Jump to content

Recommended Posts

Posted
15 hours ago, sheson said:

On console check tree LOD distance value before/after with 

getini "fTreeLoadDistance:TerrainManager"

If it changes you have a script or DLL changing it (typically FPS stabilizer). If not there might be a occlusion plane/box added by a plugin hiding it (typically eFPS - Exterior FPS boost but I do not see its plugin in the log either). 

I have spent a whole day to figure out what's wrong with my modlist. It turns out fTreeLoadDistance was just too low for my current profile. Simple as that. I feel dumb now.

Posted (edited)

Hello! So, I'm feeling a bit kerfuffled. Whenever I try to generate texgen, I'm faced with the message: 

[Window Title]
TexGen

[Main Instruction]
Error: File not found textures\bscyrodiil\architecture\farmhouse\cyrodiilfarmstucco02.dds.

[Content]

Here's the log. Thank you! And I do have Beyond Skyrim installed. I properly installed everything. Have all the required files, etc.  

Pastebin.com - #1 paste tool since 2002! (Well, it seems the file was too large). 

That's the log on pastebin. 

So I messed around a bit more. My dyndolod is all updated... I noticed my dyndolod dll is using 1.597. I'm on 1.5.97 still with the use of the downgrade patcher, so that's fine. 

TexGen_SSE_log.txt

Mkay, dyndolod isn't compatible with dyndolod 3.0 and this issue was observed on the bruma mod page (bugs section). So, I disabled Beyond skyrim Bruma, wares of tamriel, and all patches reliant on these two mods. However, I still receive the same exact message. Here's the log. https://paste.ee/p/VB2YD

Is it because I'm using a grass precache that has Beyond Skyrim Bruma on it, and also generating grass lod? 

 

Edited by NBBEAST
Posted
12 hours ago, adelinadragonborn said:

I have spent a whole day to figure out what's wrong with my modlist. It turns out fTreeLoadDistance was just too low for my current profile. Simple as that. I feel dumb now.

Well that can't have been your issue. You are using object LOD for your trees if using DynDOLOD, and this setting can actually be zero. That setting is for vanilla tree rendering. If you regenerated your TexGen/DynDOLOD outputs, that may have just fixed things.

Posted
6 hours ago, NBBEAST said:

Hello! So, I'm feeling a bit kerfuffled. Whenever I try to generate texgen, I'm faced with the message: 

[Window Title]
TexGen

[Main Instruction]
Error: File not found textures\bscyrodiil\architecture\farmhouse\cyrodiilfarmstucco02.dds.

[Content]

Here's the log. Thank you! And I do have Beyond Skyrim installed. I properly installed everything. Have all the required files, etc.  

Pastebin.com - #1 paste tool since 2002! (Well, it seems the file was too large). 

That's the log on pastebin. 

So I messed around a bit more. My dyndolod is all updated... I noticed my dyndolod dll is using 1.597. I'm on 1.5.97 still with the use of the downgrade patcher, so that's fine. 

TexGen_SSE_log.txt 1.67 MB · 2 downloads

Mkay, dyndolod isn't compatible with dyndolod 3.0 and this issue was observed on the bruma mod page (bugs section). So, I disabled Beyond skyrim Bruma, wares of tamriel, and all patches reliant on these two mods. However, I still receive the same exact message. Here's the log. https://paste.ee/p/VB2YD

Is it because I'm using a grass precache that has Beyond Skyrim Bruma on it, and also generating grass lod? 

 

Moved to the DynDOLOD 3 Alpha thread.

The error message says that a texture is missing. This has nothing to do with the game version, the DynDOLOD DLL version or the grass cache.

As explained on the first post, use search to find posts about the same/similar errors: See https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-106/?do=findComment&comment=250544 "cyrodiilfarmstucco02.dds is part of Beyond Reach and the texture is required because arnima.esm is in the load order."

Install the latest version of Beyond Reach.

Posted (edited)

The giant campfire lod switch is a little jarring for me as I use Embers XD mod and the lod model and full model look quite a bit different.  I tried using the mesh rule level4 - None, level8 - None, level16 - None, level32 - None, Far Full and I get the full model giant campfire logs and glow however there is no flame effect until the cell attaches.  This still transitions a little better to my eyes, but I was wondering if there is a way to get the flames to show as well or is that strictly limited to the giant campfire lod included with Dyndolod resources?

Edited by MisterMorden
spelling
Posted
1 hour ago, MisterMorden said:

The giant campfire lod switch is a little jarring for me as I use Embers XD mod and the lod model and full model look quite a bit different.  I tried using the mesh rule level4 - None, level8 - None, level16 - None, level32 - None, Far Full and I get the full model giant campfire logs and glow however there is no flame effect until the cell attaches.  This still transitions a little better to my eyes, but I was wondering if there is a way to get the flames to show as well or is that strictly limited to the giant campfire lod included with Dyndolod resources?

Do not set static LOD for animated models. Instead use the Full Model for dynamic LOD, e.g. Grid: FarFull. Consider setting Reference: Replace so that there is no switch.

