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Posted

If anyone want to quickly test different brightness of the grass lod, here's a powershell script that replaces the necessary lines in all the export files, this one darkens the complex billboards. Ideally all of this could be done from GUI

$pattern = @"
ComplexGrassBrightnessTopR=0\.7\r?\n
ComplexGrassBrightnessTopG=0\.75\r?\n
ComplexGrassBrightnessTopB=0\.75\r?\n
ComplexGrassBrightnessBottomR=0\.7\r?\n
ComplexGrassBrightnessBottomG=0\.75\r?\n
ComplexGrassBrightnessBottomB=0\.75
"@ -replace "\s+", ""

$replacement = @"
ComplexGrassBrightnessTopR=0.6
ComplexGrassBrightnessTopG=0.65
ComplexGrassBrightnessTopB=0.65
ComplexGrassBrightnessBottomR=0.6
ComplexGrassBrightnessBottomG=0.65
ComplexGrassBrightnessBottomB=0.65
"@

Get-ChildItem -Recurse -Filter *.txt | ForEach-Object {
    $content = Get-Content $_ -Raw
    $newContent = [regex]::Replace(
        $content,
        $pattern,
        $replacement,
        [System.Text.RegularExpressions.RegexOptions]::IgnorePatternWhitespace
    )
    if ($newContent -ne $content) {
        Set-Content $_ $newContent
    }
}

 

Posted (edited)
; set the double_sided shader flag in object LOD *.bto meshes on these lists of meshes / textures masks (partial filename) for mods like Dynamic Volumetric Lighting and Sun Shadows or Enhanced Volumetric Lighting and Shadows (EVLaS)
; see https://dyndolod.info/Help/Terrain-Underside
;DoubleSidedTextureMask=mountain,mtn
;DoubleSidedMeshMask=

Imho this should uncomment itself whenever the user wants to generate terrain underside and comment out if the user doesnt want to generate terrain underside, unfortunately it isn't from my testing, and generating terrain underside still doesnt set these flags.

Edited by RainingTacco
Posted
11 hours ago, hanshotfirst said:

so ive still been getting the same results on the latest test build, ive tried maybe a dozen times. it still freezes at approximately 10 minutes (it varies a little each time). I'm also not sure if "freezing" is the right term to use here. the program is still responsive, I can close it and generate the logs, it just appears to stop. I've fixed all deleted references, reinstalled the vc redist, tried disabling the plugins that it seems to hang up on. no change. the last two times i ran it did not generate a bug report, but here are the other logs. 

debug log

DynDOLOD_SSE_log.txt 1.08 MB · 1 download

 

edit: I can get it to go through to actual LOD generation if i unselect Tamriel. Which makes me suspect that it is probably something in my load order. Is there anything I can look at in the logs that would tell me which things are the most likely culprit? I have ~2500 plugins and 3200 mods so its a lot to go through. I eccept I may have to do a binary search at some point however I haven't previously had these issues with lod generation.

It still should not happen, regardless the reason.

Get the latest test version. Delete all old logs.
While still having LockRecords=0 also add RealTimeLog=1. Then run just Tamriel.
It will create a DynDOLOD_SSE_realtime_log.txt in the log folder which might grow big and really take some time, but hopefully it still exhibits the issue at some point. Once you exist it, it should still save log and debug log also. Upload all 3 logs if they exists.

Posted

Hello,

I have a problem with "exploding" mesh after generating Lod with Dyndolod 3 Alpha. I downloaded and installed the requirements from nexus, generated Texgen Output and Dyndolod Output. When I walk to the watchtower near whiterun my screen goes completely grey. Video below (1Min long). I tried regenerating it with different settings (medium and high) but didn't help. When I disable DynDOLOD_Output mod in MO2 the problem isn't visible anymore, that's why I think it has something to do with Dyndolod. Here's link to archiv with log files: https://drive.google.com/file/d/1a4XZZgifcLgDusiJh33c2PVAIkYL-qM8/view?usp=drive_link

 

Posted
29 minutes ago, Arkathor said:

Hello,

I have a problem with "exploding" mesh after generating Lod with Dyndolod 3 Alpha. I downloaded and installed the requirements from nexus, generated Texgen Output and Dyndolod Output. When I walk to the watchtower near whiterun my screen goes completely grey. Video below (1Min long). I tried regenerating it with different settings (medium and high) but didn't help. When I disable DynDOLOD_Output mod in MO2 the problem isn't visible anymore, that's why I think it has something to do with Dyndolod. Here's link to archiv with log files: https://drive.google.com/file/d/1a4XZZgifcLgDusiJh33c2PVAIkYL-qM8/view?usp=drive_link

Check if it is LOD by disabling LOD with ttl in console. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If that does not change anything, see if you can click it with console open to get information about it with more informative console. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Report results.

Posted
37 minutes ago, sheson said:

Check if it is LOD by disabling LOD with ttl in console. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If that does not change anything, see if you can click it with console open to get information about it with more informative console. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Report results.

I tried toggling different parts of LOD off and on with tll but the broken mesh didn't disappear at any point. I can't klick it with console open, I just click whatever is behind it (like road, player, brazier etc.).

Posted
48 minutes ago, Arkathor said:

I tried toggling different parts of LOD off and on with tll but the broken mesh didn't disappear at any point. I can't klick it with console open, I just click whatever is behind it (like road, player, brazier etc.).

In that case test what happens if you only disable Occlusion.esp.
That should not change anything so continue with disabling the DynDOLOD.esp.
If nothing changes, also disable the DynDOLOD.esm.
In case there still is no change, hide/rename the meshes folder from the DynDOLOD output.
Report results.

Posted
17 minutes ago, JayJeff said:

Hello, I posted earlier and did not know to provide my logs. So here they are! Sorry for the double post. Basically, I ran dyndolod but it would just end after opening a xlodgen64 window. Output is unzipped and no Dyndolod or occlusion esp. Thanks for your time!

 Dyndolod Bug Report 

Dyndolod Log

Dyndolod Debug Log

The provided log and debug log show DynDOLOD being started and then closed without generating anything.

You would need to run the generation again recreating the issue in order to create a debug log as that is replaced every session.

Posted
9 hours ago, sheson said:

Please report if you have more luck with the latest test version i just uploaded.

Still generates a few billboards and then hangs unfortunately. This time TexGen remained responsive for me to use the close dialogue, but after this it stayed frozen in the background so I still had to kill it manually. It output the regular logs this time but no bugreport.txt: https://www.mediafire.com/file/4sljdouluz0yme1/texgenlogs.zip/file

Monitoring resource usage shows that upon the freeze gpu usage flatlines and vram usage stays constant, cpu usage stays at 100% on both cores until I kill the program.

Posted
12 hours ago, sheson said:

Please report if you have more luck with the latest test version i just uploaded.

Sorry to double up, I did some more tests and the test version actually does complete successfully around 10% of the time when I run it. Looking at the output there's 2 or 3 specific areas where it seems to be a gamble whether or not it will get stuck processing, in particular after it starts "Creating object LOD textures". If it happens to get through that without freezing it completes everything else fine and I can exit and zip successfully. The previous version seemed to freeze more deterministically. 

Here are the successful logs in case they're useful:

https://www.mediafire.com/file/7sltt1orvryu1jk/texgenlogs_success2.zip/file

Posted
8 hours ago, sheson said:

Repeat test with latest test version, upload the new test5*.dds, logs. You can skip test3_0.dds

Here's the results from test version dated 1/26/2026 13:12 

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