sheson Posted January 20, 2022 Author Posted January 20, 2022 29 minutes ago, 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 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.
Zanderat Posted January 20, 2022 Posted January 20, 2022 (edited) 23 hours ago, 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 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 January 20, 2022 by Zanderat 1
Wolvyreen Posted January 21, 2022 Posted January 21, 2022 TexGen keeps halting completely when I have RealisticWaterTwo v5 mod installed. It fails due to this reason: Quote [09:20] Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\treeaspen02_0006c9d5 with Meshes\landscape\trees\treeaspen02.nif Skyrim.esm TreeAspen02 [TREE:0006C9D5] [09:21] Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\volcanicgrassobj01_000713d8 with Meshes\landscape\grass\volcanicgrassobj01.nif Skyrim.esm VolcanicGrass01 [GRAS:000713D8] [09:22] Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\dawnguard.esm\dlc1treewinteraspensnow01_0000ce13 with Meshes\dlc01\landscape\trees\dlc1treewinteraspensnow01.nif Dawnguard.esm DLC1TreeWinterAspenSnow01 [STAT:0200CE13] [09:23] Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\treepineforest03_0004b016 with Meshes\landscape\trees\treepineforest03.nif Skyrim.esm TreePineForest03 [TREE:0004B016] [09:24] Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\srg_treepineforestdeadsnow05_000ef5a1 with Meshes\landscape\trees\srg_treepineforestdeadsnow05.nif Skyrim.esm TreePineForestSnow05Dead [TREE:000EF5A1] [09:27] Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnowl02_0005d2da with Meshes\landscape\trees\srg_treepineforestsnowl02.nif Skyrim.esm TreePineForestSnowL02 [TREE:0005D2DA] [09:30] Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74 with Meshes\landscape\trees\reachtree02.nif Skyrim.esm TreeReachTree02 [TREE:000B8A74] [09:34] Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\srg_treepineforestdeadsnow04_000ef5a2 with Meshes\landscape\trees\srg_treepineforestdeadsnow04.nif Skyrim.esm TreePineForestSnow04Dead [TREE:000EF5A2] [09:36] Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\dragonborn.esm\treepineforestash01_00017f72 with Meshes\dlc02\landscape\trees\treepineforestash01.nif Dragonborn.esm DLC2TreePineForestAsh01 [TREE:04017F72] [09:37] Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\treepineforestsnow03_0005c070 with Meshes\landscape\trees\treepineforestsnow03.nif Skyrim.esm TreePineForestSnow03 [TREE:0005C070] [10:03] Creating temporary files [10:03] Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_skyrimesm.txt with 27 [10:03] Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_dawnguardesm.txt with 3 [10:03] Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_dragonbornesm.txt with 2 [10:03] Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_majesticmountains_landscapeesm.txt with 3 [10:03] Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt with 991 [10:31] Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_skyrimesm.txt with 11 [10:31] Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_dawnguardesm.txt with 163 [10:31] Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_dragonbornesm.txt with 90 [10:32] Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_majesticmountains_landscapeesm.txt with 6 [10:32] Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_blendedroadsesp.txt with 23 [10:32] Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_realisticwatertwoesp.txt with 5 [10:32] Error: File not found textures\effects\FXWhiteWater02_falls.dds. [16:33] User says "Exit TexGen" [16:33] Removing temporary files [16:34] Created a summary of log messages D:\Games\Vortex\DynDOLOD\Summary\TexGen_Index.html. Looking through the edit scripts file DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_realisticwatertwoesp.txt Quote // These do not need to keep alpha, LOD alpha is on/off only // See 'data file format' in DynDOLOD TexGen.pas // See 'How to add LOD textures creation rules to TexGen' in DynDOLOD_Mod_Authors.html 0 1 1 1 textures\effects\FXWhiteWater02_falls.dds x 7 0 0 textures\effects\FXWhiteWater02_fallsnoalpha.dds 0 x It seems that the script is expecting this file: textures\effects\FXWhiteWater02_falls.dds Looking at textures\effects\FXWhiteWater02_fallsnoalpha.dds it is included in the DynDOLOD Resources SE 3.00 mod but the textures\effects\FXWhiteWater02_falls.dds file is missing. Can anyone confirm if I am doing something wrong or whether this is truly a missing texture in the Resources mod.
sheson Posted January 21, 2022 Author Posted January 21, 2022 22 minutes ago, Wolvyreen said: TexGen keeps halting completely when I have RealisticWaterTwo v5 mod installed. It fails due to this reason: Error: File not found textures\effects\FXWhiteWater02_falls.dd Looking through the edit scripts file DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_realisticwatertwoesp.txt It seems that the script is expecting this file: textures\effects\FXWhiteWater02_falls.dds Looking at textures\effects\FXWhiteWater02_fallsnoalpha.dds it is included in the DynDOLOD Resources SE 3.00 mod but the textures\effects\FXWhiteWater02_falls.dds file is missing. Can anyone confirm if I am doing something wrong or whether this is truly a missing texture in the Resources mod. The texture textures\effects\FXWhiteWater02_falls.dds ships with Realistic Water Two 3.x and newer and is installed with its core files. DynDOLOD Resources does not include full textures from mods, because the installed mods include them.
