Phlunder Posted February 23, 2022 Posted February 23, 2022 (edited) 3 hours ago, sheson said: https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards A tree is every base record of the type 'TREE' and 'STAT' with the 'Has Tree LOD' flag set. Thank you, I could swear I already tried that, but I'll give it another go! Edit: Hm, no that didn't work. I tried to give the tropical tree trunks that are very commonly used in the Powder Desert billboards, one of them would be _00E_TropicalTree_Trunk01 [STAT:000880FA] for example, or the ref ID 99544. I added the Has Tree LOD flag to all of them (in the Test.esp), but they weren't picked up by TexGen. Here's the TexGen log: https://drive.google.com/file/d/1xTA-q8l-qnqOT8wLhL-cqsqnJ0gQQA6P/view?usp=sharing Edited February 23, 2022 by Phlunder
DarkDragoon197 Posted February 24, 2022 Posted February 24, 2022 hello guys first time posting, I've seam to ran into a issue with dyndolod, got the latest resources for dyndolod 3 alpha-21. textgen seams to generate fine, however when I go to generate dyndolod i get a error stating missing files, it then closes out App and wont let me generate. the file in question is textures/bstamriel/lod/ayleidset/ardoor02lod.dds. i can confirm i do have that file in the resources, any help here would be wonderful. thanks for making such a wonderful tool.
sheson Posted February 24, 2022 Author Posted February 24, 2022 4 hours ago, DarkDragoon197 said: hello guys first time posting, I've seam to ran into a issue with dyndolod, got the latest resources for dyndolod 3 alpha-21. textgen seams to generate fine, however when I go to generate dyndolod i get a error stating missing files, it then closes out App and wont let me generate. the file in question is textures/bstamriel/lod/ayleidset/ardoor02lod.dds. i can confirm i do have that file in the resources, any help here would be wonderful. thanks for making such a wonderful tool. Use the "Copy message to clipboard" link to copy and paste the text of the message instead of posting a screenshot as explained on the first post. Post the log and debug log when making posts as explained on the first post. Use the "Click on this link for additional explanations and help for this message" link as explained on the first post to open https://dyndolod.info/Help/DynDOLOD-Resources. Check its Troubleshooting section. Install the latest version of DynDOLOD Resources or DynDOLOD Resource SE and the latest version of the DynDOLOD Standalone.
sheson Posted February 24, 2022 Author Posted February 24, 2022 1 hour ago, Mattweenx10x said: when I'm using texgen after about 6~7 minutes I get the message ''removing temporary files'' and the installation ends and is incomplete, it always took about 30 to 45 minutes, I've tried disabling mods but nothing works, it didn't happen this in alpha 71, but I don't have this version anymore Are you complimenting on the speed improvements or trying to report a problem? Read the change log. Read the first post, follow its advice and suggestions. Check the log messages for errors or warnings to know if there are problems or not.
jjensson Posted February 24, 2022 Posted February 24, 2022 (edited) I'm successfully using Dyndolod v3 with the Elysium Remastered modlist, which was released recently and includes Bruma by default. Does the old Bruma workflow still apply (delete all .bto files in Terrain\BSHeartland\Objects) in the new version of Dyndolod? And more importantly, should i delete BSHeartland_Underside.nif or is it safe to use? Edited February 24, 2022 by jjensson
Zer0w Posted February 24, 2022 Posted February 24, 2022 So I have 3 grass mods (Folkvangr - Grass and Landscape Overhaul, The Grass Must Grow, Origins Of Forest - 3D Forest Grass 1.4.7) and 1 tree mod which is Happy Little Trees including Turn of the Seasons and Seasons of Skyrim all of this has been selected correctly in DyndoLOD where you select WIN, SUM, AU. I've had no issues running both TexGen and Dyndolod Output but the end result is this: I'm very confused why this is happening, I have had no issues before but after updating to a newer DyndoLOD version this is happening now?
sheson Posted February 24, 2022 Author Posted February 24, 2022 58 minutes ago, Zer0w said: So I have 3 grass mods (Folkvangr - Grass and Landscape Overhaul, The Grass Must Grow, Origins Of Forest - 3D Forest Grass 1.4.7) and 1 tree mod which is Happy Little Trees including Turn of the Seasons and Seasons of Skyrim all of this has been selected correctly in DyndoLOD where you select WIN, SUM, AU. I've had no issues running both TexGen and Dyndolod Output but the end result is this: I'm very confused why this is happening, I have had no issues before but after updating to a newer DyndoLOD version this is happening now? Read the first post what log and debug log to upload when making posts. Describe what you mean by "this". When making screenshots open console and click on the object of interest to show its reference form id. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Harvestable plants or flora does not have LOD and is not modified by DynDOLOD. Make sure to follow the updating instructions https://dyndolod.info/Updating and doing a clean save https://dyndolod.info/Help/Clean-Save See https://dyndolod.info/FAQ for "Billboard tree LOD shows in active exterior cells".
sheson Posted February 24, 2022 Author Posted February 24, 2022 1 hour ago, jjensson said: I'm successfully using Dyndolod v3 with the Elysium Remastered modlist, which was released recently and includes Bruma by default. Does the old Bruma workflow still apply (delete all .bto files in Terrain\BSHeartland\Objects) in the new version of Dyndolod? And more importantly, should i delete BSHeartland_Underside.nif or is it safe to use? I moved the post to the DynDOLOD 3 Alpha thread. Read the first post. See https://dyndolod.info/Mods/Beyond-Skyrim-Bruma The mod is "broken" as long as the missing assets and data are not provided for users to generate LOD for their load order. Hence the worldspace is disabled in DynDOLOD. I have no idea where you found a "workflow" that says to delete all object LOD meshes or what the point would be. Simply do not generate object LOD in the first place. The LOD quads for which all assets and data exists will have complete and working tree and object LOD (and terrain LOD from xLODGen). The problem are especially the quads for which not all cell data exists. The output that is generated by DynDOLOD is always safe to use.
