sheson Posted December 11, 2023 Author Posted December 11, 2023 15 minutes ago, Bluegunk said: Thank you for your quick reply. Logs and Debug are attached now. Apologies for forgetting them. What you call base of SSELODGen means you used xLODGen to generate terrain LOD? Yes to that What you call "mess" means there was only tree LOD billboards and no 3D tree LODs? Mess, as in the huge deformed rough tree models beside the normal ones (as in my first picture). As for the cache, I looked at the page you indicated, and it says nothing to answer my question. I take it that means I do not need to clear the Dyndolod cache in the Edit Scripts/ Dyndolod/ folder? Sorry to ask but I'm a little autistic and struggle with instructions. I viewed the game again. On first load up the large unfocussed leaves and tree models are there. If I reload the game save, they are all gone. It is this behaviour that puzzles me. PS the Debug file zipped is too big. Is there another route for you to see it? DynDOLOD_SSE_log.7z 407.29 kB · 1 download Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to use a file service to upload large files. When I refer to https://dyndolod.info I mean all instructions and pages. In this case https://dyndolod.info/Generation-Instructions and https://dyndolod.info/Help/Ultra-Tree-LOD seems most relevant. There is no mention or instructions on the website (or in the DynDOLOD 2.x documentation) to delete the cache folder. The documentation only includes required or necessary steps. Always use the latest version. Pay attention to all log messages. https://dyndolod.info/Messages In this case these 2 might be relevant: https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32 https://dyndolod.info/Messages/Billboard-For-Model-Does-Not-Contain-Texture Generate all billboards with TexGen before running DynDOLOD and install the TexGen output as a mod so it overwrites everything else. Since you generated ultra tree LOD, see https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells
Bluegunk Posted December 12, 2023 Posted December 12, 2023 18 hours ago, sheson said: In this case these 2 might be relevant: Ah, thank you. I understand what I've done wrong now. I do try to read all the information, but I confess I struggle with it because I have poor concentration. Many thanks for your help, Sheson, I truly value it.
MITSUYOMI Posted December 16, 2023 Posted December 16, 2023 Hello, Im trying to create a 3d lod resource file for Ulvenwald and I seem to be having desaturated or lighter textures for LODs. I have attached a picture of the specific tree (left - full model and right - 3d lod model).
sheson Posted December 16, 2023 Author Posted December 16, 2023 1 hour ago, MITSUYOMI said: Hello, Im trying to create a 3d lod resource file for Ulvenwald and I seem to be having desaturated or lighter textures for LODs. I have attached a picture of the specific tree (left - full model and right - 3d lod model). Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with affected LOD with more informative console.
MITSUYOMI Posted December 17, 2023 Posted December 17, 2023 13 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with affected LOD with more informative console. Hello, this is the link for the logs and the screenshots i've packed them on a zip file. https://ufile.io/tss6zj9h.
sheson Posted December 17, 2023 Author Posted December 17, 2023 48 minutes ago, MITSUYOMI said: Hello, this is the link for the logs and the screenshots i've packed them on a zip file. https://ufile.io/tss6zj9h. LOD does not receive or cast shadows, so when comparing a full model to LOD, check the full tree without shadows. What version of Ulvenwald is being used? Upload meshes\dyndolod\lod\trees\treepineforestsnow04_9e655edcpassthru_lod.nif Also upload E:\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds
MITSUYOMI Posted December 17, 2023 Posted December 17, 2023 (edited) I am using the latest version, Ulvenwald 3.3. https://ufile.io/x78r3yj7 Here are the files. I tried decreasing the crown brightness during generation, but it did not seem to help. Edited December 17, 2023 by MITSUYOMI
sheson Posted December 17, 2023 Author Posted December 17, 2023 4 hours ago, MITSUYOMI said: Hello, this is the link for the logs and the screenshots i've packed them on a zip file. https://ufile.io/tss6zj9h. You probably want to face and smooth the normals and then update the tangent spaces (in NifSkope), so they are closer to the full model. Before that you might also need to flip some of the double sided faces to face up to the sky. In Blender/3DSMax. If it is still too bright then, darken the vertex colors directly in the LOD model from full white to a grey scale to control individual brightness per LOD model. You can use SNIFF for that, for example replace full white FFFFFFFF with F0F0F0FF 1
DWM19 Posted December 19, 2023 Posted December 19, 2023 (edited) Hello, I finished a DynDOLOD run and an error came up just after the Summary of Messages opened. Error message box: Spoiler [Window Title] DynDOLOD [Main Instruction] Access violation at address 000000000126DB3E in module 'DynDOLODx64.exe'. [Content] Read of address 0000000000000000. Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [OK] [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard After clicking OK, a Please Wait box showed for a few seconds of loading then the program saved its output (the esm etc.) Here be my log files: https://mega.nz/folder/hPMkxBIA#srpHjV6hiEUnmRRVUytaOg Edited December 19, 2023 by DWM19 spoilered error message correctly
slanglois Posted December 19, 2023 Posted December 19, 2023 Hi, I'm getting the following error message: Access violation at address 0000000000E7DB3E in module 'DynDOLODx64.exe'. Read of address 0000000000000000. But the esps and esm are generated and everything seems to be working. The error pops up at the last minute. I get the error with my full load order and without, and the error pops up after everything says it was generated okay. I'm running 1.5.97 (not downpatched) and DynDOLOD 3 Alpha-160 and Assets Alpha-47. My logs are linked below. The logs are without my full load order. Thanks! https://ufile.io/f/k0n87
