Jump to content

Recommended Posts

Posted
1 hour ago, AMK said:

oh yes i started the game and noticed no change but forgot to mention it exactly (my english is not so good, takes long to write and I forgot what i had to say :) )

so as for what you requested:
https://drive.google.com/file/d/1VTsvpYv2fYr2LgjVCF361iBqEwRp7rAU/view?usp=drive_link


spbr_lod02.dds : located in texgen

SRoofBlueMetal01.dds & SRoofBlueMetal01_n.dds faultier's pbr skyrim - 2k AIO
https://www.nexusmods.com/skyrimspecialedition/mods/125308
 

- sbluepalace.nif & sbluepalaceroof.nif : located in PGPatcher output

I've included all of these in that zip file above.

--------------------

your work is really appreciated and thanks !

Can you upload a screenshot of the actual full model from inside Solitude so we can see what it actually looks with the CS shading using the PBR textures?

This is probably about "metalness" PBR shading not being accounted for when dong a simple diffuse conversion from sRGB to linear with a gamma setting.

Posted
19 minutes ago, sheson said:

Can you upload a screenshot of the actual full model from inside Solitude so we can see what it actually looks with the CS shading using the PBR textures?

This is probably about "metalness" PBR shading not being accounted for when dong a simple diffuse conversion from sRGB to linear with a gamma setting.

yeah sure

Skyrim-Special-Edition-11-10-2025-11-04-
Skyrim-Special-Edition-11-10-2025-11-04-
Skyrim-Special-Edition-11-10-2025-11-05-
Skyrim-Special-Edition-11-10-2025-11-05-
 

resolution on this remote is enough or should i upload to google drive ?

if you need anything else pls tell . 

Posted
On 11/8/2025 at 5:00 PM, mostwanted11 said:

No visible difference. Trees are: Treepineforest01, Treepineforest02, Treepineforest03, Treepineforest04, Treepineforest05

Maybe this is as good as it gets even if it's unsatisfactory?

https://limewire.com/d/BiZvs#ox2IAAcOPN

The TexGen tweak worked and the texture is fine, thanks.

Photos_ijCPpGfWGE.png

Photos_LJ00d9AzjB.png

Assuming the screenshots show 3D tree LOD models and not billboards.

It is not entirely clear which tree base records are shown in the screenshots. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a screenshot of an associated full model with more informative console.

I assume Treepineforest01, Treepineforest02, Treepineforest03, Treepineforest04 and Treepineforest05 are their editor IDs. While editor IDs are supposed to be unique in a load order, that is not guaranteed.

Lets assume Treepineforest01 is 0001306D, TreePineForest02 is 00018A02, TreePineForest03 is 0004B016, TreePineForest04 is 0004FBB0, TreePineForest05 is 00051126.

Based on the provided logs I see that the LOD model for 0001306D and 00051126 are unchanged. Only the LOD models for 00018A02, 0004B016 and 0004FBB0 (which uses the same full and LOD model as 00018A02) seem to differ.

Based on that, I did this here for a test: Change the alpha threshold of the crown from 110 to 55 in the LOD model spruce_forest_slim01_summer_16985565passthru_lod.nif used by 00018A02. Do not change the alpha threshold of 55 in the LOD model spruce_forest_big03_summer_lod_0.nif used by 0001306D.

The screenshots shows the LOD of 5 trees up front in the center. Two of then are 0001306D and three are 00018A02. The first is the default LOD models, middle is with both LOD models having an alpha threshold of 55. The third screenshot is with both LOD models having an alpha threshold of 1.

a1.pnga2.pnga3.png

The different thickness of the 3D tree LOD can be spotted easily.

You should notice similar changes if doing similar changes. If you do not notice a difference, then you might be looking at LOD models that were not changed, the updated LOD not overwriting the old LOD or maybe at billboard tree LOD from the higher LOD levels.

Posted
13 hours ago, AMK said:

yeah sure

Skyrim-Special-Edition-11-10-2025-11-04-
Skyrim-Special-Edition-11-10-2025-11-04-
Skyrim-Special-Edition-11-10-2025-11-05-
Skyrim-Special-Edition-11-10-2025-11-05-

resolution on this remote is enough or should i upload to google drive ?

if you need anything else pls tell.

