sheson Posted December 8, 2023 Author Posted December 8, 2023 8 hours ago, KRZ said: I've rerun DynDOLOD for the last couple days and noticed that my 3D tree lods are pretty much devoid of most color, or that's at least what it looks like from afar. Close up the color seems to be still there, there's just lots of white/grey layered over it and I'm puzzled as to where I could have messed up or where that even came from. I feel like I would have noticed this a lot sooner so the issue must be fairly recent but I have nothing of substance to say with certainty. I've checked the lod meshes in MO2, but the colors appear to be fine there. I wanna say it is only the treepineforest01,... treepineforest05 models that are affected, but I don't know really - it's harder to tell on a snowy tree model and what are the chances it's limited to just a region. Is specularity getting turnt into a solid color? I can only speculate (: I have attached TexGen_SSE/_Debug.log as well as LODGen_SSE_Tamriel.log. Here (https://imgur.com/a/k9AYU2X) you can see two pictures of the issue and here (https://imgsli.com/MjI0Njk4) a comparison to a picture from 5 days ago. Take the imgsli with a grain of salt as the time of day in the old picture doesn't adhere to the requested standards, however (I believe) it is still fairly obvious the tree lods weren't nearly as grey as they are now. LODGen_SSE_Tamriel_log.zip 551.7 kB · 0 downloads Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload. Also upload E:\Launcher\Modding Tools\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of a full model that has affected LOD with more informative console.
KRZ Posted December 8, 2023 Posted December 8, 2023 (edited) 1 hour ago, sheson said: Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload. Also upload E:\Launcher\Modding Tools\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of a full model that has affected LOD with more informative console. https://imgur.com/a/RWnYC8Y https://modwat.ch/u/KRZ I hope I didn't forget anything LODGen_SSE_Tamriel_log.zip Edited December 8, 2023 by KRZ
sheson Posted December 8, 2023 Author Posted December 8, 2023 1 hour ago, KRZ said: https://imgur.com/a/RWnYC8Y https://modwat.ch/u/KRZ I hope I didn't forget anything LODGen_SSE_Tamriel_log.zip 602.5 kB · 0 downloads Also upload the DynDOLOD log and debug log. DynDOLOD_SSE_log.txt and DynDOLOD_SSE_Debug_log.txt.
KRZ Posted December 8, 2023 Posted December 8, 2023 3 minutes ago, sheson said: Also upload the DynDOLOD log and debug log. DynDOLOD_SSE_log.txt and DynDOLOD_SSE_Debug_log.txt. https://mega.nz/file/cCtQWIiI#Uatk9W48xJ4j2LwIoFBRQHKeK_3bJJiwtB10VKTvzi4 Debug Log is 160mb? Additional Info, if that is of relevance. I always copy paste my TexGen_SSE.ini, TexGen.ini, DynDOLOD_SSE.ini and DynDOLOD.ini (and my presets) from the previous version to avoid having to set up some stuff again. Could that be the culprit?
sheson Posted December 8, 2023 Author Posted December 8, 2023 1 hour ago, KRZ said: https://mega.nz/file/cCtQWIiI#Uatk9W48xJ4j2LwIoFBRQHKeK_3bJJiwtB10VKTvzi4 Debug Log is 160mb? Additional Info, if that is of relevance. I always copy paste my TexGen_SSE.ini, TexGen.ini, DynDOLOD_SSE.ini and DynDOLOD.ini (and my presets) from the previous version to avoid having to set up some stuff again. Could that be the culprit? Follow https://dyndolod.info/Updating#New-DynDOLOD-Version when updating. Download this test version https://mega.nz/file/AR5gnJZS#prYl4sWtUHTHG6Kp2Xcupf34O0-lwdbe0YePLF5m4hg and replace DynDOLODx64.exe. Enable expert mode, start DynDOLODx64.exe and click Rebuild Atlas https://dyndolod.info/Help/Expert-Mode#Rebuild-Atlas, so it will generate new atlas textures. Install them (you can merge with existing output replace the old texture) and test if the LOD is OK now.
