Jump to content

Recommended Posts

Posted
44 minutes ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload large log files to a file service/

https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards
Check that TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic tree/grass LOD billboard generation. See TexGen Configuration for further details.

You can see in the log that only handful of grass billboards were generated for verdant.

https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List
Make sure TexGen is generating grass LOD billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt. Pay attention to error messages and fix them. Double-check the object bounds of the GRAS records in the plugins as explained above

https://www.nexusmods.com/skyrimspecialedition/mods/2296?tab=posts
The bounds need to be recalculated again for this to work with grass LOD generation. I know the sticky says 1.8 was but you will still get false on every billboard generation in the txt file like the other comment sticky in here stated. I recalculated it "again" and it works now. So instead of guessing what shouldn't be false a simple ck recalculate bounds is all that's needed.

https://dyndolod.info/Help/Object-Bounds
In case the object bounds are not set properly in a plugin, the Creation Kit Object Window has a right click context menu entry 'Recalc Bounds' to update them.

hi sheson, thank you so much for the detailed reply. here is the DynDOLOD_TES5VR_Debug_log: https://ufile.io/p0ea5uv7

i did noticed that txt file with so many false lines, i did read the mod page there was an explains to force generate grass but i need to remove the false from all lines? i mean how would i know which are important so my fps wont suffer?

as for Creation Kit i don't really have it and don't know how to use it, i have no problem watching tutorials to learn it and recalculate the bounds but is it really necessary if i can just remove the false in the txt file and then regenerate the outputs again unless i'm mistaken and didn't get right?

Posted
1 hour ago, m300 said:

hi sheson, thank you so much for the detailed reply. here is the DynDOLOD_TES5VR_Debug_log: https://ufile.io/p0ea5uv7

i did noticed that txt file with so many false lines, i did read the mod page there was an explains to force generate grass but i need to remove the false from all lines? i mean how would i know which are important so my fps wont suffer?

as for Creation Kit i don't really have it and don't know how to use it, i have no problem watching tutorials to learn it and recalculate the bounds but is it really necessary if i can just remove the false in the txt file and then regenerate the outputs again unless i'm mistaken and didn't get right?

Either only use properly made mods, update the object bounds with CK or create the config file to force creation.

With correct object bounds billboards will be created for large enough and above water grass only. If you force billboards, it is up to you to decide. Use preview or open generated billboard in image viewer.

Posted
22 minutes ago, sheson said:

Either only use properly made mods, update the object bounds with CK or create the config file to force creation.

With correct object bounds billboards will be created for large enough and above water grass only. If you force billboards, it is up to you to decide. Use preview or open generated billboard in image viewer.

ok then i will try with CK first, thank you so much for your help!

Posted
On 11/20/2023 at 12:11 PM, sheson said:

In addition add GLDebug=1 under [DynDOLOD] in E:\Mod Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
Remove old logs and bugreport.txt, run again, upload new logs and bugreport.txt.

Using GLDebug=1 (alongside LockTexconv=1) hasn't made a difference, the same error happens again.

Logs: https://ufile.io/0lzdeav6

Posted
3 hours ago, Chromatic said:

Using GLDebug=1 (alongside LockTexconv=1) hasn't made a difference, the same error happens again.

Logs: https://ufile.io/0lzdeav6

GLDebug=1 does more debugging and is not supposed to make a difference how things work, so no change is expected.

Download this test version https://mega.nz/file/pQIW3BjB#lUFjXiTiHkI-yu1yfow_e0X5E2VrHkD_lp5tER_GrEA and upload new bugreport.txt, log and debug log.

Posted

hi sheson, i'm really sorry to bother you again but i'm trying to find guide for recalculate bounds but i can't find any.

could you maybe tell me how to do it or if you know a guide somewhere that could help i would really appreciate it?

Posted
41 minutes ago, m300 said:

hi sheson, i'm really sorry to bother you again but i'm trying to find guide for recalculate bounds but i can't find any.

could you maybe tell me how to do it or if you know a guide somewhere that could help i would really appreciate it?

i managed to open verdate from data in creation kit it also loaded all master files now there are a lot of grass nif files do i need to use the recalc bound on each and every one of them?

also how would i now that i don't do changes to the master files?

Posted
45 minutes ago, m300 said:

hi sheson, i'm really sorry to bother you again but i'm trying to find guide for recalculate bounds but i can't find any.

could you maybe tell me how to do it or if you know a guide somewhere that could help i would really appreciate it?

I do not provide support for other tools or generic modding support. Ask questions about how to use CK wherever people discuss or help with it. Make use of https://ck.uesp.net/wiki/index.php?title=Landing_page

In CK load / set whatever grass plugin to edit as active. In the Object Window tree view select WorldObjects / Grass, mark all grasses in the list, right click, Recalc Bounds, save.