Lets try this:

Download these shaders https://mega.nz/file/tdYCjKpJ#SxhmH9iQ-5bi7b6MNDSanhGNg9JXRbN_U75SXQ0WuHw and replace the files in D:\Games\[Tools]\skyrim Tools\DynDOLOD\Edit Scripts\DynDOLOD\shaders\

Edit D:\Games\[Tools]\skyrim Tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and change sRGBGamma=1.412 as a new starting point.

Start TexGen and only check Rendered Object OD Textures and click the Start button to generate them. Install output as a second TexGen output mod that overwrites the first so it replaces the old rendered LOD textures.

Start DynDOLOD in Expert Mode and select only the Tamriel worldspace and click the Rebuild Atlas button. Install output as a second DynDOLOD output mod or merge with the existing one so it overwrite the old atlas textures.

Compare in game if the LOD for the roof now matches better and that the rest of Solitude that was fine before still matches as well.
Also compare the the LOD of copper roofs and doors of Markarth and Dwemer ruins before/after.

Report results.

  • Like 1
Posted (edited)
21 hours ago, sheson said:

Lets try this:

Download these shaders https://mega.nz/file/tdYCjKpJ#SxhmH9iQ-5bi7b6MNDSanhGNg9JXRbN_U75SXQ0WuHw and replace the files in D:\Games\[Tools]\skyrim Tools\DynDOLOD\Edit Scripts\DynDOLOD\shaders\

Edit D:\Games\[Tools]\skyrim Tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and change sRGBGamma=1.412 as a new starting point.

Start TexGen and only check Rendered Object OD Textures and click the Start button to generate them. Install output as a second TexGen output mod that overwrites the first so it replaces the old rendered LOD textures.

Start DynDOLOD in Expert Mode and select only the Tamriel worldspace and click the Rebuild Atlas button. Install output as a second DynDOLOD output mod or merge with the existing one so it overwrite the old atlas textures.

Compare in game if the LOD for the roof now matches better and that the rest of Solitude that was fine before still matches as well.
Also compare the the LOD of copper roofs and doors of Markarth and Dwemer ruins before/after.

Report results.

ok I did as you instructed and here is the result (exactly result of what you said):
sheson-proposed.png

<< below are Main Textures from Inside >>

but then I went and check the main textures from inside in a better weather and here is how it looks (the previous ones were in a misty weather sry my bad) :
Skyrim-Special-Edition-11-11-2025-5-30-2

Skyrim-Special-Edition-11-11-2025-5-30-4

<< below is how it was looking with default dyndolod settings >>

dyndolod-cs-pg-on-bad.png

<< below is my tweaked srgbgamma value in .ini file - sRGBGamma=0.9 >>

gamma-0-9.png

 

as you can see setting that `sRGBGamma` value to lower values in my opinion is better but the problem is that foundation and other object get so much darker ( I hope this is not because I did a part of the process wrong I tried to do exactly as you said)

I think the best way to address this issue with metal PBR textures is to apply a lower gamma exclusively to them (But I have no clue if this is even possible or achievable.).

or maybe should I use another non-pbr texture specifically for these kind of cases while generating dyndolod (for example this bluepalaceroof)

what do you suggest I do next ?

 

I should also mention that this issue isn’t of high importance to me. My main goal was just to make sure I was using your tool correctly. That said, I really appreciate your help so far.

If you’re now planning to work on improving the PBR metal texture conversion, I’d be happy to help with testing and anything else you might need.

Edited by AMK
Posted

Hello! 

I'm building a modlist that utilizes Community Shaders (and all of its nexus mods), Seasons of Skyrim, and Seasonal Landscapes. I've generated grass cache files for each season, used Texgen to create the grass lod textures, and finally DynDolod to place those textures on the lods. 

I'm having a weird color mismatch though, and upon closer inspection, I was able to determine that the grass mesh isn't textured properly. Now here is where I am stumped: I've created the textures (texture file proof in the imgur), and they should look like preview in texgen, but Dyndolod is not rendering those textures. From what I understand about DynDolod (not much), it should use the textures generated by Texgen for the grass lods. So this must mean that Dyndolod is not picking up the correct textures for some reason. 

https://imgur.com/a/tyPVNgm (All images in here)

I'd appreciate any help in troubleshooting this, advice on where to check next, or even correcting some fundamental misunderstanding I have about how Lods work. I can provide a mod list too, but I didn't want to clutter up the post in case it wasn't needed.