jjensson Posted February 24, 2022 Posted February 24, 2022 (edited) Sheson, i referred to your post back in 2018 (?) when you said that the user should either make a second Dyndolod run only for Bruma, and only for trees. Or alternatively do one single run, but after that to delete all BTO files in the BSHeartland folder (<- my preferred method, b/c i'm doing it overnight and time is no issue). I read the infos in the link you provided, but i'm still unsure what the best practice should be these days. Should i only generate tree LOD for Bruma, or can i generate object and terrain LOD as well, without making Bruma look worse than in the default state? Oh, and what about BSHeartland_Underside.nif, will it make Bruma worse due to the missing data in the mod, or will it be an improvement? Edited February 24, 2022 by jjensson
sheson Posted February 24, 2022 Author Posted February 24, 2022 1 hour ago, jjensson said: Sheson, i referred to your post back in 2018 (?) when you said that the user should either make a second Dyndolod run only for Bruma, and only for trees. Or alternatively do one single run, but after that to delete all BTO files in the BSHeartland folder (<- my preferred method, b/c i'm doing it overnight and time is no issue). I read the infos in the link you provided, but i'm still unsure what the best practice should be these days. Should i only generate tree LOD for Bruma, or can i generate object and terrain LOD as well, without making Bruma look worse than in the default state? Oh, and what about BSHeartland_Underside.nif, will it make Bruma worse due to the missing data in the mod, or will it be an improvement? Well, if what you did works for you then continue to do it. The mod did not add any new assets or data in the meantime and the way LOD generation works and how LOD works in the game didn't change either. But that will only allow to update tree LOD. For the best visuals e.g for at least "some" object LOD to match any load order changes / textures you want to keep the complete BTOs and only delete the incomplete ones. However, checking that manually seems like a lot of work, but it will always be the same filenames. It might be easier to spot incomplete cells by checking the terrain LOD meshes generated by xLODGen. They will have the same coordinates for the LOD levels. It is unfortunate that the mod never got updated in all these years to be part of the Cathedral modding philosophy. Underside will also missing parts in the distance, it will block the sun in the cells for which data exits.
jjensson Posted February 24, 2022 Posted February 24, 2022 This was helpful, and i think it answers all my questions. Thanks!
BiggerGreen Posted February 25, 2022 Posted February 25, 2022 On 2/23/2022 at 2:45 PM, sheson said: https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards A tree is every base record of the type 'TREE' and 'STAT' with the 'Has Tree LOD' flag set. You already provided the error message... ..\DynDOLOD\ is the folder that DynDOLOD was installed in, e.g where the DynDOLOD.exe is. The "log" folder is a subfolder of it. If there is no bugreport.txt in the same folder as DynDOLOD.exe and there no log files in the log subfolder, check the Windows Event log for messages. Which Windows version are you using? What is in installation folder of DynDOLOD? What is the command line the program is started with? What is the installation folder of the game? What is the mod manager? Do you get the same message when starting TexGenx64.exe? DynDOLOD.exe or TexGen.exe? I'm not familiar to using the windows event log but I think it says there was a bad block. Says error 7. Windows 10 Only things in the dyndolod folder are what comes in the installation. If command is same as arguments for MO2 then -sse. If it's something else I don't know. Haven't tried the non x64.exe . Texgenx64 worked for me and created files.
sheson Posted February 25, 2022 Author Posted February 25, 2022 2 hours ago, BiggerGreen said: I'm not familiar to using the windows event log but I think it says there was a bad block. Says error 7. Windows 10 Only things in the dyndolod folder are what comes in the installation. If command is same as arguments for MO2 then -sse. If it's something else I don't know. Haven't tried the non x64.exe . Texgenx64 worked for me and created files. Copy and paste the content of the event log. Do not try to paraphrase. This sounds like there is problem with the disk. You should error check the disk with the usual OS tools. Probably want to backup important data. Unpack DynDOLOD again to a different drive and start it from there. Does that mean there are no files in the log subfolder and there is no bugreport.txt? What is the installation path of DynDOLOD? What is the installation path of the game?
BrotherShamus Posted February 25, 2022 Posted February 25, 2022 So... I've been trying to learn this properly for many months now and I've gotten better but not good due to my lack of ability to understand the terminology used in the manuals. As I understand it though, the flickering textures (z fighting) are a result of mismatched large references so my question is about this part in particular: [General] uLargeRefLODGridSize=odd number of cells A setting of 5 (if it matches the uGridsToLoad value) turns the large reference system off. Should I be setting the large reference grid size to '5' to match the uGrids value in my Skyrim.ini? Currently it's set at 11 and while the flickering isn't harsh, it is very noticable.
sheson Posted February 25, 2022 Author Posted February 25, 2022 3 hours ago, BrotherShamus said: So... I've been trying to learn this properly for many months now and I've gotten better but not good due to my lack of ability to understand the terminology used in the manuals. As I understand it though, the flickering textures (z fighting) are a result of mismatched large references so my question is about this part in particular: [General] uLargeRefLODGridSize=odd number of cells A setting of 5 (if it matches the uGridsToLoad value) turns the large reference system off. Should I be setting the large reference grid size to '5' to match the uGrids value in my Skyrim.ini? Currently it's set at 11 and while the flickering isn't harsh, it is very noticable. Yes, if you want to test if the flickering is actually caused by the large reference bugs. If the flickering is gone after turning off the large reference system you will know it was the cause.
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