sheson said: In treepineforest02.nif and treepineforest05.nif all shapes seem to be skinned. Typically the second switch node is not skinned. TexGen only uses non skinned shapes. Oh, of course. Thanks, we'll fix that.
sheson Posted August 14 Author Posted August 14 14 hours ago, Soulmancer said: Hello, 4 SCREENSHOTS LINK I am not sure what has changed on my end. I am using the latest version of Dyndolod 3.0, resources and the DLL. I have also utilized recommended settings here for my INI and Dyndolod. https://stepmodifications.org/wiki/SkyrimSE:2.4 I have attached relevant logs, but I seem to have lost some? LODs. as I just get abrupt pop in on certain object at a somewhat close range. Such as the walls missing on the vanilla Fort Greymore... Or the The briarwood chalet being placed by the Doubt Suspended Quest mod. This was not occurring before so I am not sure what happened or what I did. Tex Gen Log too big to attach from 1 session so uploaded here DynDOLOD_SSE_log.txt 248.96 kB · 0 downloads DynDOLOD_SSE_Debug_log.txt 2.45 MB · 0 downloads TexGen_SSE_log.txt 949.22 kB · 0 downloads DynDOLOD_SSE_ModelsUsed_Tamriel.txt 9.37 kB · 0 downloads DynDOLOD_SSE_TexturesUsed_Tamriel.txt 31.63 kB · 0 downloads EDIT: I believe this may have been due to using an older rules/preset ... I was able to correct the issue by loading the high preset and then making some custom changes I wanted. The DynDOLOD logs just show the tool being started and closed. If you need help troubleshooting or want to report a problem, then provide the log and debug log from the actual LOD generation session.
DarthVitrial Posted August 15 Posted August 15 Ok, fixed the trees, thank you for your time! Question, is there anything we can do when making a new worldspace to have it be DyndoLod-ready? Files we can generate for the dyndolod resources mod?
Beansyboy221 Posted August 15 Posted August 15 My Skyrim SE 1.6.1170 modlist keeps freezing when creating a new character and entering the character creation screen. It also gets stuck on an infinite loading screen whenever I load any save. I have narrowed the issue down to a conflict between DynDOLOD and Skyrim Together Reborn. I have tried disabling numerous other mods and nothing else seems to fix the issue. I have also noticed several others with this issue on Nexus and in the STR discord. I thought I should bring it up here in case it isn't a known issue. I am using the latest fork of STR which implements support for SSE Engine Fixes but requires you to disable the EF memory manager and scaleform allocator. Whenever I load DynDOLOD output as a mod (generated with NG or old SE DLLs), I freeze. My assumption is that either DynDOLOD requires Engine Fixes to some extent or STR's memory manager isn't as capable as EF's. Is there anything I can do about this? Thanks in advance!
Beansyboy221 Posted August 16 Posted August 16 Okay. I may have been mistaken about it being specifically related to DynDOLOD. I just had a friend have the same issue when it wasn't even loaded. My apologies!
sheson Posted August 16 Author Posted August 16 9 hours ago, DarthVitrial said: Ok, fixed the trees, thank you for your time! Question, is there anything we can do when making a new worldspace to have it be DyndoLod-ready? Files we can generate for the dyndolod resources mod? The question is too vague. https://dyndolod.info/FAQ#Not-seeing-all-worldspaces-in-the-selection-box Only worldspaces that have an existing lodsettings file in ..\Data\LODSettings\[WORLDSPACE].lod are shown. Use xLODGen to create it for new custom worldspaces. Refer to the LODSettings-File-Readme.txt in its download archive. Only worldspaces that have a persistent cell are shown. The persistent cell must be added by the same plugin that add he worldspace. Also see https://dyndolod.info/Mod-Authors and https://dyndolod.info/Help/3D-Tree-LOD-Model.
