sheson Posted October 25 Author Posted October 25 54 minutes ago, blueetenicolet said: Hello, noticed that vigilant mod have add into ignore list to skip its lod generate, but I have a retexture mod for vigilant and got texture mismatch between near landscapes/buildings and lod. Is there any way to generate object normally for vigilant ? I tried delete the worldspace from ignorelist.txt, but seems texgen not generate new lod texture for those buildings, and the lod dyndolod generated have only 5 bto files. The mod contains custom LOD models and textures. For TexGen to be able to generate custom LOD textures you would have to create rules for stitched object LOD textures and create custom versions of the special NIFs for the rendered object LOD textures. As a start see https://dyndolod.info/Help/TexGen, https://dyndolod.info/Help/TexGen-Configuration and https://dyndolod.info/Mod-Authors. For automatic texture replacements via base record and texture sets to work with LOD models that use stitched object LOD textures, the LOD models need to be updated to define the full textures instead. While this can take a bit of time to setup it is better than just updating the LOD textures manually for a specific replacer mod once. There are some LOD textures that can not be generated by TexGen atm, so some manual work might be required anyways. A first step would be to identify the actual custom LOD models and textures that need updating.
mostwanted11 Posted October 28 Posted October 28 (edited) On 4/18/2025 at 11:04 PM, mostwanted11 said: https://imgur.com/a/2RYgrPo Fixed, thanks! Was this fix included eventually? Because I'm back to modding and the same thing is happening. Thin lods from a distance and normal when viewed up close. The mod is Nature of the Wild Lands and the Lods are from. Logs: https://limewire.com/d/8FIPB#Zsaz0sw28T Showcase: https://imgbox.com/g/AWZjPF5PdX Tree model: https://imgbox.com/g/LNDOGUkcaM Edited October 28 by mostwanted11
sheson Posted October 28 Author Posted October 28 6 hours ago, mostwanted11 said: Was this fix included eventually? Because I'm back to modding and the same thing is happening. Thin lods from a distance and normal when viewed up close. The mod is Nature of the Wild Lands and the Lods are from. Logs: https://limewire.com/d/8FIPB#Zsaz0sw28T Showcase: https://imgbox.com/g/AWZjPF5PdX Tree model: https://imgbox.com/g/LNDOGUkcaM The modus operandi did not change for over a decade. Test versions are just the current build before next release. Read the https://dyndolod.info/Changelog Alpha 191. Can you check the level 4 BTO and verify if those trees use a DynDOLOD atlas texture? In case they do, upload the BTO and the used atlas textures. Also upload them in case you need help with checking them. See https://dyndolod.info/Help/Mod-Configuration-Menu-NG#You-Are-Here
mostwanted11 Posted October 28 Posted October 28 20 minutes ago, sheson said: The modus operandi did not change for over a decade. Test versions are just the current build before next release. Read the https://dyndolod.info/Changelog Alpha 191. Can you check the level 4 BTO and verify if those trees use a DynDOLOD atlas texture? In case they do, upload the BTO and the used atlas textures. Also upload them in case you need help with checking them. See https://dyndolod.info/Help/Mod-Configuration-Menu-NG#You-Are-Here https://limewire.com/d/qPoH7#nDxwbeR0GD Not sure if you need anything else, I can't find individual textures in my output, just the atlas
sheson Posted October 29 Author Posted October 29 20 hours ago, mostwanted11 said: https://limewire.com/d/qPoH7#nDxwbeR0GD Not sure if you need anything else, I can't find individual textures in my output, just the atlas Please provide a name and link for where I can download the plugin notwl - custom replacers.esp. Also upload the contents of the folder E:\Modding\DynDOLOD\Edit Scripts\Export\
mostwanted11 Posted October 29 Posted October 29 7 minutes ago, sheson said: Please provide a name and link for where I can download the plugin notwl - custom replacers.esp. Also upload the contents of the folder E:\Modding\DynDOLOD\Edit Scripts\Export\ It's an ESP I made. I will attach it. Export: https://limewire.com/d/YNN9L#MaDhS90Z9C NOTWL - Custom Replacers.esp
Phlunder Posted October 30 Posted October 30 Would it be possible for the Mesh Mask / Reference FormID field to allow multiple entries? Maybe its already a thing but I didn't find a way.
sheson Posted October 30 Author Posted October 30 2 hours ago, Phlunder said: Would it be possible for the Mesh Mask / Reference FormID field to allow multiple entries? Maybe its already a thing but I didn't find a way. That is not possible. I suggest to create a rules file and use a text editor to copy/paste similar lines. Use the feature that mesh masks only need to match a part of the path/filename. 1
Phlunder Posted October 30 Posted October 30 10 minutes ago, sheson said: That is not possible. I suggest to create a rules file and use a text editor to copy/paste similar lines. Use the feature that mesh masks only need to match a part of the path/filename. Yea I already have a text file to paste some of my mesh masks from. Found another way to filter out 2 meshes of a path that already has a rule applied, by creating a rule right above that acts like a filter.
