sheson Posted February 1, 2022 Author Posted February 1, 2022 1 hour ago, Admiral30 said: I have changed the settings to optimal settings mentioned on HLT Dyndolod 3.0 addon (LOD4/Level0, LOD8/Billboard4, LOD16/Billboard(1)). LOD quality is way better, no more yellow trees, but ofc life is not so easy. Now there is very aggressive z-fighting during LOD transition + z-fighting on all LOD trees. https://streamable.com/8yy2zn https://streamable.com/pj4cmw DynDOLOD does not change how LOD works https://dyndolod.info/How-LOD-Works Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker). https://stepmodifications.org/forum/search/?&q="brief time"&type=forums_topic&nodes=223
Admiral30 Posted February 1, 2022 Posted February 1, 2022 21 minutes ago, sheson said: DynDOLOD does not change how LOD works https://dyndolod.info/How-LOD-Works Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker). https://stepmodifications.org/forum/search/?&q="brief time"&type=forums_topic&nodes=223 Ok, I have regenerated dyndolod with the same textures, but with lower quality options ("performance" instead of "optimal"). Weird transitions gone, z-fighting gone, I have also noticed low quality trees within player's range, this is also now gone. No idea why, but it works. So far all problems solved, thanks for mentioning that I had to regenerate lod with higher quality to fix the yellow trees issue.
sheson Posted February 1, 2022 Author Posted February 1, 2022 9 minutes ago, Admiral30 said: Ok, I have regenerated dyndolod with the same textures, but with lower quality options ("performance" instead of "optimal"). Weird transitions gone, z-fighting gone, I have also noticed low quality trees within player's range, this is also now gone. No idea why, but it works. So far all problems solved, thanks for mentioning that I had to regenerate lod with higher quality to fix the yellow trees issue. Since Billboards do not occupy the same 3D space as the full models, there is no brief flickering (typically it is because shadows on full model and no shadows on LOD) when they both show at the same time
1erCru Posted February 2, 2022 Posted February 2, 2022 Feel like I should know this .. How does one get grass to render in what looks like the farthest section before the horizon line. I use NGIO grass mode 2. The grass renders quite a ways but the last section of what it viewable just looks like it has some clumps of grass. its so far away it doesnt matter really but was wondering if maybe I have missed something. Maybe I missed something in the INi files ?
sheson Posted February 2, 2022 Author Posted February 2, 2022 4 hours ago, 1erCru said: Feel like I should know this .. How does one get grass to render in what looks like the farthest section before the horizon line. I use NGIO grass mode 2. The grass renders quite a ways but the last section of what it viewable just looks like it has some clumps of grass. its so far away it doesnt matter really but was wondering if maybe I have missed something. Maybe I missed something in the INi files ? https://dyndolod.info/Help/Grass-LOD Grass LOD is generated for LOD level 4 only. You can use the https://dyndolod.info/Help/Mod-Configuration-Menu#Settings to change object LOD distances. If grass LOD seems to be missing for certain types of grasses, they probably do not have billboards generated. See the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List
duffB Posted February 2, 2022 Posted February 2, 2022 (edited) Hi Sheson, first of all thanks for your hard work. I have been using dyndolod with ngio quite a while and cant imagine running skyrim without. I wanted to generate new textures with Texgen for Alpha 65 but i keep getting an error for a missing file. when generating temp files im getting this error: Error: File not found textures\dlc01\landscape\icelakesurface.dds. I have checked mo2 data folder structure and the file is not provided by resources archive I am using the latest resource alpha 19. I have disabled my virus protection just to make sure nothing is getting blocked but getting the same error. Thanks in advance for your help! Edited February 2, 2022 by duffB
sheson Posted February 2, 2022 Author Posted February 2, 2022 52 minutes ago, duffB said: Hi Sheson, first of all thanks for your hard work. I have been using dyndolod with ngio quite a while and cant imagine running skyrim without. I wanted to generate new textures with Texgen for Alpha 65 but i keep getting an error for a missing file. when generating temp files im getting this error: Error: File not found textures\dlc01\landscape\icelakesurface.dds. I have checked mo2 data folder structure and the file is not provided by resources archive I am using the latest resource alpha 19. I have disabled my virus protection just to make sure nothing is getting blocked but getting the same error. Thanks in advance for your help! textures\dlc01\landscape\icelakesurface.dds is a vanilla texture in Skyrim - Textures3.BSA As the TexGen options window says: "In case of file not found errors verify the log that all the required BSA files are loaded."
duffB Posted February 2, 2022 Posted February 2, 2022 2 hours ago, sheson said: textures\dlc01\landscape\icelakesurface.dds is a vanilla texture in Skyrim - Textures3.BSA As the TexGen options window says: "In case of file not found errors verify the log that all the required BSA files are loaded." Ah yes thanks. for anyone wondering incase having the same issue: The AE update from steam changed the textures4.bsa to not include those files anymore. Im doing a full patch downgrade now to fix this..
