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Posted (edited)
8 hours ago, sheson said:

Always use the latest version as explained in the first post, https://dyndolod.info and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log and which DynDOLOD debug log to also upload when making posts. These resources also link - just like my signature - to a file service for large files. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with more informative console and how to use tfc to get closer to LOD.\

When LOD assets are made properly and things work correctly as they are supposed to, there is no need to manually and temporally edit any files. it is obviously counterproductive to edit full textures only for TexGen billboard generation or for 3D LOD generation with DynDOLOD. It will cause billboards and/or or 3D LOD not matching. Use the preview in TexGen.

Did this test with latest Alpha 190 DynDOLOD and latest Alpha Resources file.

 

Mediafire Links to Logs:

1. TexGen SSE Debug Log: https://www.mediafire.com/file/gppymn07aa9emhq/TexGen_SSE_Debug_log.txt/file

2. DynDOLOD SSE Object Report: https://www.mediafire.com/file/33xebgl3vxa2vhq/DynDOLOD_SSE_Object_Report.txt/file

3. DynDOLOD SSE Log: https://www.mediafire.com/file/w28gustduq6dhnw/DynDOLOD_SSE_log.txt/file

4. DynDOLOD SSE Debug Log: https://www.mediafire.com/file/qgc5xp3gq1ql7i6/DynDOLOD_SSE_Debug_log.txt/file

5. TexGen SSE Log: https://www.mediafire.com/file/73j40xtkmmadycb/TexGen_SSE_log.txt/file

 

Other configuration:

No HLT DynDOLOD Addon. No atlas dds  or other temporary LOD "tweaks" - ran LOD with the Load Order and files I regularly play with only.

 

TexGen Settings:

Tree: 170 Direct, 60 Ambient.

HD Tree: 170 Direct, 60 Ambient.

Rendered: 100 Direct, 95 Ambient.

 

Screenshots: 

1. DynDOLOD Settings.

2. Up close of tree LOD from just outside of full model range.

3. Full model selected in MIC.

4. Full model no console/selecting.

5. Full model beside LOD for colour comparison.

 

Appreciate your continued help and patience, Sheson.

Screenshot (867).png

Screenshot5609.jpg

Screenshot5610.jpg

Screenshot5611.jpg

Screenshot5608.jpg

 

EDIT:

Repeated the above process with Trees of Iduna and Wigfrid's Skyrim Tree Replacer with similar results (darker billboards in direct light).

Screenshot5612.thumb.jpg.dcb5a7768197c472d4fed6cf7b421c0b.jpg 

And

https://imgur.com/a/z3FT9bb

Edited by tweedledumb99
Posted

I just have a quick question. I am using dyndolod and cant seem to get my mods to load only the regular skyrim base plugins and cc content loads. I use the GOG version and am wondering what i am doing wrong? I have all the arguments in that were provided by the website…

Posted
5 minutes ago, fallout3123 said:

I just have a quick question. I am using dyndolod and cant seem to get my mods to load only the regular skyrim base plugins and cc content loads. I use the GOG version and am wondering what i am doing wrong? I have all the arguments in that were provided by the website…

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.

Posted
9 hours ago, fallout3123 said:

The provided DynDOLOD reports:
Using plugin list: C:\DynDOLOD
Warning: Could not find plugin list

https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG
-p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt"

The -p command line argument is not set correctly to the plugins.txt. Also see https://dyndolod.info/Help/Command-Line-Argument

Posted
20 hours ago, tweedledumb99 said:

Did this test with latest Alpha 190 DynDOLOD and latest Alpha Resources file.

 

Mediafire Links to Logs:

1. TexGen SSE Debug Log: https://www.mediafire.com/file/gppymn07aa9emhq/TexGen_SSE_Debug_log.txt/file

2. DynDOLOD SSE Object Report: https://www.mediafire.com/file/33xebgl3vxa2vhq/DynDOLOD_SSE_Object_Report.txt/file

3. DynDOLOD SSE Log: https://www.mediafire.com/file/w28gustduq6dhnw/DynDOLOD_SSE_log.txt/file

4. DynDOLOD SSE Debug Log: https://www.mediafire.com/file/qgc5xp3gq1ql7i6/DynDOLOD_SSE_Debug_log.txt/file

5. TexGen SSE Log: https://www.mediafire.com/file/73j40xtkmmadycb/TexGen_SSE_log.txt/file

 

Other configuration:

No HLT DynDOLOD Addon. No atlas dds  or other temporary LOD "tweaks" - ran LOD with the Load Order and files I regularly play with only.