 

Posted
17 hours ago, AMK said:

ok I did as you instructed and here is the result (exactly result of what you said):
sheson-proposed.png

<< below are Main Textures from Inside >>

but then I went and check the main textures from inside in a better weather and here is how it looks (the previous ones were in a misty weather sry my bad) :
Skyrim-Special-Edition-11-11-2025-5-30-2

Skyrim-Special-Edition-11-11-2025-5-30-4

<< below is how it was looking with default dyndolod settings >>

dyndolod-cs-pg-on-bad.png

<< below is my tweaked srgbgamma value in .ini file - sRGBGamma=0.9 >>

gamma-0-9.png

 

as you can see setting that `sRGBGamma` value to lower values in my opinion is better but the problem is that foundation and other object get so much darker ( I hope this is not because I did a part of the process wrong I tried to do exactly as you said)

I think the best way to address this issue with metal PBR textures is to apply a lower gamma exclusively to them (But I have no clue if this is even possible or achievable.).

or maybe should I use another non-pbr texture specifically for these kind of cases while generating dyndolod (for example this bluepalaceroof)

what do you suggest I do next ?

 

I should also mention that this issue isn’t of high importance to me. My main goal was just to make sure I was using your tool correctly. That said, I really appreciate your help so far.

If you’re now planning to work on improving the PBR metal texture conversion, I’d be happy to help with testing and anything else you might need.

Unless CS makes LOD shader modifications it will be not really possible to match the exact look with the standard and limited LOD shader. Especially the different metal/glossiness reacting differently weather.

If you happen to know how to program shaders, look at the DirectX shader source from CS and the OpenGL shader source used by TexGen I uploaded. Right now, the OpenGL is just some standard implementation. I will continue testing to see what's is possible to change or influence when baking into a standard diffuse instead of converting it from sRGB to linear.

  • Like 1
Posted
2 hours ago, GodhandXLVII said:

Hello! 

I'm building a modlist that utilizes Community Shaders (and all of its nexus mods), Seasons of Skyrim, and Seasonal Landscapes. I've generated grass cache files for each season, used Texgen to create the grass lod textures, and finally DynDolod to place those textures on the lods. 

I'm having a weird color mismatch though, and upon closer inspection, I was able to determine that the grass mesh isn't textured properly. Now here is where I am stumped: I've created the textures (texture file proof in the imgur), and they should look like preview in texgen, but Dyndolod is not rendering those textures. From what I understand about DynDolod (not much), it should use the textures generated by Texgen for the grass lods. So this must mean that Dyndolod is not picking up the correct textures for some reason. 

https://imgur.com/a/tyPVNgm (All images in here)

I'd appreciate any help in troubleshooting this, advice on where to check next, or even correcting some fundamental misunderstanding I have about how Lods work. I can provide a mod list too, but I didn't want to clutter up the post in case it wasn't needed.

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

None of the screenshots seem to show a color mismatch but maybe a difference in brightness. See 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.

You posted a screenshot of Windows Explorer showing icons. Open the billboard texture in an image viewer to see how it actually looks. Grass LOD billboards are typically really small since they do not need more than a few pixels on screen in the distance where they are used.

  • Like 1
Posted (edited)
1 hour ago, sheson said:

Unless CS makes LOD shader modifications it will be not really possible to match the exact look with the standard and limited LOD shader. Especially the different metal/glossiness reacting differently weather.

If you happen to know how to program shaders, look at the DirectX shader source from CS and the OpenGL shader source used by TexGen I uploaded. Right now, the OpenGL is just some standard implementation. I will continue testing to see what's is possible to change or influence when baking into a standard diffuse instead of converting it from sRGB to linear.

OK, no I don't know anything about shaders and how they work but I'm sure your tool and CS will get upgraded to better support each other because both are a necessity in each load-order.

I'm very thankful for the time you spent on the matter.

