sheson Posted February 21, 2022 Author Posted February 21, 2022 15 minutes ago, LordIceWolf said: Here is the entry. TreePineForest01 [TREE:0001306D] meshes\landscape\trees\treepineforest01.nif Billboard found, replaced tree, 3D LOD not found <treepineforest01_3DBF4820> fallback Full Model LOD4: meshes\landscape\trees\treepineforest01.nif LOD8: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d.dds using internal LOD16: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d.dds using internal Seems version 2.96 used the full model as a fallback but version 3.0 used the billboard instead So there you changed the DynDOLOD INI to fall back to full model. You will have to repeat the INI change ... However, it is not really recommended to use that option for playthrough. IIRC there might a message you need to confirm, too. Install or create optmized 3D hybrid tree LOD models. Alternative set the fallback INI setting to Billboard4 (TreeFullFallBack=4). They will look better than Billboard1 since you generated HD billboards and won't be as resource intensive.
LordIceWolf Posted February 21, 2022 Posted February 21, 2022 12 minutes ago, sheson said: So there you changed the DynDOLOD INI to fall back to full model. You will have do the INI change... However, it is not really recommended to use that option for playthrough. IIRCthere might a message you need to confirm, too. Install or create optmized 3D hybrid tree LOD models. Alternative set the fallback INI setting to Billboard4 (TreeFullFallBack=4). They will look better than Billboard1 since you generated HD billboards. Excellent. I knew i had changed the ini in 2.96 but did not touch it in 3.0 since it specifically said "Do not change this setting". I will try it as i never really had an issue with it while playing. If it becomes a problem, i will try the billboard=4. Thanks :-)
GG543364 Posted February 22, 2022 Posted February 22, 2022 DynDOLOD_SSE_Debug_log.txt DynDOLOD Resources SE 3 Alpha-21
sheson Posted February 22, 2022 Author Posted February 22, 2022 48 minutes ago, GG543364 said: DynDOLOD_SSE_Debug_log.txt 56.76 kB · 0 downloads DynDOLOD Resources SE 3 Alpha-21 Use copy this message to clipboard instead of making screenshots. For the time being copy Meshes\DynDOLOD\lod\water\tundrastreamtransition01_CBEEB188_dyndolod_lod.nif to Meshes\DynDOLOD\lod\effects\tundrastreamtransition01_CBEEB188_dyndolod_lod.nif My upload of DynDOLOD Standalone Alpha-74 with the updated path info got delayed. Once DynDOLOD 3 Alpha 74 is out that should be fixed.
GG543364 Posted February 22, 2022 Posted February 22, 2022 1 hour ago, sheson said: Use copy this message to clipboard instead of making screenshots. For the time being copy Meshes\DynDOLOD\lod\water\tundrastreamtransition01_CBEEB188_dyndolod_lod.nif to Meshes\DynDOLOD\lod\effects\tundrastreamtransition01_CBEEB188_dyndolod_lod.nif My upload of DynDOLOD Standalone Alpha-74 with the updated path info got delayed. Once DynDOLOD 3 Alpha 74 is out that should be fixed. Sorry, my English is very poor, so I used screenshots and logs. Thank you for updating. I'm trying to update
Thaumatarge Posted February 22, 2022 Posted February 22, 2022 For some weird unexplicable reason, Solstheim is all buggy when using Seasons of Skyrim, and the issue is related to LODs. Most of the Tree LODs don't work (Some do, especially the snapped trees, I assume this is because they are objects, not trees), and a lot of the various buildings don't want to have LOD either (Miraak's Temple, or the Bulwark, all of the Stones or even the wreck on the south west side of the island, and many other ones, though not the imperial buildings in Raven Rock). Disabling Seasons of Skyrim seems to fix the issue, making me suspect that it may be an issue with that specific plugin, but despite this, LODs work everywhere else even with the SoS mod enabled (Blackreach, Falmer Valley, Soul Cairn, Apocrypha, and so on all work regardless of the plugins). I do not know if this is an issue with DynDOLOD failing to generate/load seasonal LODs for Solstheim specifically, or Seasons of Skyrim failing to load/swap them, or the mods failing to fall back on default non-seasonal LODs. I will be happy to provide any specific Logs or config files as needed, because I do not know what exactly to provide, or if this is even an issue with DynDOLOD. I am using DynDOLOD Resources Alpha 21 and DynDOLOD Alpha 74 and Seasons of Skyrim 1.6.1 (plus some additional things that haven't changed anything when testing).
sheson Posted February 22, 2022 Author Posted February 22, 2022 57 minutes ago, Thaumatarge said: For some weird unexplicable reason, Solstheim is all buggy when using Seasons of Skyrim, and the issue is related to LODs. Most of the Tree LODs don't work (Some do, especially the snapped trees, I assume this is because they are objects, not trees), and a lot of the various buildings don't want to have LOD either (Miraak's Temple, or the Bulwark, all of the Stones or even the wreck on the south west side of the island, and many other ones, though not the imperial buildings in Raven Rock). Disabling Seasons of Skyrim seems to fix the issue, making me suspect that it may be an issue with that specific plugin, but despite this, LODs work everywhere else even with the SoS mod enabled (Blackreach, Falmer Valley, Soul Cairn, Apocrypha, and so on all work regardless of the plugins). I do not know if this is an issue with DynDOLOD failing to generate/load seasonal LODs for Solstheim specifically, or Seasons of Skyrim failing to load/swap them, or the mods failing to fall back on default non-seasonal LODs. I will be happy to provide any specific Logs or config files as needed, because I do not know what exactly to provide, or if this is even an issue with DynDOLOD. I am using DynDOLOD Resources Alpha 21 and DynDOLOD Alpha 74 and Seasons of Skyrim 1.6.1 (plus some additional things that haven't changed anything when testing). Read the first post which log and debug log to upload. Also upload the po3_SeasonsOfSkyrim.ini and every season swap INI.