 

TexGen Settings:

Tree: 170 Direct, 60 Ambient.

HD Tree: 170 Direct, 60 Ambient.

Rendered: 100 Direct, 95 Ambient.

 

Screenshots: 

1. DynDOLOD Settings.

2. Up close of tree LOD from just outside of full model range.

3. Full model selected in MIC.

4. Full model no console/selecting.

5. Full model beside LOD for colour comparison.

 

Appreciate your continued help and patience, Sheson.

Screenshot (867).png

Screenshot5609.jpg

Screenshot5610.jpg

Screenshot5611.jpg

Screenshot5608.jpg

 

EDIT:

Repeated the above process with Trees of Iduna and Wigfrid's Skyrim Tree Replacer with similar results (darker billboards in direct light).

Screenshot5612.thumb.jpg.dcb5a7768197c472d4fed6cf7b421c0b.jpg 

And

https://imgur.com/a/z3FT9bb

This is probably caused by ENB settings and/or maybe a weather mod.

This is how your TexGen and DynDOLOD settings look in a vanilla game without ENB or weather mods:
181.jpg

Note you are generating standard tree LOD. It uses tree billboards. Changes to HD tree LOD or the mesh mask tree rule will not make a difference.

The reaction to light might be better when using ultra tree LOD with Billboard4 utilizing the HD tree LOD billboards (or actually the 3D LOD assets from the DynDOLOD addon for LOD level4). It is also possible that whatever post processing effects the standard tree LOD, will not affect the LOD for trees in object LOD the same way.

Make sure that the billboards like textures\terrain\lodgen\skyrim.esm\treepineforestsnow05_0005c06e.dds etc. are from the TexGen output and are not being overwritten by anything else. Also make sure the generated DynDOLOD output is not being overwritten.

Posted

Thank you for your help previously but now i have a seperate question concerning my bashed patch and it saying if it doesnt crash without it while loading my mods that means my patch is broken?

The program did not crash with my bash patch disabled in my plugins so does this definitley mean my bashed patch is broken or no?

https://www.mediafire.com/file/i45ydrtlzgu08h2/DynDOLOD_SSE_Debug_log.txt/file

https://www.mediafire.com/file/r2zgpv13mp8ud40/DynDOLOD_SSE_log.txt/file

Posted
46 minutes ago, fallout3123 said:

Thank you for your help previously but now i have a seperate question concerning my bashed patch and it saying if it doesnt crash without it while loading my mods that means my patch is broken?

The program did not crash with my bash patch disabled in my plugins so does this definitley mean my bashed patch is broken or no?

https://www.mediafire.com/file/i45ydrtlzgu08h2/DynDOLOD_SSE_Debug_log.txt/file

https://www.mediafire.com/file/r2zgpv13mp8ud40/DynDOLOD_SSE_log.txt/file

The provided DynDOLOD log only shows on LOD generation session that was made without the bashed patch loaded. The debug only shows the last session with shows DynDOLOD being loaded then closed without generating a LOD patch.

The message you are referring to, does not use the word crash.

Without a log and debug log that shows a LOD patch generation session with the based patch plugin loaded and that stopped with an error message, the question can not be answered.

Posted
5 hours ago, sheson said:

The provided DynDOLOD log only shows on LOD generation session that was made without the bashed patch loaded. The debug only shows the last session with shows DynDOLOD being loaded then closed without generating a LOD patch.

The message you are referring to, does not use the word crash.

Without a log and debug log that shows a LOD patch generation session with the based patch plugin loaded and that stopped with an error message, the question can not be answered.

https://www.mediafire.com/file/lom0vzvih4g3156/DynDOLOD_SSE_log.txt/file

https://www.mediafire.com/file/m4s3xwtb5l1bjda/DynDOLOD_SSE_Debug_log.txt/file

Posted
47 minutes ago, fallout3123 said:

No question was asked.

Read https://dyndolod.info/Generation-Instructions
Wait for all processes including all spawned LODGen command prompt windows to complete successfully. 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.
In case a summary of messages was created and opened in the default browser check all its entries to learn about problems and if they need to be addressed.

Read https://dyndolod.info/Messageshttps://dyndolod.info/Help/Summary-Of-Messages and https://dyndolod.info/Official-DynDOLOD-Support-Forum.

Posted (edited)
9 hours ago, sheson said:

This is probably caused by ENB settings and/or maybe a weather mod.

