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Posted
  On 1/20/2022 at 4:28 PM, Carbony said:

I have read this and follow the instruction but even after i have this 

I have set "OverwriteGrassDistance" to 20000 begore 6000 and "OverwriteGrassFadeRange" to 10000 before 14000

DYND_1.jpg

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Those setting have no affect on grass cache or grass LOD generation or grass LOD itself, which is part of object LOD.

If DynDOLODGrassMode is not 0 any other full grass distance setting in the Skyrim or NGIO INI is overwritten.

If no grass LOD shows for certain grasses means there are no billboards for it or the grass cache doesn't have its position or object LOD generation failed with error messages.

Going through the checklist should cover all requirements and steps. E.g. it tells you what to check and at least one of checks has to be negative unless you did not install the generated object LOD or it is being overwritten.

Posted (edited)
  On 1/19/2022 at 9:18 PM, z929669 said:

It looks like the green grass LOD shown is entirely different grass LOD that what you are using, but it could also be your ENB I guess. This is pretty stark though.

Using cathedral landscapes, which also has brown grass, the following settings in DynDOLOD_SSE.ini work nicely to correct the green LOD grass. You may need to adjust a bit lower, but give this a shot:

; grass LOD brightness multipliers
GrassBrightnessTopR=0.295
GrassBrightnessTopG=0.315
GrassBrightnessTopB=0.300
; make bottom darker to fake shadowing
GrassBrightnessBottomR=0.170
GrassBrightnessBottomG=0.175
GrassBrightnessBottomB=0.180

 

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Thank you!  Those settings helped quite a bit.  Could be tweaked a bit more.  But that can wait until the next time I run DynDOLOD.  The match is pretty close now, as it is.  Thanks again.

edit:  ENB is definitely in play here, too.  Without ENB, it is a perfect match (using the above settings).  With ENB, I will need to tweak a bit darker.

Edited by Zanderat
  • Like 1
Posted

I was getting an Index Out of Bounds error and I finally figured out how to fix it. Seeing that others occasionally get this as well, I thought I'd post here in case it helps others.

In TexGen you can type in the Units Per Pixel box and it will let you type values that don't appear in the list. In my case, I was typing 8. However, the Alpha version has the text '8.0 (1440p)'. You need to select that from the list - if you just type 8 into the box the code in the backend can't find that value in the list and gives the error.

Suggestion - you might want to limit that dropdown to only allowing a selection and not allowing typing.

Thanks for the great program! :)

Posted
  On 1/22/2022 at 3:45 PM, smallstonefan said:

I was getting an Index Out of Bounds error and I finally figured out how to fix it. Seeing that others occasionally get this as well, I thought I'd post here in case it helps others.

In TexGen you can type in the Units Per Pixel box and it will let you type values that don't appear in the list. In my case, I was typing 8. However, the Alpha version has the text '8.0 (1440p)'. You need to select that from the list - if you just type 8 into the box the code in the backend can't find that value in the list and gives the error.

Suggestion - you might want to limit that dropdown to only allowing a selection and not allowing typing.

Thanks for the great program! :)

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Read the first post which log files and bugreport.txt to upload when making posts.

Posted (edited)

Quick question related to:

Warning: Initially disabled large reference in RealisticWaterTwo - Resources.esm [REFR:0600AE48] (places RockPileL02Wet [STAT:00039393] in GRUP Cell Temporary Children of [CELL:000095D7] (in Tamriel "Skyrim" [WRLD:0000003C] at 10,-1))

I fixed the above by un-disabling it and sticking it way deep into the ground.

However, I thought ESM's were able to edit large references (that's how I end up fixing most "Overwritten large reference" warnings -- by flagging the esp as an esm).  Why is disabling them different?  Was marking it as "deleted" a valid option (instead of moving it under ground since it's a reference this esm added and also marked as disable)? 

