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Posted
12 hours ago, sheson said:

Add GLListDebug=1 and GLDebug=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. Remove all old logs and bugreport.txt and run again. Upload new log, debug log and bugreport.txt.

Added those params to the INI, and of course, I got no errors this time for the first time after like 10 attempts. It took 6.5 hours for LODGen to finish so DynDOLOD could create the plugins, and the output is massive (39+ Gb). I attribute this to the diversity and complexity of the Veydogolt Trees and corresponding LODs. This will be address but is beside the point Here's the logs, but probably don't reveal much:

Logs

Now I will work on invoking the issue by reattempting. The failure happens early on in the process when it does happen, so I will abort and keep trying until I get a useful bugreport.

EDIT: To verify my config and environment, I had already tested on my mod list without any of the Veydogolt stuff using the most recent Alpha and non-NG DLL, and it ran just fine in about 15-20 minutes. So the problem runs are due to Veydogolt. Note that there are several normals named in non-standard fashion like *_4n.dds ... DynDOLOD issues these warnings, but I'm pretty sure they are benign, but IDK.

EDIT2: I'm unable to reproduce the bug report. I have had three non-errors (just aborted once LODGen process began, as the error happens in initial creation of Tamriel *_glow.dds. I've had a couple of ungraceful closing of DynDOLOD (the window just disappears without bugreport). I will keep those params in the INI though and report back when I get a bug report.

Posted (edited)

Hmm is there a way to make snow on rocks/object lod generated by dyndolod in world map bright, without making it very strongly bright in player/ingame/active cell view? When i up the brightness of snow01 and projecteddiffuse.dds and set shader in xedit to 255,255,255 it gets quite nicely bright in world map, but then it gets insanely bright in actual gameplay in third or first person. How to remedy this?

Edited by RainingTacco
Posted
12 hours ago, RainingTacco said:

Hmm is there a way to make snow on rocks/object lod generated by dyndolod in world map bright, without making it very strongly bright in player/ingame/active cell view? When i up the brightness of snow01 and projecteddiffuse.dds and set shader in xedit to 255,255,255 it gets quite nicely bright in world map, but then it gets insanely bright in actual gameplay in third or first person. How to remedy this?

The used LOD generator is irrelevant for the snow LOD shaders or the map overlays. See settings regarding the snow overlay for the map, maybe they help https://stepmodifications.org/wiki/Guide:Skyrim_INI/MapMenu#fMapMenuOverlayNormalSnowStrength and following.

  • Like 1
Posted

Hello, I'm having some trouble with DynDOLOD 3.00. I've been using it without problem for some time now, but I started up a new playthrough after switching a few mods around in my load order and regenerating TexGen and DynDOLOD. The changes weren't drastic, so I'm surprised to be running into an issue I can't seem to troubleshoot on my own.

I've attached pictures of the view across Lake Ilinalta with DynDOLOD active in my load order and without. In the picture where it's active, much of the tree LOD is missing. In the picture where DynDOLOD is not active in my load order, the tree LOD displays correctly. And the issue is not confined to this particular area of the map.

It would seem that it's not a problem with my Skyrim .inis, since LOD displays correctly without DynDOLOD installed. But I've regenerated TexGen and DynDOLOD a few times, checking to make sure all of the settings are as they should be, and I end up in the same place, with missing LOD while TexGen and DynDOLOD are active in my load order.

Any help would be appreciated!

20230307114507_1.jpg

20230307114732_1.jpg

Posted

Hello, I seem to be having an issue with DynDOLOD.esp and .esm when running LOOT, when i remove an esp like 018Auri.esp, it just says another esp is causing a problem and keeps going no matter how many I remove.
i have attached images of LOOT errors as well as DynDOLOD Log

DynDOLOD_SSE_log.txt 
loot1.thumb.JPG.a5bf775ceeb0dc5051c4dfc299b175bc.JPGloot2.thumb.JPG.a73f06d117572a29f3d0d3fbeaf10113.JPGloot3.thumb.JPG.433377333cfd6ef09caff634a81bb61d.JPGloot4.thumb.JPG.7cc8723d42e173f3bed5de7393b000d2.JPG

Posted
13 hours ago, pezzonovante87 said:

Hello, I'm having some trouble with DynDOLOD 3.00. I've been using it without problem for some time now, but I started up a new playthrough after switching a few mods around in my load order and regenerating TexGen and DynDOLOD. The changes weren't drastic, so I'm surprised to be running into an issue I can't seem to troubleshoot on my own.

I've attached pictures of the view across Lake Ilinalta with DynDOLOD active in my load order and without. In the picture where it's active, much of the tree LOD is missing. In the picture where DynDOLOD is not active in my load order, the tree LOD displays correctly. And the issue is not confined to this particular area of the map.

It would seem that it's not a problem with my Skyrim .inis, since LOD displays correctly without DynDOLOD installed. But I've regenerated TexGen and DynDOLOD a few times, checking to make sure all of the settings are as they should be, and I end up in the same place, with missing LOD while TexGen and DynDOLOD are active in my load order.