KRZ Posted December 8, 2023 Posted December 8, 2023 (edited) Looking good! I'll run around some more to see whether I find anything but the trees I've sent before are definitely fixed. Visual Confirmation: https://imgur.com/a/RWnYC8Y It's the same pictures as before, but I've added "LOD Fixed" showing the same trees with the updated atlas. Additionally I have not found any issues after looking at a few locations, so I think this has been resolved. May I know what had went wrong or if it'll be part of the changelog that'll be sufficient as well Edited December 8, 2023 by KRZ
sheson Posted December 8, 2023 Author Posted December 8, 2023 16 minutes ago, KRZ said: Looking good! I'll run around some more to see whether I find anything but the trees I've sent before are definitely fixed. Visual Confirmation: https://imgur.com/a/RWnYC8Y It's the same pictures as before, but I've added "LOD Fixed" showing the same trees with the updated atlas. Additionally I have not found any issues after looking at a few locations, so I think this has been resolved. May I know what had went wrong or if it'll be part of the changelog that'll be sufficient as well The next alpha will include the fix of mipmaps sometimes being too bright.
KRZ Posted December 8, 2023 Posted December 8, 2023 1 minute ago, sheson said: The next alpha will include the fix of mipmaps sometimes being too bright. Cool, then I thank you for the quick fix and the explanation!
HiTMAN31X Posted December 9, 2023 Posted December 9, 2023 I ve got error with latest DynDOLOD Alpha 159 while generating LOD. Error : Spoiler [Main Instruction] Error: Integer overflow while processing Dawnguard.esm [REFR:020028A9] (places IcePileM02 [STAT:000CC75E] in GRUP Cell Temporary Children of FalmerTempleExterior01 [CELL:02000CDB] (in DLC01FalmerValley "Val oublié" [WRLD:02000BB5] at -3,-3))
sheson Posted December 9, 2023 Author Posted December 9, 2023 1 hour ago, HiTMAN31X said: I ve got error with latest DynDOLOD Alpha 159 while generating LOD. [Main Instruction] Error: Integer overflow while processing Dawnguard.esm [REFR:020028A9] (places IcePileM02 [STAT:000CC75E] in GRUP Cell Temporary Children of FalmerTempleExterior01 [CELL:02000CDB] (in DLC01FalmerValley "Val oublié" [WRLD:02000BB5] at -3,-3)) Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt to upload when making posts.
zebras11 Posted December 10, 2023 Posted December 10, 2023 Reposting for visibility due to accidentally "answering" my question by adding a note Unsure as to what mod is causing purple trees/buildings. Some persisting even at close range, using LOD texture instead of real one https://streamable.com/avtcmg https://streamable.com/tzju1k Above are videos displaying the issue Below is a link to my dyndolod and texgen output files that created this https://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJC My main confusion here is what textures/mods are causing the issues where dyndolod is unable to properly generate the textures? Additionally Im a bit confused because Ive never seen LOD textures override main ones and persist at close range. To my knowledge for example Ryns whiterun city limits shouldnt have any issues with its stonewall texture but as you can see in the video its coming out purple. If any additional logs are helpful let me know and I will provide them
sheson Posted December 10, 2023 Author Posted December 10, 2023 1 hour ago, zebras11 said: Reposting for visibility due to accidentally "answering" my question by adding a note Unsure as to what mod is causing purple trees/buildings. Some persisting even at close range, using LOD texture instead of real one https://streamable.com/avtcmg https://streamable.com/tzju1k Above are videos displaying the issue Below is a link to my dyndolod and texgen output files that created this https://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJC My main confusion here is what textures/mods are causing the issues where dyndolod is unable to properly generate the textures? Additionally Im a bit confused because Ive never seen LOD textures override main ones and persist at close range. To my knowledge for example Ryns whiterun city limits shouldnt have any issues with its stonewall texture but as you can see in the video its coming out purple. If any additional logs are helpful let me know and I will provide them Moved to the DynDOLOD 3 Alpha thread. As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions, always use the latest version. https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells Generate tree LOD for the new load order or use ultra tree LOD to avoid these and other issues.
