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Posted
21 minutes ago, oj92 said:

Weird I can see the logs in that link? I'll try again and seperate them instead of combining.

I have attached screenshots of LOD's with a comparison of loaded grass vs the LOD in two areas that are utilising two different types of grass from the mashup I linked earlier. 
Images: 

https://imgbox.com/Vvt3e6Sw
https://imgbox.com/Zvitczx8
https://imgbox.com/n4SIr1J8
https://imgbox.com/GZEeccPk

I have read both of those linked and confirmed there is a billboard for each model

Seperated Logs

Texgen: Paste.ee - View paste ZGpzOq5E

DyndoLODPaste.ee - View paste zXnhFqgO

The provided logs are the normal logs. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD debug log to also upload.

What is the issue that the screenshots show?
If every grass type has matching billboard textures and every grass position has a billboard X placed and if colors/brightness match, then this is as good as it visually gets.

Slanted grass (or trees with bent trunks) for example, do not make for good billboards that have everything reduced to two sides. They work better for straight grasses and trees.

You may want to use mode 2 to push the full grass/LOD border further away if performance allows.

  • sheson changed the title to DynDOLOD 3.00 Alpha 190
  • sheson pinned this topic
Posted
53 minutes ago, LeadMetal said:

Hi, I'm completely new to Dyndolod, how do I post the warnings I get from generating in Dyndolod?

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.

Typically messages from DynDOLOD and some from xEdit are listed and explained here https://dyndolod.info/Messages#Warning-and-Error-Messages

Posted (edited)
14 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 upload when making posts.

Typically messages from DynDOLOD and some from xEdit are listed and explained here https://dyndolod.info/Messages#Warning-and-Error-Messages

https://limewire.com/d/iu8LJ#vQfsG2E2fJ Here it is. I can't make heads or tails of this thing, but the summary I got from the last generation, is that I have a number of Not found meshes, Scripts, Textures, Wild Edits, Property in scripts, and unmatching textures. I heard BS Bruma isn't compatible with Dyndolod for some reason, and the there's no option to choose the mod when I'm generating with Dyndolod

I've taken care of the deleted references by cleaning up the mods, but I don't know how to solve the rest. 

Thanks for the help in advance! :D

Added Summary messages just to be sure

Edited by LeadMetal
Posted
11 hours ago, LeadMetal said:

https://limewire.com/d/iu8LJ#vQfsG2E2fJ Here it is. I can't make heads or tails of this thing, but the summary I got from the last generation, is that I have a number of Not found meshes, Scripts, Textures, Wild Edits, Property in scripts, and unmatching textures. I heard BS Bruma isn't compatible with Dyndolod for some reason, and the there's no option to choose the mod when I'm generating with Dyndolod

I've taken care of the deleted references by cleaning up the mods, but I don't know how to solve the rest. 

Thanks for the help in advance! :D

Added Summary messages just to be sure

The last session in the logs just shows DynDOLOD being started and closed without generating any LOD patch.

I suggest to really read the explanations for a message. If help with a specific message is required, then ask specific questions.

See https://dyndolod.info/Mods/Beyond-Skyrim-Bruma
File not found errors are because not all required assets for LOD generation ship with the mod.

For example, Deleted reference Kaidan - Immersive Features.esp. See https://dyndolod.info/Messages/Deleted-Reference. Really clean all plugins that have deleted references reported. 

For example, Property not found wrackbattleaxe in scripts\weaponrackactivatescript.pex. See https://dyndolod.info/Messages/Property-Not-Found-In-Scripts:
This can happen in case scripts are updated or being overwritten.
The property exists in the vanilla script and the one shipping with the unofficial patch. You seem to have a mod in the load order that replaces it, which causes a conflict with other mods expecting the vanilla or unofficial patch version.

For example, Textures do not match for "FXWaterfallBodyTallInner01": textures\effects\fxwatertile04.dds . See https://dyndolod.info/Messages/Textures-Do-Not-Match. and https://dyndolod.info/Mods/Waterfalls. You might be using a newer version of one of the listed mods and an update to DynDOLOD Resources SE is required, so report which water mod(s) and version(s) you are using, regardless if LOD for waterfalls seems to look OK or not.

Posted
4 hours ago, sheson said:

The last session in the logs just shows DynDOLOD being started and closed without generating any LOD patch.

I suggest to really read the explanations for a message. If help with a specific message is required, then ask specific questions.

See https://dyndolod.info/Mods/Beyond-Skyrim-Bruma
File not found errors are because not all required assets for LOD generation ship with the mod.

For example, Deleted reference Kaidan - Immersive Features.esp. See https://dyndolod.info/Messages/Deleted-Reference. Really clean all plugins that have deleted references reported. 