But I also have another question from you, if you remember you told me about a problematic mod when you check my logs and it was `DepthOfSkyrim.esp` now I found out somehow it was corrupted from my own changes and I've reinstalled it again and it doesn't show anymore HITME warning in SSEEdit.

should I rebuild my dyndolod from scratch to resolve any issue ? (grass cache -> XLodGen -> TexGen -> Dyndolod
or is there a shorter way ? or not necessary at all to rebuild anything ?

Edited by AMK
Posted
1 hour ago, AMK said:

OK, no I don't know anything about shaders and how they work but I'm sure your tool and CS will get upgraded to better support each other because both are a necessity in each load-order.

I'm very thankful for the time you spent on the matter.

But I also have another question from you, if you remember you told me about a problematic mod when you check my logs and it was `DepthOfSkyrim.esp` now I found out somehow it was corrupted from my own changes and I've reinstalled it again and it doesn't show anymore HITME warning in SSEEdit.

should I rebuild my dyndolod from scratch to resolve any issue ? (grass cache -> XLodGen -> TexGen -> Dyndolod
or is there a shorter way ? or not necessary at all to rebuild anything ?

Check if DepthsOfSkyrim.esp is a master in any of the created patch plugins. If that is the case, check the patch plugins for errors in particular for unresolved form IDs. In that case those should be fixed manually or by generating from scratch.

Otherwise, if there are CTD or odd issues in the game, test without output/patch plugins and in case that makes a difference generate new output from scratch.

https://dyndolod.info/FAQ#Checking-DynDOLOD-plugins-for-errors-with-xEdit

  • Like 1
Posted (edited)

Skyrim-Special-Edition-11-12-2025-6-25-2

I've Updated my texgen output (changed grass brightness) and then rebuilt atlas in dyndolod expert mode then override the output on the previous ones.
mo2 load-order is like this :
PGPatcher_Output - Full
xLODGen Output
Grass Resource
TexGen_Output
TexGen_Output - Color Retone (*)
DynDOLOD_Output
Dyndolod - Atlas (*)

 

atlas generation messages :
[Tamriel] Generating object LOD
[01:15] [Tamriel] Creating texture atlas D:\Games\[Tools]\skyrim Tools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 8192 x 8192
[01:15] [Tamriel] Creating texture atlas D:\Games\[Tools]\skyrim Tools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds 512 x 512
[01:21] <Error: File not found textures\lod\outwallpbr_lod.dds>
[01:22] <Error: File not found textures\lod\smim_smelter_spoutpbr_lod.dds>
[01:22] <Error: File not found textures\lod\orcstonewallpbr_lod.dds>
[01:23] <Error: File not found textures\lod\dwestonerubble01pbr_lod.dds>
[01:23] <Error: File not found textures\lod\farmroof02pbr_lod.dds>
[01:23] <Error: File not found textures\lod\shiproof02pbr_lod.dds>
[01:24] <Error: File not found textures\lod\orcplankspbr_lod.dds>
[01:24] <Error: File not found textures\lod\orcwoodpostpbr_lod.dds>
[01:24] <Error: File not found textures\lod\shipwoodside01paintedpbr_lod.dds>
[01:25] <Error: File not found textures\lod\frozenmarshice02pbr_lod.dds>
[01:25] <Error: File not found textures\lod\treepineforestcutlod.dds>
[01:26] <Error: File not found textures\lod\magestatuepbr_lod.dds>
[01:27] <Error: File not found textures\lod\smim_shack_roofpbr_lod.dds>
[01:27] <Error: File not found textures\lod\volcanictundradirtcliffs01pbr_lod.dds>
[01:28] <Error: File not found textures\lod\hagravenveins01pbr_lod.dds>
[01:30] <Error: File not found textures\lod\pinebarklod.dds>
Atlas generation completed successfully

those errors are normal ??? :blink:

obviously I'm doing something wrong here. (also I'm using CS)

 

also have to say that before this process my grass lod is fine but they were just too much bright because my bad texgen settings.

 

ok fixed with also creating the mesh output via `Execute LODGen` button.

