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Posted
24 minutes ago, DoubleYou said:

image.png

Oblivion Gates Remade mod doesn't provide lod files, and it uses a unique path. I added a rule to account for it by setting the Full model for lod4, and that seems to have fixed it. Is this the best way to support this mod without making dedicated lod for it?

Without rule, no Oblivion Gate lod:

 

With rule, Oblivion Gate lod (Oblivion gate is in the center of the screen):

 

 

I can't make it out ... are we looking at it from the side? Is it that little line at center?

I think you would actually use "full" rather than farLOD, since full is the fallback anyway and no LOD model is provided.

Posted
1 hour ago, Isipkamuna said:

Hi, I was able to update my Dyndolod and LOD. It was successful so far. However, when I check my world map. There are no trees. Is this a new feature?

Yes, we will have instructions soon, but see previous posts:

 

Posted
1 hour ago, z929669 said:

Yes, we will have instructions soon, but see previous posts:

 

I updated it to Alpha 37. I thought its a new feature since its not a big deal for not having trees in the world map. I will just wait for the instructions.

Posted
1 hour ago, Isipkamuna said:

I updated it to Alpha 37. I thought its a new feature since its not a big deal for not having trees in the world map. I will just wait for the instructions.

Thats sounds strange? I just generated new lod with version 37 and it works perfect for me: no memory-issues, no z-fighting on the Solitude docks and LOTS of trees on the worldmap.

22 hours ago, sheson said:

This bug is hopefully fixed in Alpha-37

Yes it is, I can confirm. I just updated to Alpha-37 and it works like a charm (no z-fighting)! Thankyou!!

Posted
18 hours ago, Atoro10 said:
DynDOLOD TexGen on startup acts like normal all the way through the setup. After verifying all this being as they should and pressing start, a simple "information: Loading, please wait" Shows up and then I get the message you recieve after the process usually have run.
The problem is that nothing is generated and this all takes seconds. There is no error message in the log which I will post below so I don't even have an error to search for.
 
Log

Read the first post what logfiles to upload and where to post when participating in the DynDOLOD 3 alpha test and reporting problems.

Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory.

 

16 hours ago, Atoro10 said:

I'm unsure how to differentiate modded to vanilla assets in this context but I don't think I can see any. what could cause my mods not appearing in the texgen loader? It says that files are loaded but What could cause it? I'm gonna reinstall the dyndolod client and see if that does anything

Redownloading it seemes to have fixed it

Sounds like unpacking into a new and empty folder the second time had the desired result.

 

15 hours ago, Abbot said:

Hello Sheson,

I apologize for the maybe offensive tone of my post. It's just that it's an entirely new problem that I didn't expect of having to deal with.

None of the previous posts seem to adress my issue.

Here's bugreport.txt

https://pastebin.com/kzu4PQ02

Here's TexGen_Tes5_log.txt

https://pastebin.com/t4g9fbKy ("Memoria insufficiente" = "insufficient memory")

Here's TexGen_TES5_Debug_log.txt

https://pastebin.com/bNMNQeYZ

I repeat, this is the first time that this happens to me. Maybe I should mention that I've also generated xLODGen and that I've generated it a couple months ago?

In case the new alpha version was unpacked into an older DynDOLOD 3 alpha version, unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory.

Can you delete the bugreport txt and start TexGen again to see if it writes a new one in case the out of memory error happens again?

Posted
8 hours ago, DoubleYou said:

Oblivion Gates Remade mod doesn't provide lod files, and it uses a unique path. I added a rule to account for it by setting the Full model for lod4, and that seems to have fixed it. Is this the best way to support this mod without making dedicated lod for it?

No screenshots needed.

Yes, using meshes rules the easiest most compatible and preferred method to use the full model for LOD. 

 

4 hours ago, Isipkamuna said:

Hi, I was able to update my Dyndolod and LOD. It was successful so far. However, when I check my world map. There are no trees. Is this a new feature?

If there are trees on the world map depends on ultra tree LOD and if the tree mesh rule(s) assigned billboards to the object LOD level (16 by default) that is used for the map as explained in the "Trees on the Map" section of ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html

Nothing should have changed in that regard if you didn't change any settings.

Posted
3 hours ago, TheDude said:

Thats sounds strange? I just generated new lod with version 37 and it works perfect for me: no memory-issues, no z-fighting on the Solitude docks and LOTS of trees on the worldmap

I am not sure about this. The LODs are there but in my world map there are almost none. Even the Aspen Ablaze for dyndolod 3 are not there.

Posted
7 hours ago, sheson said:

In case the new alpha version was unpacked into an older DynDOLOD 3 alpha version, unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory.

Can you delete the bugreport txt and start TexGen again to see if it writes a new one in case the out of memory error happens again?

Unpacking into a new folder does not solve my problem.

I don't get any new bugreport.txt .

Posted
12 hours ago, Isipkamuna said:

Hi, I was able to update my Dyndolod and LOD. It was successful so far. However, when I check my world map. There are no trees. Is this a new feature?

Disregard- I just forgot to tick something in the settings

Posted
1 hour ago, Abbot said:

Unpacking into a new folder does not solve my problem.

I don't get any new bugreport.txt .

What graphics card(s) are installed and what is their physical VRAM size?

Posted
1 hour ago, Rozen said:

@sheson just wanted to ask, will DynDOLOD sometime down the line in this alpha fully work with the mod Worldspace Transition Tweaks?

  https://www.nexusmods.com/skyrimspecialedition/mods/48889

I would love it if all i had to do was just run DynDOLOD and be done with it when having that mod installed.

Read the first post what log files to upload when encountering errors or problems using the latest DynDOLOD 3 Alpha version.

Otherwise pay attention to how how often DynDOLOD updates, the changelog ( improved worldspace bounds warning/error settings) and the version number.
The current version is Alpha-37, not Alpha-33 anymore.

Even back then, the error message about the worldspace bounds has a link to a help page how to rectify the issue.

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