For example, Property not found wrackbattleaxe in scripts\weaponrackactivatescript.pex. See https://dyndolod.info/Messages/Property-Not-Found-In-Scripts:
This can happen in case scripts are updated or being overwritten.
The property exists in the vanilla script and the one shipping with the unofficial patch. You seem to have a mod in the load order that replaces it, which causes a conflict with other mods expecting the vanilla or unofficial patch version.

For example, Textures do not match for "FXWaterfallBodyTallInner01": textures\effects\fxwatertile04.dds . See https://dyndolod.info/Messages/Textures-Do-Not-Match. and https://dyndolod.info/Mods/Waterfalls. You might be using a newer version of one of the listed mods and an update to DynDOLOD Resources SE is required, so report which water mod(s) and version(s) you are using, regardless if LOD for waterfalls seems to look OK or not.

My apologies, I forgot I opened Dyndolod a second time without doing anything after generating, it's probably why the the logs look like that. I'll upload another log In case the problem presist

Posted (edited)

Hi sheson,

Water for ENB has been updated to v2.05 and the list of "LOD model contains Controller block" has grown. I'm not sure whether more LOD models require updating so if more info is required, please tell.

Logs

Edited by KRZ
Posted
1 hour ago, KRZ said:

Hi sheson,

Water for ENB has been updated to v2.05 and the list of "LOD model contains Controller block" has grown. I'm not sure whether more LOD models require updating so if more info is required, please tell.

Logs

I just finished making the updates for the former version. I will have an update with this version soonish...

Posted
6 minutes ago, sheson said:

I just finished making the updates for the former version. I will have an update with this version soonish...

Thank you very much!

Posted
43 minutes ago, maxis123 said:

Hello, is it possible to render dead tree LODs from HAG mods, for example this one? HAG - Occult Orphan Rock at Skyrim Special Edition Nexus - Mods and Community

For future reference, read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots to learn how to make a useful screenshot of full the model with more informative console to provide basic information about the full model in question. In addition to the base record type and form ID, it shows the filename of the model.

https://dyndolod.info/FAQ#Something-does-not-have-LOD
For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order.
If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Example
The first example applies for OrphanRockDeadTree.nif, since it is a STATic base record without the HasTreeLOD flag set.

Consider https://dyndolod.info/Mod-Authors#How-to-add-a-rule-file-for-a-plugin

Posted
2 hours ago, mostwanted11 said:

My glacier lods keep receiving an ugly snow shader even though I have disabled the snow shader on them with BDS 3

https://limewire.com/d/5FJbb#yfNtr8EwNx

SkyrimSE 2025-05-01 16-06-15.jpg

SkyrimSE 2025-05-01 16-10-26.jpg

SkyrimSE 2025-05-01 16-10-01.jpg

Post a screenshot of xEdit showing the winning overwrite (last plugin before DynDOLOD.esp) of base record 02015BC9 with everything unfolded.

If its DNAM element links to a MATO record with an EditorID containing the word 'snow', the object LOD will have the 'snow' identifier for the engine to apply the hard coded snow LOD shader.

That can be overwritten by adding or updating existing rules for the mesh mask "iceberg" and setting the NoMato flag. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#NoMato-No-Material-Object-Shader
In case of adding a new rule, set everything else like the last "\" rule.

Posted
8 hours ago, sheson said:

Post a screenshot of xEdit showing the winning overwrite (last plugin before DynDOLOD.esp) of base record 02015BC9 with everything unfolded.

If its DNAM element links to a MATO record with an EditorID containing the word 'snow', the object LOD will have the 'snow' identifier for the engine to apply the hard coded snow LOD shader.

That can be overwritten by adding or updating existing rules for the mesh mask "iceberg" and setting the NoMato flag. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#NoMato-No-Material-Object-Shader
In case of adding a new rule, set everything else like the last "\" rule.

Not sure how to proceed now. Do i remove the snow flag here in xedit or do a mask rule like you mentioned

xEdit64_KFtUSclkGB.png

xEdit64_GWX4bc4Q8k.png

Posted
5 hours ago, mostwanted11 said:

Not sure how to proceed now. Do i remove the snow flag here in xedit or do a mask rule like you mentioned

xEdit64_KFtUSclkGB.png

xEdit64_GWX4bc4Q8k.png

The considered snow flag was introduced with Special Edition. AFAK it instructs the engine the apply the "improved" snow shader if it is 'true'. It does not change if a shader is applied.

To actually remove shaders, a well made mod should actually remove the shader from the base records and not just let the engine apply a shader that is not visible.

The quickest solution would be to also change the EditorID of 0x0005E3F0 from 'SnowMaterialGlacier' to something like 'BlankMaterialGlacier' for example.

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