Edited by Daemonjax
stuff
Posted
  On 1/23/2022 at 3:26 PM, Daemonjax said:

Quick question related to:

Warning: Initially disabled large reference in RealisticWaterTwo - Resources.esm [REFR:0600AE48] (places RockPileL02Wet [STAT:00039393] in GRUP Cell Temporary Children of [CELL:000095D7] (in Tamriel "Skyrim" [WRLD:0000003C] at 10,-1))

I fixed the above by un-disabling it and sticking it way deep into the ground.

However, I thought ESM's were able to edit large references (that's how I end up fixing most "Overwritten large reference" warnings -- by flagging the esp as an esm).  Why is disabling them different?  Was marking it as "deleted" a valid option (instead of moving it under ground since it's a reference this esm added and also marked as disable)? 

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Didn't DynDOLOD.esm already contain a similar change for that reference? it probably requires a z=-30,000 to take effect

Read https://dyndolod.info/Help/Large-References#Large-Reference-Bugs which explains some trigger of the bugs, including an example how an initially disabled reference in Skyrim.esm triggers the bug.

Posted
  On 1/23/2022 at 6:48 PM, DarkladyLexy said:

hey sheson i have a issue with my distant Mountains that i can't figure out how to fix. I am preety sure it  related to the Underside mesh but why and how to fix i don't know

Jan 23 2022 18_42_26.jpg

DynDOLOD_SSE_log.txt 3.4 MB · 1 download TexGen_SSE_log.txt 2.53 MB · 0 downloads

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You need to increase your TerrainManager SkyrimPrefs.ini block distances (most notably fBlockMaximumDistance), as the underside mesh will show if the LOD doesn't cover it.

Posted
  On 1/23/2022 at 7:34 PM, DoubleYou said:

You need to increase your TerrainManager SkyrimPrefs.ini block distances (most notably fBlockMaximumDistance), as the underside mesh will show if the LOD doesn't cover it.

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Thanks DoubleYou I have:

 

[TerrainManager]

bShowLODInEditor=1

fBlockLevel0Distance=75000.0000

fBlockLevel1Distance=140000.0000

fBlockMaximumDistance=300000.0000

fSplitDistanceMult=4.0000

fTreeLoadDistance=75000.0000

 

Edit: I had this set in the Skyrimcustom.ini I moved to Skyrimpref.ini and it look like that fixed it. Thou I Throught thing placed in Skyrimcustom.ini overwrote stuff in Skyrim.ini and skyrimprefs.ini?

Posted
  On 1/23/2022 at 7:48 PM, DarkladyLexy said:

Thanks Sheson I have:

 

[TerrainManager]

bShowLODInEditor=1

fBlockLevel0Distance=75000.0000

fBlockLevel1Distance=140000.0000

fBlockMaximumDistance=300000.0000

fSplitDistanceMult=4.0000

fTreeLoadDistance=75000.0000

 

Edit: I had this set in the Skyrimcustom.ini I moved to Skyrimpref.ini and it look like that fixed it. Thou I Throught thing placed in Skyrimcustom.ini overwrote stuff in Skyrim.ini and skyrimprefs.ini?

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SkyrimCustom.ini does NOT overwrite settings in SkyrimPrefs.ini, only ones placed in Skyrim.ini.

Posted

Latest alpha 65 crashed for me when generating object LOD. No bugreport. all logs attached.Logs.7z

OS Event:

  Reveal hidden contents

Currently running again.


PS: I normally don't report this issue, since running again usually works (it's never been repeatable). So reporting this time, just because :P


Second run worked without issue.

Posted
  On 1/23/2022 at 8:56 PM, z929669 said:

Latest alpha 65 crashed for me when generating object LOD. No bugreport. all logs attached.Logs.7z

OS Event:

  Reveal hidden contents

Currently running again.


PS: I normally don't report this issue, since running again usually works (it's never been repeatable). So reporting this time, just because :P


Second run worked without issue.

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The log folder does not contain useful logs since it seems the OS terminated the program without letting it go through its exception handler and shutdown procedure. See if the event is preceded by other events with the same time stamp.

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