This is how your TexGen and DynDOLOD settings look in a vanilla game without ENB or weather mods:
181.jpg

Note you are generating standard tree LOD. It uses tree billboards. Changes to HD tree LOD or the mesh mask tree rule will not make a difference.

The reaction to light might be better when using ultra tree LOD with Billboard4 utilizing the HD tree LOD billboards (or actually the 3D LOD assets from the DynDOLOD addon for LOD level4). It is also possible that whatever post processing effects the standard tree LOD, will not affect the LOD for trees in object LOD the same way.

Make sure that the billboards like textures\terrain\lodgen\skyrim.esm\treepineforestsnow05_0005c06e.dds etc. are from the TexGen output and are not being overwritten by anything else. Also make sure the generated DynDOLOD output is not being overwritten.

Thank you for the help with this.

As you say, my ENB preset deliberately has very high direct light intensity (as a design goal).

I've tried rerunning LOD and using Ultra Tree LOD at Billboard 4 and the brightness looks much more even and consistent.

Edited by tweedledumb99
Posted

Hello, I am having an issue in which LODs flicker when looking and/or moving around. When I am stationary, the issue doesn't happen. I have no flickering meshes/textures in my game when in a close distance, it only happens when far away. I have noticed it happens with mountains, snow and ice meshes/textures. Everything else about of my LODs is working perfectly.

I have included in the folder the DYNDOLOD logs and a video so you can see exactly what is happening:

https://www.mediafire.com/file/cah6s7zrfb33933/LOD_Flicker.rar/file

Posted
2 hours ago, Mercenary931 said:

Hello, I am having an issue in which LODs flicker when looking and/or moving around. When I am stationary, the issue doesn't happen. I have no flickering meshes/textures in my game when in a close distance, it only happens when far away. I have noticed it happens with mountains, snow and ice meshes/textures. Everything else about of my LODs is working perfectly.

I have included in the folder the DYNDOLOD logs and a video so you can see exactly what is happening:

https://www.mediafire.com/file/cah6s7zrfb33933/LOD_Flicker.rar/file

The DynDOLOD log and debug log show the tool being started and then closed without generating a LOD patch. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Always use the latest version as explained in the first post, https://dyndolod.info and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

What rudimentary troubleshooting have you done to verify this is related to DynDOLOD output or LOD in general? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with more informative console and the LOD area using tfc command to get closer to LOD.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search

See answer and reply for this post https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-132-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/page/61/#findComment-243299

Posted
21 hours ago, sheson said:

The DynDOLOD log and debug log show the tool being started and then closed without generating a LOD patch. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Always use the latest version as explained in the first post, https://dyndolod.info and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

What rudimentary troubleshooting have you done to verify this is related to DynDOLOD output or LOD in general? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with more informative console and the LOD area using tfc command to get closer to LOD.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search

See answer and reply for this post https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-132-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/page/61/#findComment-243299

Hi sir, thanks for taking the time to answer.

English is not my first language so I will try my best. I used translate for my other post :( First, here is correct log folder:
https://www.mediafire.com/file/qtcsdtjo07duaye/LOD_Flicker.rar/file

I tried tll command console and all problematic meshes/textures disappear.

I am using xLODGen for terrain lod.

I tried the mask rule for frozenmarshicefloe but issue still there.

If I use tfc command console to get closer, then almost everything starts flicker.

Anything you can advise for me to do ? Documentation is very hard to read for me English level.

Thanks sir !

Posted
4 hours ago, Mercenary931 said:

Hi sir, thanks for taking the time to answer.

English is not my first language so I will try my best. I used translate for my other post :( First, here is correct log folder:
https://www.mediafire.com/file/qtcsdtjo07duaye/LOD_Flicker.rar/file

I tried tll command console and all problematic meshes/textures disappear.

I am using xLODGen for terrain lod.

I tried the mask rule for frozenmarshicefloe but issue still there.

If I use tfc command console to get closer, then almost everything starts flicker.

Anything you can advise for me to do ? Documentation is very hard to read for me English level.

Thanks sir !

Always use the latest version as explained in the first post, https://dyndolod.info and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with more informative console so we know the full model and base record form ID.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Notes
The order of rules matters. Rules at the top match before rules at bottom
Also note the 'Order Matters!!!" above the rules list in the advanced mode.

The "frozenmarshicefloe" rule should be inserted above the "icefloes" rule so it can take precedence. Best to insert it near the top with the other similar rules for "sky\", "magic\" etc.

You can look up which base record has which rule assigned in ..\DynDOLOD_SSE_Object_Report.txt

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