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Posted
1 minute ago, mostwanted11 said:

I am using 3d tree lods, Level 0, billboard4, billboard 1. I heard TreeNormalMaps=1 and TreeLODComplexAtlas=1 makes 2d lods look better.. Would my setup benefit from it even if i have 3d lods? Obviously level 8 and level 16 tree lods will be using 2d so i am wondering if it would affect it or not

https://dyndolod.info/Mods/Community-Shaders
Note that ultra tree LOD with BillboardX already utilizes HD tree LOD billboards that have normal map textures and typically has better visual results.

https://dyndolod.info/Help/Ultra-Tree-LOD#Requirements
Consider generating HD Tree LOD billboards with normal map textures for better looking tree LOD that reacts more naturally to lighting than standard tree LOD.

https://dyndolod.info/Help/Ultra-Tree-LOD#Generating
While Billboard1 is suitable for standard tree LOD billboards and HD tree LOD billboards, consider using Billboard4 with HD tree LOD billboards for even better visuals.

Posted

before i try this, please pause this video at 3:18 and show me the link for that plugin... i cant find it. in this video there are 3 links.

1. the textgen and dyndolod files / the executables

2. resources

3. scripts

 

however he activates 3 mods in mo2... the link for the plugin is missing

Posted
17 minutes ago, 0wnyx said:

before i try this, please pause this video at 3:18 and show me the link for that plugin... i cant find it. in this video there are 3 links.

1. the textgen and dyndolod files / the executables

2. resources

3. scripts

 

however he activates 3 mods in mo2... the link for the plugin is missing

I am not going to watch a 3rd party video trying to find out what your problem is with it.
If you have problems following third party advice, you need to ask its author/forum etc.

I suggest to read https://dyndolod.info/Downloads for the links to all required downloads.
Then follow https://dyndolod.info/Installation-Instructions and https://dyndolod.info/Generation-Instructions and watch the embedded videos.

Posted

Dyndylod mcm tells me now to safe the game inside a cell, turn off all old dyndolod files and reload the safe with new dyndolod mod...

 

i get this:

DynDOLOD NG plugin version: 3.0.33.0 | SKSE version: 2.2.6.0 | Game version: 1-6-1170-0
DynDOLOD save/load handler installed.
DynDOLOD Papyrus functions installed.
Trampoline initialized.
DynDOLOD Patch installed.
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt
Error opening file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt

 

it seems i am unable to create output that my dyndolod setup can read

Posted
11 minutes ago, 0wnyx said:

Dyndylod mcm tells me now to safe the game inside a cell, turn off all old dyndolod files and reload the safe with new dyndolod mod...

i get this:

DynDOLOD NG plugin version: 3.0.33.0 | SKSE version: 2.2.6.0 | Game version: 1-6-1170-0
DynDOLOD save/load handler installed.
DynDOLOD Papyrus functions installed.
Trampoline initialized.
DynDOLOD Patch installed.
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt
Error opening file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt

it seems i am unable to create output that my dyndolod setup can read

No question was asked. You did not explain what it is you are doing.

See image at https://dyndolod.info/Help/Mod-Configuration-Menu-NG
The DynDOLOD MCM simply shows update instructions in the MCM right part of the Window, since they are important to remember.

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

Posted (edited)

For what it's worth, I've had issues generating LODs too, although that was using xLODGen. Also Access Violation errors.
Stress testing using OCCT revealed instabilities in my system, and after resetting my BIOS to factory defaults I was able to generate terrain LODs.
I've now just encountered yet another Access Violation error, this time with DynDOLOD. I doubt it's a stability issue this time, since the OCCT test passed after the BIOS reset.

It's late, so I won't be investigating any further tonight, but I'll return with any updates. 

Bugreport: https://pastebin.com/NZgaTETW
Relevant bits of the pop-up dialogue:

[Main Instruction]
Access violation at address 0000000001ED0CAD in module 'DynDOLODx64.exe' (offset EF0CAD).

[Content]
Read of address 0000000000000000.
Edited by MaverickMartyn
Slight formatting fix.
Posted
3 hours ago, MaverickMartyn said:

For what it's worth, I've had issues generating LODs too, although that was using xLODGen. Also Access Violation errors.
Stress testing using OCCT revealed instabilities in my system, and after resetting my BIOS to factory defaults I was able to generate terrain LODs.
I've now just encountered yet another Access Violation error, this time with DynDOLOD. I doubt it's a stability issue this time, since the OCCT test passed after the BIOS reset.