sheson Posted August 16 Author Posted August 16 7 hours ago, Beansyboy221 said: My Skyrim SE 1.6.1170 modlist keeps freezing when creating a new character and entering the character creation screen. It also gets stuck on an infinite loading screen whenever I load any save. I have narrowed the issue down to a conflict between DynDOLOD and Skyrim Together Reborn. I have tried disabling numerous other mods and nothing else seems to fix the issue. I have also noticed several others with this issue on Nexus and in the STR discord. I thought I should bring it up here in case it isn't a known issue. I am using the latest fork of STR which implements support for SSE Engine Fixes but requires you to disable the EF memory manager and scaleform allocator. Whenever I load DynDOLOD output as a mod (generated with NG or old SE DLLs), I freeze. My assumption is that either DynDOLOD requires Engine Fixes to some extent or STR's memory manager isn't as capable as EF's. Is there anything I can do about this? Thanks in advance! Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and https://dyndolod.info/FAQ#ILS-or-CTD For in-depth troubleshooting use the process of elimination. If an issue is reproducible, the process can be speed up by using the binary search approach. Disable or remove half of the mods to see if it makes a difference. If it didn't, restore the first half and disable or remove the other half. Repeat until only the required mods/plugins for the issue to happen remain. No problems with Skyrim Together Reborn were ever reported. DynDOLOD does not directly affect NPC or character generation. DynDOLOD does not require Engine Fixes, however the base game does require certain fixes it provides. The game freezing can be a sign of resources being exhausted, so removing any random mod can have an effect.
DoubleYou Posted August 17 Posted August 17 In my latest Fallout 4 LOD update, I am auto-generating TexGen rules for missing lod textures when mods introduce new material swaps on LOD references. It is possible there could be issues (I don't know of any atm) with this process that could potentially turn up a support question here.
FinalCraneFall Posted August 18 Posted August 18 I generated grass cache for 4 seasons and renamed the cache properly. However, there are only Default, Autumn, and Winter available on DynDOLOD. How can I generate Spring and Summer's grass LOD? Do I need to make swap forms for them?
sheson Posted August 18 Author Posted August 18 1 hour ago, FinalCraneFall said: I generated grass cache for 4 seasons and renamed the cache properly. However, there are only Default, Autumn, and Winter available on DynDOLOD. How can I generate Spring and Summer's grass LOD? Do I need to make swap forms for them? 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. Read https://dyndolod.info/Help/Seasons#Settings Select the desired and available seasons in the drop down menu. A season in the drop down menu only becomes available if swap data for the season has been loaded successfully. The Default season should always be generated. It can only be deselected in expert mode. Only generating the default season is equivalent as not checking the Seasons checkbox. If there is no swap file/data for a season, then Seasons of Skyrim is not swapping anything, so the default LOD should still match. It should also mean the grass cache for default, spring and summer should be "identical" - however, grass generation has randomness to it, so the actual grass cache files will be different.
FinalCraneFall Posted August 18 Posted August 18 25 minutes 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. Read https://dyndolod.info/Help/Seasons#Settings Select the desired and available seasons in the drop down menu. A season in the drop down menu only becomes available if swap data for the season has been loaded successfully. The Default season should always be generated. It can only be deselected in expert mode. Only generating the default season is equivalent as not checking the Seasons checkbox. If there is no swap file/data for a season, then Seasons of Skyrim is not swapping anything, so the default LOD should still match. It should also mean the grass cache for default, spring and summer should be "identical" - however, grass generation has randomness to it, so the actual grass cache files will be different. Do I need to duplicate my .sum.CGID into .CGID to be able to generate default?
sheson Posted August 18 Author Posted August 18 14 minutes ago, FinalCraneFall said: Do I need to duplicate my .sum.CGID into .CGID to be able to generate default? 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. Read https://dyndolod.info/Help/Seasons#Grass-and-Grass-LOD Seasonal grass cache support requires Grass Cache Helper NG. Follow its instructions to generate grass cache files *.[SPR|SUM|AUT|WIN].CGID for all desired seasons. See the liked page https://www.nexusmods.com/skyrimspecialedition/mods/101095 and find: Here's a guide for Generating Grass precache for seasons: How to Generate Grass Cache (with Seasons) In the linked guide https://www.nexusmods.com/skyrimspecialedition/articles/6920 scroll to 3.4.3 Default season (optional) The default grass cache for the default season is generated without a season being activated by Seasons of Skyrim.
FinalCraneFall Posted August 19 Posted August 19 DynDOLOD_SSE_log.txtOnly winter grass LOD is generated, and always switch to winter's grass LOD. How should I upload my debug log which is larger than 4MB?
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