Thaumatarge Posted February 22, 2022 Posted February 22, 2022 16 minutes ago, sheson said: Read the first post which log and debug log to upload. Also upload the po3_SeasonsOfSkyrim.ini and every season swap INI. https://ufile.io/vee505qj I have uploaded all requested files in a ZIP package.
sheson Posted February 22, 2022 Author Posted February 22, 2022 22 minutes ago, Thaumatarge said: https://ufile.io/vee505qj I have uploaded all requested files in a ZIP package. The DynDOLOD_SSE_log.txt shows that seasons have only been generated for Tamriel. Make sure that all desired worldspaces have been selected for season generation, e.g. they shows the [Seasons] in the worldspaces list of the advanced options. Doubleclick a worldspace to change toggle it. See https://dyndolod.info/Help/Seasons. If there are season object/tree LOD that po3_SeasonsOfSkyrim.dll can switch to they must be left overs from another generation. You probably want to remove those files form the load order.
Thaumatarge Posted February 22, 2022 Posted February 22, 2022 9 minutes ago, sheson said: The DynDOLOD_SSE_log.txt shows that seasons have only been generated for Tamriel. Make sure to that all desired worldspaces have been selected for season generation, e.g. they shows the [Seasons] in the worldspaces list of the advanced options. Doubleclick a worldspace to change toggle it. See https://dyndolod.info/Help/Seasons. Oh! I completely missed that sentence when I was reading that!
Phlunder Posted February 22, 2022 Posted February 22, 2022 (edited) Hey sheson, thanks for updating so fast to include the new resources for Enderal! They work great! If you remember, quite a while ago I posted some pics of visual artifacts when using ultra trees in Enderal. You were right back then, it was the fault of some of the custom tree models in Enderal. I was finally able to fix these meshes, so they don't show visual artifacts when fading in from object LOD. The results are great, and I'm happy to finally be able to use ultra trees (Billboard4) in Enderal: The only thing that still gives me headaches are the tropical trees. There is now great blending for all tree types, but for some reason these are unnaturally glowing. I can't figure out why. I included a shot where you can see other tree LODs that look fine from the same view point. ENB is not used in the shots, and I also tried other weathers (fw 81a) but its always the same result: An example reference would be 11F62D. Logs are here: https://drive.google.com/file/d/1iavFfJ24R-tDT1hqwuxLolyApltIvdPi/view?usp=sharing Edited February 23, 2022 by Phlunder
xddfan Posted February 23, 2022 Posted February 23, 2022 Hi, texgen 3.0 Alpha 74 always crashed when creating texture of wrbuildingslod01 Error: OpenGL: Out of memory TexGen SSE log The debug log is over 3MB, pastebin didnt allow me to paste it. So I put it here.
sheson Posted February 23, 2022 Author Posted February 23, 2022 8 hours ago, Phlunder said: Hey sheson, thanks for updating so fast to include the new resources for Enderal! They work great! If you remember, quite a while ago I posted some pics of visual artifacts when using ultra trees in Enderal. You were right back then, it was the fault of some of the custom tree models in Enderal. I was finally able to fix these meshes, so they don't show visual artifacts when fading in from object LOD. The results are great, and I'm happy to finally be able to use ultra trees (Billboard4) in Enderal: The only thing that still gives me headaches are the tropical trees. There is now great blending for all tree types, but for some reason these are unnaturally glowing. I can't figure out why. I included a shot where you can see other tree LODs that look fine from the same view point. ENB is not used in the shots, and I also tried other weathers (fw 81a) but its always the same result: An example reference would be 11F62D. Logs are here: https://drive.google.com/file/d/1iavFfJ24R-tDT1hqwuxLolyApltIvdPi/view?usp=sharing Check the normal map of the billboards. Maybe flat due to files not found error.
sheson Posted February 23, 2022 Author Posted February 23, 2022 2 hours ago, xddfan said: Hi, texgen 3.0 Alpha 74 always crashed when creating texture of wrbuildingslod01 Error: OpenGL: Out of memory Use a file service for large logs as explained on the first post. The textures\architecture\whiterun\WRstonebase02.dds has a resolution of 16384 x 8192 Use full textures with more sane resolutions. Close any other program that uses video memory. Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and set MaxTextureSize=8192 and if that still doesn't work , set it to 4096
Phlunder Posted February 23, 2022 Posted February 23, 2022 (edited) 31 minutes ago, sheson said: Check the normal map of the billboards. Maybe flat due to files not found error. I've seen these errors, unfortunately Enderal has a few of those. I will look into covering those missing normals. I checked the normal map atlas for the tree LOD, and the only thing that stands out is that the trunks of some of the trees have flat normals, the crown is always covered. And two tree types not shown in the screenshots have flat normals too. Here's the output atlas, if it helps: https://drive.google.com/file/d/1EaqpfUik1h8DTPHO3tuy1ap7nF9YG78i/view?usp=sharing I thought its maybe something with those trees brightness too, but then again, there are other trees in the game (and in vanilla Skyrim) that are brighter, like snow pines, and they don't have this issue. They are also seen in the screenshot. Near the glaciers. Edited February 23, 2022 by Phlunder
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now