It's late, so I won't be investigating any further tonight, but I'll return with any updates. 

Bugreport: https://pastebin.com/NZgaTETW
Relevant bits of the pop-up dialogue:

[Main Instruction]
Access violation at address 0000000001ED0CAD in module 'DynDOLODx64.exe' (offset EF0CAD).

[Content]
Read of address 0000000000000000.

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

Posted
5 hours 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 also upload when making posts.

Just finished running it again, with the same result. Same memory address and offset as before.
Here are all the logs. https://ufile.io/alah81mb

 

Slightly off-topic: How the fudge do you attach a file to a post here?
I see others have done so, but I can't see any option for it.

Posted
1 hour ago, MaverickMartyn said:

Just finished running it again, with the same result. Same memory address and offset as before.
Here are all the logs. https://ufile.io/alah81mb

Slightly off-topic: How the fudge do you attach a file to a post here?
I see others have done so, but I can't see any option for it.

Restore CreateMod=0. It is for mod authors and not for users to generate LOD for load orders full of mods (that also have lots of errors and warnings) and seasons etc.

Upload new bugreport.txt and logs if issue persists.

Posted

Hello there Sheson. Before I start here, I'd just like to say thank you for all of your hard work in elevating this 13-year-old game that we all love. I've used DynDOLOD since you first released it and it's by far one of the most important tools at our disposal.

That said, I'm having issues with the latest version. My last DynDOLOD run was on Alpha 173 and I had no issues, but with Alpha 182 I am experiencing an odd one. The only changes in my load order are a new grass mod (Freaks Floral Fields) and the addition of the new Subtleties of Skyrim mod (https://www.nexusmods.com/skyrimspecialedition/mods/130563), FYI. I tried generating without the SOS mod added and same result. My next troubleshooting step will be to go back to my previous grass mods, but I'm guessing that won't make a difference.

The issue is that object LOD is not loading at all. Dynamic LOD still shows up fine (so glow windows but no actual buildings, for example). The .bto files are being generated in the correct folders but nothing shows up in game when I install the output. No trees, mountains, grass, etc. Very strange - this is a first for me in years of use.

Here's a link to my TexGen_SSE_log: https://ufile.io/uczbm8x6

Here's one to my TexGen_SSE_Debug_log: https://ufile.io/0abexiuw

Here's LODGen_SSE_Tamriel_log: https://ufile.io/qxd8r4h2

DynDOLOD_SSE_log: https://ufile.io/zqh9yne4

And DynDOLOD_SSE_Debug_log: https://ufile.io/k5x4kxy4

Any advice you can give would be most appreciated!

Posted
6 hours ago, ObiWanBulgogi00 said:

Hello there Sheson. Before I start here, I'd just like to say thank you for all of your hard work in elevating this 13-year-old game that we all love. I've used DynDOLOD since you first released it and it's by far one of the most important tools at our disposal.

That said, I'm having issues with the latest version. My last DynDOLOD run was on Alpha 173 and I had no issues, but with Alpha 182 I am experiencing an odd one. The only changes in my load order are a new grass mod (Freaks Floral Fields) and the addition of the new Subtleties of Skyrim mod (https://www.nexusmods.com/skyrimspecialedition/mods/130563), FYI. I tried generating without the SOS mod added and same result. My next troubleshooting step will be to go back to my previous grass mods, but I'm guessing that won't make a difference.

The issue is that object LOD is not loading at all. Dynamic LOD still shows up fine (so glow windows but no actual buildings, for example). The .bto files are being generated in the correct folders but nothing shows up in game when I install the output. No trees, mountains, grass, etc. Very strange - this is a first for me in years of use.

Here's a link to my TexGen_SSE_log: https://ufile.io/uczbm8x6

Here's one to my TexGen_SSE_Debug_log: https://ufile.io/0abexiuw

Here's LODGen_SSE_Tamriel_log: https://ufile.io/qxd8r4h2

DynDOLOD_SSE_log: https://ufile.io/zqh9yne4

And DynDOLOD_SSE_Debug_log: https://ufile.io/k5x4kxy4

Any advice you can give would be most appreciated!

https://dyndolod.info/FAQ#Enire-LOD-missing
Increase terrain LOD, object LOD or tree LOD distances in the DynDOLOD SkyUI MCM Settings.
Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations.

Make sure to follow the LOD generation instructions of A Clear Map of Skyrim properly.