sheson Posted October 30 Author Posted October 30 On 10/29/2025 at 11:05 AM, mostwanted11 said: It's an ESP I made. I will attach it. Export: https://limewire.com/d/YNN9L#MaDhS90Z9C NOTWL - Custom Replacers.esp 192.17 kB · 1 download Get the current test version of DynDOLOD from https://dyndolod.info/Downloads/Test-Versions and generate just ultra tree LOD without grass LOD for Tamriel to see if there is anything different. Maybe make a test profile with just the necessary mods. All seems in order comparing the debug logs between my current test version and your logs from Alpha 196. However comparing your BTO and atlas texture on the left with the one I generated on the right shows a slight difference. The trees I am comparing are: According to the CRC32s reported by logs I have the same 3D tree LOD model and textures. So for now I just want to know if might notice a difference with the current test version or if I need to continue to look further.
mostwanted11 Posted October 31 Posted October 31 (edited) 15 hours ago, sheson said: Get the current test version of DynDOLOD from https://dyndolod.info/Downloads/Test-Versions and generate just ultra tree LOD without grass LOD for Tamriel to see if there is anything different. Maybe make a test profile with just the necessary mods. All seems in order comparing the debug logs between my current test version and your logs from Alpha 196. However comparing your BTO and atlas texture on the left with the one I generated on the right shows a slight difference. The trees I am comparing are: According to the CRC32s reported by logs I have the same 3D tree LOD model and textures. So for now I just want to know if might notice a difference with the current test version or if I need to continue to look further. https://imgbox.com/g/zGQAAwK2FW https://vimeo.com/manage/videos/1132434675 I don't see a difference personally. The one with grass is the previous output and the one without is the new output. Here are the logs from this version: https://limewire.com/d/etTx5#zaHozyTVTM I have another issue, it seems like Texgen generates grass lod textures seemingly randomly every time. For example, grass record groundcover.esp;00000819;t_grass_big02 sometimes gets flagged as ",false" and sometimes not. Sometimes a texgen output will have 315 grass lod files generated and sometimes it'll be 215. I have MinGrassModelVolume=0 and MinGrassModelHeight=0 in Texgen_SSE.ini because I think Texgen was ignoring the grass records of that mod because it's object bounds are weird? I recalculated them in CK and nothing changed(they were already calculated) until I set both of these to =0 but now they're being generated randomly I think. The grass mod: https://www.nexusmods.com/skyrimspecialedition/mods/139896?tab=description I generated 2 new Texgen Outputs right now using 196 and these are the results: First one: https://justpaste.it/41ymd and its logs: https://limewire.com/d/54fqR#ZlIln1Z8gT Second one: https://justpaste.it/4zy6a and its logs: https://limewire.com/d/59ViO#Y4riaVBo7D I noticed this because one time I didn't have any tundra grass despite generating grass lods. I ended up saving the grass lod files from the texgen output that had the most amount after several tries. Edited October 31 by mostwanted11
sheson Posted October 31 Author Posted October 31 2 hours ago, mostwanted11 said: https://imgbox.com/g/zGQAAwK2FW https://vimeo.com/manage/videos/1132434675 I don't see a difference personally. The one with grass is the previous output and the one without is the new output. Here are the logs from this version: https://limewire.com/d/etTx5#zaHozyTVTM I have another issue, it seems like Texgen generates grass lod textures seemingly randomly every time. For example, grass record groundcover.esp;00000819;t_grass_big02 sometimes gets flagged as ",false" and sometimes not. Sometimes a texgen output will have 315 grass lod files generated and sometimes it'll be 215. I have MinGrassModelVolume=0 and MinGrassModelHeight=0 in Texgen_SSE.ini because I think Texgen was ignoring the grass records of that mod because it's object bounds are weird? I recalculated them in CK and nothing changed(they were already calculated) until I set both of these to =0 but now they're being generated randomly I think. The grass mod: https://www.nexusmods.com/skyrimspecialedition/mods/139896?tab=description I generated 2 new Texgen Outputs right now using 196 and these are the results: First one: https://justpaste.it/41ymd and its logs: https://limewire.com/d/54fqR#ZlIln1Z8gT Second one: https://justpaste.it/4zy6a and its logs: https://limewire.com/d/59ViO#Y4riaVBo7D I noticed this because one time I didn't have any tundra grass despite generating grass lods. I ended up saving the grass lod files from the texgen output that had the most amount after several tries. If you spend time creating a video, then make it obvious, which tree(s) fade into non existing branches. Verify those are actually LOD trees. Disable all post processing like ENB or CS. As a test, half the alpha threshold in the used tree LOD model for a tree as reported by DynDOLOD_SSE_Object_LOD.txt. For example pruce_forest_medium01_summer.nif it is spruce_forest_medium01_summer_9961e054passthru_lod.nif for. Change alpha threshold form 110 to 55. Then generate a test LOD patch. Check and report if that has a visible effect. TexGen reports it does not find enough opaque pixels, but it does not seem to be consistent for some reason. As example for me to check, upload Meshes\landscape\grass\grass_big02.nif and textures\Landscape\Grass\ng_c.dds
