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Posted

It would be better to patch that word wall on your end(exe I guess) so we can keep its dynamic LOD as well as having its LOD showing on map without removing its enable parent then regenerating LODs. The enable parent is only used by the "traveling back through time" scene after reading the elder scroll, during which the player is stuck in first person and can't open the map so the dynamic LOD doesn't really matter 99% the time.

Posted

I can't rerun the test version of DynDOLOD you shared today:

[Window Title]
DynDOLOD

[Main Instruction]
This shared free alpha version of DynDOLOD is several months old and long outdated!

[Content]
Download and use the latest shared free alpha version to continue participating in the alpha test to help find and report any bugs or issues to the official DynDOLOD support forum to recive help for problems and to improve the tools for everyone.

Updating while keeping existing settings takes only a couple minutes. Do not install over older versions. Follow the update instructions:

Click on this link for additional explanations and help for this message
https://dyndolod.info/Updating

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

 

Posted
1 hour ago, captainlei1993 said:

It would be better to patch that word wall on your end(exe I guess) so we can keep its dynamic LOD as well as having its LOD showing on map without removing its enable parent then regenerating LODs. The enable parent is only used by the "traveling back through time" scene after reading the elder scroll, during which the player is stuck in first person and can't open the map so the dynamic LOD doesn't really matter 99% the time.

The reason is a game engine limitation/bug in the game causing CTD which I will address at some point.

Not seeing the LOD seems to be an issue unique to ACMOS users. Test if adding the enable parent form ID to C:\Games\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_xesplod.txt has the desired effect.

Skyrim.esm;0005EACB;MQ206statePresent

Posted
9 minutes ago, captainlei1993 said:

I can't rerun the test version of DynDOLOD you shared today:

[Window Title]
DynDOLOD

[Main Instruction]
This shared free alpha version of DynDOLOD is several months old and long outdated!

[Content]
Download and use the latest shared free alpha version to continue participating in the alpha test to help find and report any bugs or issues to the official DynDOLOD support forum to recive help for problems and to improve the tools for everyone.

Updating while keeping existing settings takes only a couple minutes. Do not install over older versions. Follow the update instructions:

Click on this link for additional explanations and help for this message
https://dyndolod.info/Updating

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

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.

Works as expected here. It should be good for several months as usual. There is a new test version.

Posted (edited)
1 hour ago, sheson said:

The reason is a game engine limitation/bug in the game causing CTD which I will address at some point.

Not seeing the LOD seems to be an issue unique to ACMOS users. Test if adding the enable parent form ID to C:\Games\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_xesplod.txt has the desired effect.

Skyrim.esm;0005EACB;MQ206statePresent

It seems DynDOLOD showed that "using the outdated version" prompt because I set cpoverride english to utf8 in sseviewsettings for xEdit. Anyway your method works. Now I can see the word wall on the map. Thanks for your effort!

Edited by captainlei1993
Posted
18 minutes ago, captainlei1993 said:

It seems DynDOLOD showed that "using the outdated version" prompt because I set cpoverride english to utf8 in sseviewsettings for xEdit. Anyway your method works. Now I can see the word wall on the map. Thanks for your effort!

Requests logs were not provided.

TexGen/DynDOLOD typically do not access the xEdit viewsettings files and instead use INI files in the DynDOLOD Standalone installation folder.
The log reports it like this:
Using settings file: C:\Games\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD.ini

Posted
11 hours ago, sheson said:

Get the latest test version.

Compare its generate alpha atlas texture matches the one you got with CPUMipMaps=1. It won't be equal, but they should hopefully look very close. Average background if black or existing background should be kept. Report results.

The latest test versions seems to have resolved the persistent black background issue. I ran DynDOLOD without any of the test settings you had me use earlier, and the diffuse backgrounds of all textures appear to be using the average RGB except the aspen branch. Strangely, this branch is using the source mips rather than DynDOLOD's as if aspen shape names have `usemipmaps` keyword (but that's not the case). I've given this one a blue outline. Similarly, the normal atlas is also using the native normal mips for this branch. If you want to reproduce, download Aspens Ablaze 2.39 main file and use the AA Add-On (Quality option).

image.pngimage.png

You will also notice that the pine textures mod we've been using for testing strangely uses pure black in the RGB matching the alpha mask, which is causing the pine tops to be too bright in LOD ...probably because the shader is getting some mip bleed in the normal mips (DynDOLOD is re-mipping all pine textures). I guess I expected that DynDOLOD would also re-mip the branch normals, but if it is doing that, it is using the invalid source normal with black background (should be 128/128/255 instead of black). This is obviously not a DynDOLOD problem but one of the reasons I am remaking these textures from source. I will share results once finished now that I can test without any keywords in the shape names ...I've been testing my remade versions of the textures with `usemipmaps` to rule out the black background in the DynDOLOD atlases as being a contributing factor to the dark pine tops. I will continue reworking these textures using DynDOLOD's default texture handling.

Here's the logs for the run that produced the fixed backgrounds in the atlas (above screens).

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