Any help would be appreciated!

20230307114507_1.jpg

20230307114732_1.jpg

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

Posted
12 minutes ago, MasterSuChef said:

Hello, I seem to be having an issue with DynDOLOD.esp and .esm when running LOOT, when i remove an esp like 018Auri.esp, it just says another esp is causing a problem and keeps going no matter how many I remove.
i have attached images of LOOT errors as well as DynDOLOD Log

DynDOLOD_SSE_log.txt 

Read the first post which debug log to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

As explained in the first post and documentation, always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions.

As explained in the first post, use search to find similar questions and answers.

Posted
On 3/6/2023 at 2:28 PM, z929669 said:

Added those params to the INI, and of course, I got no errors this time for the first time after like 10 attempts. It took 6.5 hours for LODGen to finish so DynDOLOD could create the plugins, and the output is massive (39+ Gb). I attribute this to the diversity and complexity of the Veydogolt Trees and corresponding LODs. This will be address but is beside the point Here's the logs, but probably don't reveal much:

Logs

Now I will work on invoking the issue by reattempting. The failure happens early on in the process when it does happen, so I will abort and keep trying until I get a useful bugreport.

EDIT: To verify my config and environment, I had already tested on my mod list without any of the Veydogolt stuff using the most recent Alpha and non-NG DLL, and it ran just fine in about 15-20 minutes. So the problem runs are due to Veydogolt. Note that there are several normals named in non-standard fashion like *_4n.dds ... DynDOLOD issues these warnings, but I'm pretty sure they are benign, but IDK.

EDIT2: I'm unable to reproduce the bug report. I have had three non-errors (just aborted once LODGen process began, as the error happens in initial creation of Tamriel *_glow.dds. I've had a couple of ungraceful closing of DynDOLOD (the window just disappears without bugreport). I will keep those params in the INI though and report back when I get a bug report.

On game launch with the the output generated by this run (logs above), I am getting an in-game message "can not find master in DynDOLOD_None" ... I searched your doc and didn't find anything on this issue. DynDOLOD is 'inactive', so I assume dynamic LOD won't work, but I have static LOD. Testing on a new game.

Posted
9 minutes ago, z929669 said:

On game launch with the the output generated by this run (logs above), I am getting an in-game message "can not find master in DynDOLOD_None" ... I searched your doc and didn't find anything on this issue. DynDOLOD is 'inactive', so I assume dynamic LOD won't work, but I have static LOD. Testing on a new game.

https://dyndolod.info/FAQ "DynDOLOD could/can not read/find * DynDOLOD* does not belong to these DynDOLOD plugins"
Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL or PapyrusUtil above.
Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers.
Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[USERNAME]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors.

Posted
40 minutes ago, sheson said:

https://dyndolod.info/FAQ "DynDOLOD could/can not read/find * DynDOLOD* does not belong to these DynDOLOD plugins"
Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL or PapyrusUtil above.
Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers.
Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[USERNAME]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors.

That was it. file out of sync, due to multiple generations combined here manually. The trees of Veydogolt just have too many triangles on average and the LODs need to be decimated a BTO of 0.5 Gb is an order of magnitude bigger than it should be. Some of these hybrids have crowns with 40,000 triangles, so they need to be decimated.

Thanks

Posted (edited)

It is kinda nice to come here with no problem in hand. This is just a short thank you.

Grass LOD is, for the first time ever for me, working exactly as intended.

This is very cool and is clearly a result of your phenomenal work on these tools.

So... thanks!

489830_20230308221714_1.thumb.png.2ba8b4e8ca8592479dae5eb2c40c18b6.png

 

Edited by Mephitic
  • Like 1
Posted
3 hours ago, Mephitic said:

It is kinda nice to come here with no problem in hand. This is just a short thank you.

Grass LOD is, for the first time ever for me, working exactly as intended.

This is very cool and is clearly a result of your phenomenal work on these tools.

So... thanks!

489830_20230308221714_1.thumb.png.2ba8b4e8ca8592479dae5eb2c40c18b6.png

You are welcome. Enjoy.

Posted
4 hours ago, Mephitic said:

It is kinda nice to come here with no problem in hand. This is just a short thank you.

Grass LOD is, for the first time ever for me, working exactly as intended.

This is very cool and is clearly a result of your phenomenal work on these tools.

So... thanks!

489830_20230308221714_1.thumb.png.2ba8b4e8ca8592479dae5eb2c40c18b6.png

 

 

Now use ENB with complex grass and see how well that lod grass will fit lol during all times of day and weather. You will come back here in minutes :)

Posted
1 hour ago, RainingTacco said:

Now use ENB with complex grass and see how well that lod grass will fit lol during all times of day and weather. You will come back here in minutes :)

The settings to control grass LOD brightness and the limitations of ENB not applying effects to LOD are already explained at https://dyndolod.info/Help/Grass-LOD.

Vanilla complex grass with ENB can match just as well:

  • Like 1

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