Wolvyreen Posted January 21, 2022 Posted January 21, 2022 1 hour ago, sheson said: The texture textures\effects\FXWhiteWater02_falls.dds ships with Realistic Water Two 3.x and newer and is installed with its core files. DynDOLOD Resources does not include full textures from mods, because the installed mods include them. Thanks so much for replying :-D if I may ask...if what you say is true, then how come does the DynDOLOD resource pack include the textures\effects\FXWhiteWater02_fallsnoalpha.dds file which is the other file in the edit scripts file?
sheson Posted January 21, 2022 Author Posted January 21, 2022 16 minutes ago, Wolvyreen said: Thanks so much for replying :-D if I may ask...if what you say is true, then how come does the DynDOLOD resource pack include the textures\effects\FXWhiteWater02_fallsnoalpha.dds file which is the other file in the edit scripts file? The purpose of running TexGen is to update textures from the currently installed full textures so that they match. The DynDOLOD Resource contains these textures that are used by the meshes in DynDOLOD Resources so that there are no file not found issues, for example if TexGen wasn't run yet.
Wolvyreen Posted January 21, 2022 Posted January 21, 2022 (edited) 7 minutes ago, sheson said: The purpose of running TexGen is to update textures from the currently installed full textures so that they match. The DynDOLOD Resource contains textures that are used by the meshes in DynDOLOD Resources so that there are no file not found issues, for example if TexGen wasn't run yet. Ok, thanks. Well then I will ask the mod author of RWT v5 for that missing file because TexGen is completely halting when it cannot find the file. I just thought that the edit script is looking for the file and cant find it and the other file it is looking for is actually there in the DynDOLOD resource pack so I thought they both should be part of the resource pack. Thanks Sheson :-D Edited January 21, 2022 by Wolvyreen
sheson Posted January 21, 2022 Author Posted January 21, 2022 17 minutes ago, Wolvyreen said: Ok, thanks. Well then I will ask the mod author of RWT v5 for that missing file because TexGen is completely halting when it cannot find the file. I just thought that the edit script is looking for the file and cant find it and the other file it is looking for is actually there in the DynDOLOD resource pack so I thought they both should be part of the resource pack. Thanks Sheson :-D As already explained, the texture textures\effects\FXWhiteWater02_falls.dds ships with Realistic Water Two 3.x and newer and is installed with its core files. "and newer" means 4.x and 5.x as well.
Wolvyreen Posted January 21, 2022 Posted January 21, 2022 3 minutes ago, sheson said: As already explained, the texture textures\effects\FXWhiteWater02_falls.dds ships with Realistic Water Two 3.x and newer and is installed with its core files. Thanks Sheson :-) You did already explain it and I did understand it. I just mentioned why I thought it was supposed to be part of the resource pack. If I may ask, what is the actual resource pack for?
sheson Posted January 21, 2022 Author Posted January 21, 2022 25 minutes ago, Wolvyreen said: Well then I will ask the mod author of RWT v5 for that missing file There is no need to ask the mod author for the full texture textures\effects\FXWhiteWater02_falls.dds, since it already is shipping and installed with the Realistic Water Two SE version v5 you said you are using. You may want to double check the download archive and the installation of the mod. 10 minutes ago, Wolvyreen said: If I may ask, what is the actual resource pack for? From https://dyndolod.info/Help/DynDOLOD-Resources: DynDOLOD Resources Core Files contains LOD assets required for object LOD and tree LOD generation.
Wolvyreen Posted January 21, 2022 Posted January 21, 2022 4 minutes ago, sheson said: There is no need to ask the mod author for the full texture textures\effects\FXWhiteWater02_falls.dds, since it already is shipping and installed with the Realistic Water Two SE version v5 you said you are using. From https://dyndolod.info/Help/DynDOLOD-Resources: DynDOLOD Resources Core Files contains LOD assets required for object LOD and tree LOD generation. Thank you Sheson. You are right....I too have confirmed that the file is there and it is also deployed with my Vortex Mod Manager in to the game directory. Just to be 100% sure, I removed the mod completely and am now rerunning the texgen to see if it fails again. Maybe something went wrong with my install of the mod itself. If that is the case, I sincerely apologies if you feel I have wasted your time. I will let you know if the process completes now.
smallstonefan Posted January 22, 2022 Posted January 22, 2022 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!
sheson Posted January 22, 2022 Author Posted January 22, 2022 4 hours ago, 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! Read the first post which log files and bugreport.txt to upload when making posts.
Daemonjax Posted January 23, 2022 Posted January 23, 2022 (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 January 23, 2022 by Daemonjax stuff
sheson Posted January 23, 2022 Author Posted January 23, 2022 1 hour ago, 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)? 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.
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