mostwanted11 Posted October 31 Posted October 31 (edited) 1 hour ago, sheson said: If you spend time creating a video, then make it obvious, which tree(s) fade into non existing branches. Verify those are actually LOD trees. Disable all post processing like ENB or CS. As a test, half the alpha threshold in the used tree LOD model for a tree as reported by DynDOLOD_SSE_Object_LOD.txt. For example pruce_forest_medium01_summer.nif it is spruce_forest_medium01_summer_9961e054passthru_lod.nif for. Change alpha threshold form 110 to 55. Then generate a test LOD patch. Check and report if that has a visible effect. TexGen reports it does not find enough opaque pixels, but it does not seem to be consistent for some reason. As example for me to check, upload Meshes\landscape\grass\grass_big02.nif and textures\Landscape\Grass\ng_c.dds Apologies, I don't have the experience (and sometimes the time) to do such things, I thought I'd just point your attention towards this issue as you've fixed it before with that exe you uploaded in May, but I was forced to update and thus removing that exe. I'll provide the grass mesh and texture here although I've provided a link of the grass mod in case you want to further examine it's contents. Good luck and sorry if I wasted your time. grass_big02.nif ng_c.dds Edited October 31 by mostwanted11
sheson Posted October 31 Author Posted October 31 1 hour ago, mostwanted11 said: Apologies, I don't have the experience (and sometimes the time) to do such things, I thought I'd just point your attention towards this issue as you've fixed it before with that exe you uploaded in May, but I was forced to update and thus removing that exe. I'll provide the grass mesh and texture here although I've provided a link of the grass mod in case you want to further examine it's contents. Good luck and sorry if I wasted your time. grass_big02.nif 4.46 kB · 1 download ng_c.dds 2.67 MB · 1 download Back then the problem was crowns of LOD trees fading to nothing. https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-196/page/678/#findComment-285705 As explained, the alpha threshold adjustment fix is included since Alpha-191. A test version is just a snapshot of the current version that is being worked on. An alpha version is just a snapshot of the same current version that has all known issues at the time addressed/tested and with the version number incremented. Based on the provided BTO and atlas, the mipmaps seem to fade normally, so for now I am assuming this might be case of tree LOD assets that could use a lower alpha threshold to make the crowns a bit thicker. For the tests I suggest to disable ENB or CS to rule out post processing effects. The provided debug logs report that the alpha threshold adjustment for the mipmap levels is applied. To test if the adjustment still works as it should, lower the alpha threshold of a corresponding tree LOD model and compare in the game that the crown of the LOD tree got thicker. Can you double check if the test version also has an inconsistent number of grass LOD billboards being generated?
mostwanted11 Posted October 31 Posted October 31 (edited) 1 hour ago, sheson said: Back then the problem was crowns of LOD trees fading to nothing. https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-196/page/678/#findComment-285705 As explained, the alpha threshold adjustment fix is included since Alpha-191. A test version is just a snapshot of the current version that is being worked on. An alpha version is just a snapshot of the same current version that has all known issues at the time addressed/tested and with the version number incremented. Based on the provided BTO and atlas, the mipmaps seem to fade normally, so for now I am assuming this might be case of tree LOD assets that could use a lower alpha threshold to make the crowns a bit thicker. For the tests I suggest to disable ENB or CS to rule out post processing effects. The provided debug logs report that the alpha threshold adjustment for the mipmap levels is applied. To test if the adjustment still works as it should, lower the alpha threshold of a corresponding tree LOD model and compare in the game that the crown of the LOD tree got thicker. Can you double check if the test version also has an inconsistent number of grass LOD billboards being generated? Yeah it might be an issue with that particular mod. I will test with another version that I think doesn't have that issue and report back. As for the Grass, I don't think I can test a new output because it keeps telling me there's an issue with my drivers while generating the lods even though they're up to date. I had to completely trim my setup to the bare minimum in order to test the trees with that test version. Edited October 31 by mostwanted11
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