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Posted

Everything is as it should be.  Checking with a white texture did the trick.  The problem was that with ComplexGrassBacklightMask=25 the difference wasn't noticeable.  Because the RGB value affects all colors, the lighted LOD grass doesn't have the same colors as the full grass.  Still, I was able to get a decent transition with about 30% grass subsurface scattering in CS and being able to control this brightness value made all the difference.  I'll do some further experimentation, but so far raising ComplexGrassBacklightMask to around 70 looks pretty good.  Thank you for your help Sheson.

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Posted
18 hours ago, sheson said:

Disabling a mod is a troubleshooting step and not fixing the invalid *.JSON file.
I suggest to simply fix the *.JSON file (with notepad for example) and remove the comma, so that the file validates and the mod works as expected.

Removing the extra comma as you suggested did indeed resolve the issue. I've reported this to the author of the corresponding mod.

Thanks again for the help.

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Posted

Hello sheson, I encountered the error:
"OpenGL: Invalid operation from TwbRender.LoadTexture for B344739D while processing B344739D (4) while processing textures\nature_of_the_wild_lands\elm\elm.dds."
I set Debug=1.

When switching back to version 196, there was no issue. I also tried updating my drivers, but it didn't help.

https://www.mediafire.com/file/b8ffikhwyni7ds1/bugreport.txt/file

https://www.mediafire.com/file/0vbbuaspwlf1r54/DynDOLOD_SSE_Debug_log.txt/file

https://www.mediafire.com/file/6cgpgtqmybrj785/DynDOLOD_SSE_log.txt/file

Posted
21 minutes ago, AYANAMINAY said:

Hello sheson, I encountered the error:
"OpenGL: Invalid operation from TwbRender.LoadTexture for B344739D while processing B344739D (4) while processing textures\nature_of_the_wild_lands\elm\elm.dds."
I set Debug=1.

When switching back to version 196, there was no issue. I also tried updating my drivers, but it didn't help.

https://www.mediafire.com/file/b8ffikhwyni7ds1/bugreport.txt/file

https://www.mediafire.com/file/0vbbuaspwlf1r54/DynDOLOD_SSE_Debug_log.txt/file

https://www.mediafire.com/file/6cgpgtqmybrj785/DynDOLOD_SSE_log.txt/file

Debug=1 just prints the debug messages to the normal log in addition to the debug log.

https://dyndolod.info/Messages/Exceptions OpenGL section:
This can be also a bug with the tools encountering unexpected situations. Add GLDebug=1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI and make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.

Delete old logs. Add GLDebug=1 to the D:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, then run again and upload new log, debug and bugreport.txt if it exists please.

Posted
8 hours ago, jepster said:

What confuses me is that with the previous version I have been fine with my insane settings :biggrin: I am always taking screenshots of the settings so I can compare in detail:

image.thumb.png.0042f826fb937fcc6c6ddf3339753bed.png

Even tried lowering them to 2k without success / same error.

The reason why I am going to such values is that I play in VR with a resolution of 2160x2160 per eye. With the screen much closer to the eyes it really makes a difference. Not a huge one, but more of a difference than say 4k cutlery

Increase the already mentioned MaxTextureSize setting in E:\Skyrim VR jepster\tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to 16384 or add TreeLODMaxAtlasSize=16384 to it.

I suggest to read the information in https://dyndolod.info/Help/Texture-Resolution how to test/find sensible texture resolutions. increasing by one step should be sufficient.

Also see https://dyndolod.info/Updating how to keep the content of the preset folder to automatically keep the settings of the last generation.

Upload new DynDOLOD log, debug log and bugreport.txt if it exists.

Posted
24 minutes ago, AYANAMINAY said:

After adding GLDebug=1 as required, the dyndolod was generated successfully. However, even after removing GLDebug=1, the error still occurs. Here is the log file generated during the successful build:

https://www.mediafire.com/file/jq0q53tck59e28r/DynDOLOD_SSE_Debug_log.txt/file

https://www.mediafire.com/file/sh67mh18gcqkq14/DynDOLOD_SSE_log.txt/file

Thanks. Get the latest test version of DynDOLODx64.exe from https://dyndolod.info/Downloads/Test-Versions

Delete old logs and then run again without GLDebug=1 to see if there is any change.
Upload new log, debug log and bugreport.txt if it exists.

Posted
1 hour ago, sheson said:

Thanks. Get the latest test version of DynDOLODx64.exe from https://dyndolod.info/Downloads/Test-Versions

Delete old logs and then run again without GLDebug=1 to see if there is any change.
Upload new log, debug log and bugreport.txt if it exists.

I removed GLDebug=1 and used the test version DynDOLODx64.exe. After running it twice without any issues, I suspect the problem should be resolved. Thanks for your help.

https://www.mediafire.com/file/mcko0qjdh8tjr8n/DynDOLOD_SSE_log.txt/file

https://www.mediafire.com/file/vujly4hveubkb60/DynDOLOD_SSE_Debug_log.txt/file

  • +1 1
  • sheson changed the title to DynDOLOD 3.00 Alpha 198
Posted
2 hours ago, AYANAMINAY said:

I removed GLDebug=1 and used the test version DynDOLODx64.exe. After running it twice without any issues, I suspect the problem should be resolved. Thanks for your help.

https://www.mediafire.com/file/mcko0qjdh8tjr8n/DynDOLOD_SSE_log.txt/file

https://www.mediafire.com/file/vujly4hveubkb60/DynDOLOD_SSE_Debug_log.txt/file

Thanks for letting us know. The change is part of the new alpha version.

Posted

Can you separate "DynDOLOD successfully initialized" message from the script and put it into the esp? I want to translate it to French by using Dynamic String Distributor.

Posted
47 minutes ago, Jayombi said:

Install DynDOLOD DLL NG and Scripts instead and make sure it is not being overwritten by anything.
Generate anew LOD patch from scratch.
See https://dyndolod.info/Downloads, https://dyndolod.info/Installation-Instructions and https://dyndolod.info/Generation-Instructions.

If the problem persists upload new logs.

Posted
1 hour ago, SkalHron said:

https://imgur.com/zoNyQWq

Hello so I got this error in the very early stage of trying to generate LODs using Dyndolod for Skyrim. I have no idea what this could mean, any ideas?

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 and debug log to upload when making posts.

Use the Copy message to clipboard link to copy/paste the error as text instead of posting a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

Error: Expected value but found "]" (5,4)

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search:
https://stepmodifications.org/forum/search/?q="Error: Expected value but found"&quick=1&type=forums_topic&item=21292
finds similar error message https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-198/page/716/#comment-288542 and this solution https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-198/page/716/#comment-288542

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