sheson Posted December 19, 2023 Author Posted December 19, 2023 7 hours ago, DWM19 said: Hello, I finished a DynDOLOD run and an error came up just after the Summary of Messages opened. Error message box: Reveal hidden contents [Window Title] DynDOLOD [Main Instruction] Access violation at address 000000000126DB3E in module 'DynDOLODx64.exe'. [Content] Read of address 0000000000000000. Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [OK] [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard After clicking OK, a Please Wait box showed for a few seconds of loading then the program saved its output (the esm etc.) Here be my log files: https://mega.nz/folder/hPMkxBIA#srpHjV6hiEUnmRRVUytaOg This should be fixed in Alpha-161 https://dyndolod.info Always use the latest version. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. https://dyndolod.info/Updating#New-DynDOLOD-Version
sheson Posted December 19, 2023 Author Posted December 19, 2023 6 hours ago, slanglois said: Hi, I'm getting the following error message: Access violation at address 0000000000E7DB3E in module 'DynDOLODx64.exe'. Read of address 0000000000000000. But the esps and esm are generated and everything seems to be working. The error pops up at the last minute. I get the error with my full load order and without, and the error pops up after everything says it was generated okay. I'm running 1.5.97 (not downpatched) and DynDOLOD 3 Alpha-160 and Assets Alpha-47. My logs are linked below. The logs are without my full load order. Thanks! https://ufile.io/f/k0n87 This should be fixed in Alpha-161 https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace. Do not use the output if there were errors that stopped the process prematurely. The message missing from the log means one or more plugins are incomplete.
PRieST Posted December 20, 2023 Posted December 20, 2023 (edited) I think something has borked with my last generation with DynDOLOD 161. I went via coc whiterunexterior16 from main menu in the game, same result if I do coc riverwood and walk straight to whiterun by foot. I only can see stuff which is near to my character and the far away (fargid?) lod. Trees for example aren't present, only when I get closer the full models are loading, only billboards are in distance. As you can see on the screenshots further down, first the whiterun castle lod is viewable, if I get closer it vanishes (no step in between) and only If I get close enough the full models are loading. You can also see that there is no difference if LOD is active or not (tll command). Can't tell what happened here, everything looked fine during generation. Here are the logs Here are some screenshots: https://ibb.co/0BsxnQV https://ibb.co/267MjVw https://ibb.co/qkwQcs1 https://ibb.co/4mPR2pC https://ibb.co/xSpfsGd https://ibb.co/wyhM20g https://ibb.co/F6Yr8vR https://ibb.co/mcTbTbx https://ibb.co/DtZzdR3 https://ibb.co/0Dk3m16 And this is just an example. I had no (critical) errors during generation nor any crashes. Or do I have to start a new game to get everything to work correctly? In the past it worked even if you coc from main menu. Oh and is it correct, that the some points from the MCM are missing e.g. where you set 'NetImmerse Override' on/off? Haven't read anything regarding this in the changelog. https://ibb.co/brBLH9W https://ibb.co/cr5HBR9 https://ibb.co/Y7kV14q Edited December 20, 2023 by PRieST
sheson Posted December 20, 2023 Author Posted December 20, 2023 49 minutes ago, PRieST said: I think something has borked with my last generation with DynDOLOD 161. I went via coc whiterunexterior16 from main menu in the game, same result if I do coc riverwood and walk straight to whiterun by foot. I only can see stuff which is near to my character and the far away (fargid?) lod. Trees for example aren't present, only when I get closer the full models are loading, only billboards are in distance. As you can see on the screenshots further down, first the whiterun castle lod is viewable, if I get closer it vanishes (no step in between) and only If I get close enough the full models are loading. You can also see that there is no difference if LOD is active or not (tll command). Can't tell what happened here, everything looked fine during generation. Here are the logs Here are some screenshots: https://ibb.co/0BsxnQV https://ibb.co/267MjVw https://ibb.co/qkwQcs1 https://ibb.co/4mPR2pC https://ibb.co/xSpfsGd https://ibb.co/wyhM20g https://ibb.co/F6Yr8vR https://ibb.co/mcTbTbx https://ibb.co/DtZzdR3 https://ibb.co/0Dk3m16 And this is just an example. I had no (critical) errors during generation nor any crashes. Or do I have to start a new game to get everything to work correctly? In the past it worked even if you coc from main menu. Oh and is it correct, that the some points from the MCM are missing e.g. where you set 'NetImmerse Override' on/off? Haven't read anything regarding this in the changelog. https://ibb.co/brBLH9W https://ibb.co/cr5HBR9 https://ibb.co/Y7kV14q It seems none of the three reasons given at https://dyndolod.info/FAQ#Entire-LOD-missing apply. Check what happens if you disable Occlusion.esp. If that makes no difference something probably happened to the LOD level 4 files or the engine loading them. Test with default INIs. The MCM is a bit different for the large reference bugs workarounds, or rather for the dynamic LOD being done by DynDOLOD DLL NG. Unrelated, but what is this supposed to be doing? <Warning: Large references found in non master plugin LargeRefResolution.esp RiftenWorld "Rifton" [WRLD:00016BB4]>
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