sheson Posted February 2, 2022 Author Posted February 2, 2022 1 hour ago, duffB said: Ah yes thanks. for anyone wondering incase having the same issue: The AE update from steam changed the textures4.bsa to not include those files anymore. Im doing a full patch downgrade now to fix this.. Let me be more specfic. textures\dlc01\landscape\icelakesurface.dds is a vanilla texture that is in Skyrim Textures3.BSA for 1.5.x and in Skyrim Textures4.BSA for Skyrim 1.6.x Make sure that the vanilla BSA files are listed in the [Archive] section of Skyrim.INI like in the default INI as it is created by the launcher so they are automatically loaded by xEdit/XLODGen/DynDOLOD. The loaded BSA files will be listed in the message log. There is no need to downgrade or upgrade anything. You only need to make sure the base game is setup properly.
duffB Posted February 2, 2022 Posted February 2, 2022 16 minutes ago, sheson said: Let me be more specfic. textures\dlc01\landscape\icelakesurface.dds is a vanilla texture that is in Skyrim Textures3.BSA for 1.5.x and in Skyrim Textures4.BSA for Skyrim 1.6.x Make sure that the vanilla BSA files are listed in the [Archive] section of Skyrim.INI like in the default INI as it is created by the launcher so they are automatically loaded by xEdit/XLODGen/DynDOLOD. The loaded BSA files will be listed in the message log. There is no need to downgrade or upgrade anything. You only need to make sure the base game is setup properly. my skyrim.ini looks like this: Quote [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Patch.bsa bLoadArchiveInMemory=1 sArchiveToLoadInMemoryList=Skyrim - Animations.bsa and my log of texgen looks like this at the start: Quote [00:00] Background Loader: starting... [00:00] Background Loader: [Skyrim - Misc.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Shaders.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Interface.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Animations.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Meshes0.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Meshes1.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Sounds.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Voices_en0.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Textures0.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Textures1.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Textures2.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Textures3.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Textures4.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Textures5.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Textures6.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Textures7.bsa] Loading Resources. [00:00] Background Loader: [Skyrim - Textures8.bsa] Loading Resources. still getting the error.
sheson Posted February 2, 2022 Author Posted February 2, 2022 24 minutes ago, duffB said: my skyrim.ini looks like this: and my log of texgen looks like this at the start: still getting the error. Start the load order in xEdit Start the Asset Browser with CTRL + F3 Enter the filename into the filter field. The Asset Browser shows which container(s) contain the file. The first one listed wins. Data means loose files. textures\dlc01\landscape\icelakesurface.dds is a vanilla texture that ships with the vanilla BSA files for Skyrim Special Edition or the Dawnguard DLC or HiRes DLC for Skyrim. If the texture is not in the vanilla BSA files, then the BSA files are not vanilla anymore / being overwritten or there are some kind of access problems. Verify the integrity of the local game files in Steam to restore the vanilla BSA files. Read the first post which entire logfiles to upload when making posts.
duffB Posted February 2, 2022 Posted February 2, 2022 (edited) 53 minutes ago, sheson said: Start the load order in xEdit Start the Asset Browser with CTRL + F3 Enter the filename into the filter field. The Asset Browser shows which container(s) contain the file. The first one listed wins. Data means loose files. textures\dlc01\landscape\icelakesurface.dds is a vanilla texture that ships with the vanilla BSA files for Skyrim Special Edition or the Dawnguard DLC or HiRes DLC for Skyrim. If the texture is not in the vanilla BSA files, then the BSA files are not vanilla anymore / being overwritten or there are some kind of access problems. That helped figuring out that my BSAs were appearently corrupted.. I re verified my files and it works again. Thank you for your time! Edited February 2, 2022 by duffB
Omniguous Posted February 2, 2022 Posted February 2, 2022 (edited) hi! good news this time! i had been messing around with the lodgen.. trying all sorts of combinations. i was recommended to lower fblocklevel0 lod distance to below 50,000 units. suddenly: everything worked. even with the tree plugin. just happily reporting ^^ - omniguous Edited February 2, 2022 by Omniguous clarification
Mousetick Posted February 3, 2022 Posted February 3, 2022 A similar question was asked earlier but was not answered. Asking from the point of view of a mod user, not a mod author: Am I correct in assuming that flagging an 'Initially disabled large reference' UDR in a non-ESM plugin as Deleted would turn it into a 'Overwritten large reference' 'Deleted Reference' warning? Disregarding the implications of a Deleted reference, would that actually prevent the Large Reference Bugs? Thanks.
sheson Posted February 3, 2022 Author Posted February 3, 2022 43 minutes ago, Mousetick said: A similar question was asked earlier but was not answered. Asking from the point of view of a mod user, not a mod author: Am I correct in assuming that flagging an 'Initially disabled large reference' UDR in a non-ESM plugin as Deleted would turn it into a 'Overwritten large reference' 'Deleted Reference' warning? Disregarding the implications of a Deleted reference, would that actually prevent the Large Reference Bugs? Thanks. Any large reference that is overwritten by an ESP triggers large reference bugs and if the deleted flag is set can cause CTD if anything else tries to access that reference. To "delete" a large reference, create an overwrite in an ESM flagged plugin (can be ESL flagged, too) and move it underground z=-30000. No initially Disabled flag, no enable parent. That is what the https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Reference dropdown = Delete does. It will try to use DynDOLOD.esm for the overwrite if possible.
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