Posted
7 hours ago, sheson said:

https://dyndolod.info/FAQ#Enire-LOD-missing
Increase terrain LOD, object LOD or tree LOD distances in the DynDOLOD SkyUI MCM Settings.
Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations.

Make sure to follow the LOD generation instructions of A Clear Map of Skyrim properly.

I've followed the ACMOS instructions to the letter - I've had that in my load order for quite a while and always adjust DynDOLOD_SSE.ini (by enabling Level32) and the mesh rules accordingly before my first run with a new DynDOLOD 3 update.

I can disable the changes to my load order and go back to the output from my last run (on Alpha 173) and everything shows up normally.

So I'm at a loss for what's going on here. What I can say is that I am 100% sure that I have made all necessary DynDOLOD_SSE.ini adjustments, mesh rule adjustments, etc for my load order, my terrain manager settings in SkyrimPrefs.ini have not changed in years and are showing up properly in the MCM, and the only things that have changed in my load order since previous successful DynDOLOD runs are a grass mod swap, one added mod, and a couple of updates to mods I was already using. I even went back to exactly the same load order that I had with my last successful run (complete with the old versions of the mods I updated) and got the same results as with my new load order on Alpha 182 - no static object LOD shows up in game at all. I took a cursory look through the logs and didn't see any obvious issues. Definitely a head-scratcher for me because I don't see any other users here reporting the same issue and I can't find the cause myself.

Posted
22 minutes ago, ObiWanBulgogi00 said:

I've followed the ACMOS instructions to the letter - I've had that in my load order for quite a while and always adjust DynDOLOD_SSE.ini (by enabling Level32) and the mesh rules accordingly before my first run with a new DynDOLOD 3 update.

I can disable the changes to my load order and go back to the output from my last run (on Alpha 173) and everything shows up normally.

So I'm at a loss for what's going on here. What I can say is that I am 100% sure that I have made all necessary DynDOLOD_SSE.ini adjustments, mesh rule adjustments, etc for my load order, my terrain manager settings in SkyrimPrefs.ini have not changed in years and are showing up properly in the MCM, and the only things that have changed in my load order since previous successful DynDOLOD runs are a grass mod swap, one added mod, and a couple of updates to mods I was already using. I even went back to exactly the same load order that I had with my last successful run (complete with the old versions of the mods I updated) and got the same results as with my new load order on Alpha 182 - no static object LOD shows up in game at all. I took a cursory look through the logs and didn't see any obvious issues. Definitely a head-scratcher for me because I don't see any other users here reporting the same issue and I can't find the cause myself.

Doublecheck your merges and sysnthsis are up-to-date for the new load order.

D:\Game Mod Working Folders\Skyrim SE\LOD WORKING\DynDOLOD 3.00-68518-Alpha-182-1728598274\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt
D:\Game Mod Working Folders\Skyrim SE\LOD WORKING\DynDOLOD 3.00-68518-Alpha-182-1728598274\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
Upload Tamriel.4.0.0.bto, Tamriel.8.0.0.bto, Tamriel.16.0.0.bto and Tamriel.32.0.0.bto from the Meshes\Terrain\Tamriel\Objects\ folder.
Post an in-game screenshot showing the issue.
Post a screenshot of the DynDOLOD SkyUI MCM Settings page.
Post a screenshot of xEdit showing all of the Tamriel worldspace record 0000003C most right column in Occlusion.esp

Posted (edited)

I've followed STEP 2.3 to the letter twice. The first time it worked, but then my nvme died. This time, I have no cities visible in the world map. No Whiterun, no Solitude, not even Riverwood. The only structures on my world map are trees, the manor at Goldenglow Estate, the bridge to Windhelm, and High Hrothgar. Solstheim has a similar issue; I can only see Nchardak on the world map, and Blackreach has nearly nothing as well. I've ensured all the INIs have the required settings, but that's all about I'm knowledgeable in. I've reattempted LOD generation multiple times with the same result. Please help me fix this.

I zipped the logs up to my dropbox because I can't acces ufile for some reason.

Edited by Relzyrx
added one more map structure
Posted (edited)

how do i stop trees from appearing on the map? also may i ask why are my tree 3d lods not matched in saturation with the full model?

SkyrimSE 2024-10-30 23-37-18.png

 

10 hours ago, mostwanted11 said:

how do i stop trees from appearing on the map? also may i ask why are my tree 3d lods not matched in saturation with the full model?

 

my level 8 billboard4 lods are matched though

 

SkyrimSE_dPbn1T1ta3.jpg

Edited by mostwanted11

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