Posted
3 minutes ago, sheson said:

I do not provide support for other tools or generic modding support. Ask questions about how to use CK wherever people discuss or help with it. Make use of https://ck.uesp.net/wiki/index.php?title=Landing_page

In CK load / set whatever grass plugin to edit as active. In the Object Window tree view select WorldObjects / Grass, mark all grasses in the list, right click, Recalc Bounds, save.

thank you, and the fact you still gave me directions is really appreciated!!!!

one last question if i may, i got those warning messages: 

Could not find model Landscape\Grass\DLC02VolcanicAshRocks01.nif
Could not find model landscape\Grass\EGrass05.nif
Could not find model landscape\Grass\EGrass36b.nif
Could not find model landscape\Grass\ESpFAngularSolomonSeal02.nif
Could not find model landscape\Grass\ESpFAngularSolomonSeal04.nif
Could not find model landscape\Grass\espfernbraken05st.nif
Could not find model landscape\Grass\ESpLadysMantle.nif
Could not find model landscape\Grass\espmaylily02.nif
Could not find model landscape\Grass\ESPMeadowsweet02.nif
Could not find model landscape\Grass\espscilla01blue.nif
Could not find model landscape\Grass\esutansy01.nif
Could not find model landscape\Grass\EWpShore03.nif
Could not find model landscape\Grass\fallforestgrass0bj03.nif
Could not find model landscape\Grass\UG_forestgroundcover02.nif

did you had them too and do i need to ignore them?

Posted
52 minutes ago, sheson said:

I do not provide support for other tools or generic modding support. Ask questions about how to use CK wherever people discuss or help with it. Make use of https://ck.uesp.net/wiki/index.php?title=Landing_page

In CK load / set whatever grass plugin to edit as active. In the Object Window tree view select WorldObjects / Grass, mark all grasses in the list, right click, Recalc Bounds, save.

i did what you instructed i recalculated bounds for verdant saved and deployed mods made sure that the newer file in use(in vortex)

but after running texgen i got the same result in TexGen_TES5VR_Grass_Billboards.txt

i guess i will try to force it 

TexGen_TES5VR_Grass_Billboards.txt

Posted
1 hour ago, m300 said:

thank you, and the fact you still gave me directions is really appreciated!!!!

one last question if i may, i got those warning messages: 

Could not find model Landscape\Grass\DLC02VolcanicAshRocks01.nif
Could not find model landscape\Grass\EGrass05.nif
Could not find model landscape\Grass\EGrass36b.nif
Could not find model landscape\Grass\ESpFAngularSolomonSeal02.nif
Could not find model landscape\Grass\ESpFAngularSolomonSeal04.nif
Could not find model landscape\Grass\espfernbraken05st.nif
Could not find model landscape\Grass\ESpLadysMantle.nif
Could not find model landscape\Grass\espmaylily02.nif
Could not find model landscape\Grass\ESPMeadowsweet02.nif
Could not find model landscape\Grass\espscilla01blue.nif
Could not find model landscape\Grass\esutansy01.nif
Could not find model landscape\Grass\EWpShore03.nif
Could not find model landscape\Grass\fallforestgrass0bj03.nif
Could not find model landscape\Grass\UG_forestgroundcover02.nif

did you had them too and do i need to ignore them?

If a model does not exist in the load order, its bounds can not be calculated.

In case of the vanilla grass model DLC02VolcanicAshRocks01.nif defined by GRAS record 0401771E, the model does indeed not exist.
The record is not being used by anything (Referenced by tab in xEdit), so it is an orphaned record and the message can be ignored.

That might be also the case for whatever grass mod you are using.

17 minutes ago, m300 said:

i did what you instructed i recalculated bounds for verdant saved and deployed mods made sure that the newer file in use(in vortex)

but after running texgen i got the same result in TexGen_TES5VR_Grass_Billboards.txt

i guess i will try to force it 

TexGen_TES5VR_Grass_Billboards.txt 15.86 kB · 0 downloads

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts.

I suggest to verify the updated esp with xEdit, that the objects bounds are actually updated and not -1 or 0 anymore for the GRAS records in question.

Posted
1 hour ago, sheson said:

If a model does not exist in the load order, its bounds can not be calculated.

In case of the vanilla grass model DLC02VolcanicAshRocks01.nif defined by GRAS record 0401771E, the model does indeed not exist.
The record is not being used by anything (Referenced by tab in xEdit), so it is an orphaned record and the message can be ignored.

That might be also the case for whatever grass mod you are using.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts.

I suggest to verify the updated esp with xEdit, that the objects bounds are actually updated and not -1 or 0 anymore for the GRAS records in question.

thank you so much i finally managed to have grass lod but its in a different color for example in whiterun grass is orange but in the lod its green do you maybe have a fix for that or maybe a guide for grass color fix?

Posted
25 minutes ago, m300 said:

thank you so much i finally managed to have grass lod but its in a different color for example in whiterun grass is orange but in the lod its green do you maybe have a fix for that or maybe a guide for grass color fix?

Assuming the grass LOD billboards match the full grasses properly, https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

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.