Edited by AMK
Posted
1 hour ago, AMK said:

Skyrim-Special-Edition-11-12-2025-6-25-2

I've Updated my texgen output (changed grass brightness) and then rebuilt atlas in dyndolod expert mode then override the output on the previous ones.
mo2 load-order is like this :
PGPatcher_Output - Full
xLODGen Output
Grass Resource
TexGen_Output
TexGen_Output - Color Retone (*)
DynDOLOD_Output
Dyndolod - Atlas (*)

 

atlas generation messages :
[Tamriel] Generating object LOD
[01:15] [Tamriel] Creating texture atlas D:\Games\[Tools]\skyrim Tools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 8192 x 8192
[01:15] [Tamriel] Creating texture atlas D:\Games\[Tools]\skyrim Tools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds 512 x 512
[01:21] <Error: File not found textures\lod\outwallpbr_lod.dds>
[01:22] <Error: File not found textures\lod\smim_smelter_spoutpbr_lod.dds>
[01:22] <Error: File not found textures\lod\orcstonewallpbr_lod.dds>
[01:23] <Error: File not found textures\lod\dwestonerubble01pbr_lod.dds>
[01:23] <Error: File not found textures\lod\farmroof02pbr_lod.dds>
[01:23] <Error: File not found textures\lod\shiproof02pbr_lod.dds>
[01:24] <Error: File not found textures\lod\orcplankspbr_lod.dds>
[01:24] <Error: File not found textures\lod\orcwoodpostpbr_lod.dds>
[01:24] <Error: File not found textures\lod\shipwoodside01paintedpbr_lod.dds>
[01:25] <Error: File not found textures\lod\frozenmarshice02pbr_lod.dds>
[01:25] <Error: File not found textures\lod\treepineforestcutlod.dds>
[01:26] <Error: File not found textures\lod\magestatuepbr_lod.dds>
[01:27] <Error: File not found textures\lod\smim_shack_roofpbr_lod.dds>
[01:27] <Error: File not found textures\lod\volcanictundradirtcliffs01pbr_lod.dds>
[01:28] <Error: File not found textures\lod\hagravenveins01pbr_lod.dds>
[01:30] <Error: File not found textures\lod\pinebarklod.dds>
Atlas generation completed successfully

those errors are normal ??? :blink:

obviously I'm doing something wrong here. (also I'm using CS)

 

also have to say that before this process my grass lod is fine but they were just too much bright because my bad texgen settings.

 

ok fixed with also creating the mesh output via `Execute LODGen` button.

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

Errors are not normal...
It is supposed to create those texture if they do not exist. Do they exist in the old DynDOLOD output?

Posted
30 minutes ago, sheson said:

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

Errors are not normal...
It is supposed to create those texture if they do not exist. Do they exist in the old DynDOLOD output?

thanks sheson but I did it already and i sent another post regarding fixing it and find the solution, idk but sometimes in this form posts won't persist 

problem was that I was doing this without previous dyndolod generation enabled and with only texgen enabled, my bad.

 

  • 2 weeks later...
Posted (edited)

Hi Sheson, hope you're doing alright! I’m running into a strange issue involving LOOT and/or Vortex, the mod "Water for ENB (Shades of Skyrim)" and my DynDOLOD-output. LOOT keeps detecting "cyclic interactions" between these mods, no matter how I adjust the load order...? Even when I sort everything manually or create specific custom rules, LOOT still reports the same cyclic dependency (see screenshots). This has never happened before and I have generated Dyndolod at least 100 times together with "Water for ENB (Shades of Skyrim)" and the same Load order without this error... 

So, anyway, I hope you can help. All logs, debug files, and my load order can be found here (no bug report was generated): https://limewire.com/d/B27Xk#uPqrussaqH  Cheers!

Edited by TheDude
Posted
8 hours ago, TheDude said:

Hi Sheson, hope you're doing alright! I’m running into a strange issue involving LOOT and/or Vortex, the mod "Water for ENB (Shades of Skyrim)" and my DynDOLOD-output. LOOT keeps detecting "cyclic interactions" between these mods, no matter how I adjust the load order...? Even when I sort everything manually or create specific custom rules, LOOT still reports the same cyclic dependency (see screenshots). This has never happened before and I have generated Dyndolod at least 100 times together with "Water for ENB (Shades of Skyrim)" and the same Load order without this error... 

So, anyway, I hope you can help. All logs, debug files, and my load order can be found here (no bug report was generated): https://limewire.com/d/B27Xk#uPqrussaqH  Cheers!

Upload DynDOLOD.esm and DynDOLODExtender.esp.

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
×
×
  • Create New...

Important Information

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