Posted (edited)
39 minutes ago, sheson said:

Do not set static LOD for animated models. Instead use the Full Model for dynamic LOD, e.g. Grid: FarFull. Consider setting Reference: Replace so that there is no switch.

I thought that's what I was doing by putting none, none, none, none, Far Full?  Am I supposed to be putting that + Force Dynamic checkbox?  I was only using Unchanged for the reference, so I can change that to Replace.

Thanks for your help with this.

Edit- Oh I should be using full, full, full, full, Far Full?

Edited by MisterMorden
Posted (edited)

When i install Terrain Lod Redone and run DynDOLOD to generate lods i have error: 

Quote

[Window Title]
DynDOLOD

[Main Instruction]
Broken Tamriel terrain LOD meshes detected.

[Content]
Some terrain LOD meshes generated by Oscape have bugs resulting in severe visual issues.

Permanently remove the broken terrain LOD meshes or use xLODGen to generate terrain LOD meshes to overwrite the broken terrain LOD meshes.

Ignoring this problem means there will be broken and missing terrain LOD in certain areas.

Object LOD and Occlusion can not be generated correctly unless there are proper terrain LOD meshes installed.

Click on this link for additional explanations and help for this message

[Exit DynDOLOD]

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

When i disable in Votrex this mod and run DynDOLOD he works fine. 

I can try using xLODgen instead Terrain Lod Redone.

I didn't have this problem before, so I wonder why it appeared...

Edited by AndreySG
Posted
14 hours ago, MisterMorden said:

I thought that's what I was doing by putting none, none, none, none, Far Full?  Am I supposed to be putting that + Force Dynamic checkbox?  I was only using Unchanged for the reference, so I can change that to Replace.

Thanks for your help with this.

Edit- Oh I should be using full, full, full, full, Far Full?

The 4 LOD levels for static object LOD need to be set to None.

Doublecheck the LOD fire in the distance is dynamic LOD, it should show in More Informative Console as a reference and base record added by the DynDOLOD plugins and also show that the full model is being used.

If there are no flames in that case, it could be because of some fade INI setting or in the NIF or because the base record in the DynDOLOD plugin is missing something. Compare to the original base record.

  • Thanks 1
Posted
15 minutes ago, AndreySG said:

When i install Terrain Lod Redone and run DynDOLOD to generate lods i have error: 

When i disable in Votrex this mod and run DynDOLOD he works fine. 

I can try using xLODgen instead Terrain Lod Redone.

I didn't have this problem before, so I wonder why it appeared...

Moved to the DynDOLOD 3 Alpha thread.

As explained on the first post, Certain things may be incomplete, not work as expected or change considerably between versions.

The reasons for the check are explained in the message and the linked documentation.

Posted
14 hours ago, sheson said:

The 4 LOD levels for static object LOD need to be set to None.

Doublecheck the LOD fire in the distance is dynamic LOD, it should show in More Informative Console as a reference and base record added by the DynDOLOD plugins and also show that the full model is being used.

If there are no flames in that case, it could be because of some fade INI setting or in the NIF or because the base record in the DynDOLOD plugin is missing something. Compare to the original base record.

Should I be checking Force Dynamic or would that give me 2 models coexisting?

Edit - would the campfires have to be set as "is full LOD" and/or "persistent" for the previously mentioned mesh rule to work the way I'd like it to?  I haven't looked yet, but the mod author of Embers XD suggested I try setting "is full LOD" flag on the campfires so I'm assuming they didn't do that.

Posted
13 hours ago, MisterMorden said:

Should I be checking Force Dynamic or would that give me 2 models coexisting?

Edit - would the campfires have to be set as "is full LOD" and/or "persistent" for the previously mentioned mesh rule to work the way I'd like it to?  I haven't looked yet, but the mod author of Embers XD suggested I try setting "is full LOD" flag on the campfires so I'm assuming they didn't do that.

 Just set FarFull and maybe Replace to avoid brief overlap of 2 full models.

  • Thanks 1
Posted
3 hours ago, MisterMorden said:

Should I be checking Force Dynamic or would that give me 2 models coexisting?

Edit - would the campfires have to be set as "is full LOD" and/or "persistent" for the previously mentioned mesh rule to work the way I'd like it to?  I haven't looked yet, but the mod author of Embers XD suggested I try setting "is full LOD" flag on the campfires so I'm assuming they didn't do that.

Please post back with the mesh rule mask you use for this, as I will add it to my own if it works.

Posted

Really weird, but the best I can seem to get with the giant campfires is that sometimes the flames appear on the full model lod and sometimes it's just the glowing embers with no flames.  The same campfire will sometimes have flames and sometimes not when viewed at different times.  I tried using "replace" instead of "unchanged" however then the flames didn't ever seem to appear on the lod model nor would they erupt when I got close...just remained a glowing pile of logs.  Also really weird is that even using "unchanged,"  every once in a while the flames wouldn't appear once the cell attached.  It's like my lod aren't fully initializing nor unloading 100% of the time.

Clicking on the lod models using MIC did indicate they were from Dyndolod.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.