Bluegunk Posted December 11, 2023 Posted December 11, 2023 Might someone be able to indicate where I have gone wrong, please? [Win 10, Skyrim AE 6.640, MO2]. I have Traverse the Uldenwald in my game. From the base of SSElodgen and Texgen, I originally ran Dyndolod with Uldenwald version 3.3 and the trees were a mess, and the Ulvenwald mod was the cause. My fault - I didn't notice the author's Dyndolod warning about 3.3. I thoroughly cleared the process and removed saves affected, and re-ran it with Ulvenwald 3.2.1. In game, all looked fine and Dyndolod successfully initialised. I saved the game, closed it down and did other things. On return, I started the game and loaded the save, and I found this, which is the same as what I got from the original Dyndolod run on Uldenwald 3.3. But I'd cleared the whole process and results from Dyndolod and the game. On reloading the save I found this - the weird stuff has gone: I confess I did not clear the Dyndolod Cache, but I'd read (I cannot recall where) that clearing the cache was no longer necessary. Anyhow, ideas and pointers to where I've gone wrong would be hugely appreciated. And if I can fix rather than re-run, that would be a bonus! Thank you!
sheson Posted December 11, 2023 Author Posted December 11, 2023 1 hour ago, Bluegunk said: Might someone be able to indicate where I have gone wrong, please? [Win 10, Skyrim AE 6.640, MO2]. I have Traverse the Uldenwald in my game. From the base of SSElodgen and Texgen, I originally ran Dyndolod with Uldenwald version 3.3 and the trees were a mess, and the Ulvenwald mod was the cause. My fault - I didn't notice the author's Dyndolod warning about 3.3. I thoroughly cleared the process and removed saves affected, and re-ran it with Ulvenwald 3.2.1. In game, all looked fine and Dyndolod successfully initialised. I saved the game, closed it down and did other things. On return, I started the game and loaded the save, and I found this, which is the same as what I got from the original Dyndolod run on Uldenwald 3.3. But I'd cleared the whole process and results from Dyndolod and the game. On reloading the save I found this - the weird stuff has gone: I confess I did not clear the Dyndolod Cache, but I'd read (I cannot recall where) that clearing the cache was no longer necessary. Anyhow, ideas and pointers to where I've gone wrong would be hugely appreciated. And if I can fix rather than re-run, that would be a bonus! Thank you! 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. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console. If the LOD patch was made for the current load order, there has be to a full model for the stuck LOD. If the LOD itself has a formID that points to a DynDOLOD plugin it is probably dynamic LOD. What you call base of SSELODGen means you used xLODGen to generate terrain LOD? What you call "mess" means there was only tree LOD billboards and no 3D tree LODs? Or is there anotehr reason that the author make such wrong isntrctions See https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells if you generated standard tree LOD or https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells if you generated ultra tree LOD. LOD only looks and works correctly for the load order it was generated for. If the load order changes afterwards, then LOD needs to be updated. Ignore long outdated and wrong third party instructions to delete the DynDOLOD cache. Stick to correct and up-to-date instructions at https://dyndolod.info There is no need to invent extra unnecessary steps. Tree/Object LOD meshes/textures do not affect or bake into saves or vice versa.
Bluegunk Posted December 11, 2023 Posted December 11, 2023 (edited) 20 minutes ago, sheson said: 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. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console. If the LOD patch was made for the current load order, there has be to a full model for the stuck LOD. If the LOD itself has a formID that points to a DynDOLOD plugin it is probably dynamic LOD. What you call base of SSELODGen means you used xLODGen to generate terrain LOD? What you call "mess" means there was only tree LOD billboards and no 3D tree LODs? See https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells if you generated standard tree LOD or https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells if you generated ultra tree LOD. LOD only looks and works correctly for the load order it was generated for. If the load order changes afterwards, then LOD needs to be updated. Ignore long outdated and wrong third party instructions to delete the DynDOLOD cache. Stick to correct and up-to-date instructions at https://dyndolod.info There is no need to invent extra unnecessary steps. Thank you for your quick reply. Logs and Debug are attached now. Apologies for forgetting them. What you call base of SSELODGen means you used xLODGen to generate terrain LOD? Yes to that What you call "mess" means there was only tree LOD billboards and no 3D tree LODs? Mess, as in the huge deformed rough tree models beside the normal ones (as in my first picture). As for the cache, I looked at the page you indicated, and it says nothing to answer my question. I take it that means I do not need to clear the Dyndolod cache in the Edit Scripts/ Dyndolod/ folder? Sorry to ask but I'm a little autistic and struggle with instructions. I viewed the game again. On first load up the large unfocussed leaves and tree models are there. If I reload the game save, they are all gone. It is this behaviour that puzzles me. PS the Debug file zipped is too big. Is there another route for you to see it? DynDOLOD_SSE_log.7z Edited December 11, 2023 by Bluegunk
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