Jump to content

Recommended Posts

Posted

I always got these errorswhen I running TexGen

Error: File not found textures\landscape\trees\gkbbark.dds. Used by Meshes\yamadori\gkb2mangrovereachtree02.nif Markarth Side - Trees only.esp 00_TreeJungle02 [TREE:FE085929]
Error: File not found textures\landscape\trees\treeoaktrunk_n.dds. Used by Meshes\ztree's\trees\woodsbush01.nif TheBawbsShire.esp MEPlantWoodsbush01 [TREE:233BA61F]
Error: File not found textures\landscape\trees\treepineforestbranchcomp2.dds. Used by Meshes\akavir\landscape\treesgkb\gkbcyrodilcypress1.nif Akavir.esm Akpoplar [TREE:28570F27]
Error: File not found textures\landscape\trees\treepineforestbranchcomp2.dds. Used by Meshes\akavir\landscape\treesgkb\gkbcyrodilcypress2.nif Akavir.esm AkTreePineL01 [TREE:28222749]
Error: File not found textures\yamadori\gkbbark13_n.dds. Used by Meshes\yamadori\gkbjungletreenew6.nif Markarth Side - Trees only.esp 00_TreeJungle [TREE:FE085848]
Error: File not found textures\yamadori\gkbbranch1.dds.dds. Used by Meshes\yamadori\gkb2mangrovereachtree02.nif Markarth Side - Trees only.esp 00_TreeJungle02 [TREE:FE085929]
Error: File not found textures\yamadori\gkbbranch5dark.dds. Used by Meshes\yamadori\gkbjungletreenew6.nif Markarth Side - Trees only.esp 00_TreeJungle [TREE:FE085848]
Error: File not found textures\yamadori\TundraDriftWoodBark01_N.dds. Used by Meshes\yamadori\gkbreachclifftree04.nif Markarth Side - Trees only.esp 00_TreeReachCliffTree04 [TREE:FE08580C]
Posted

Good evening

I almost got everything working. My Grass lods look great and i managed to fix the 3D lods for SBT (turns out that i had to deactivate the mod overwriting the tree meshes even if it is compatible with SBT). I used Aspen Ablaze for the Rift trees and it looks almost perfect, except for this tiny issue i have with the distant lods. When the the Worldspace loads, they look great, but after a few seconds, they appear to melt ( can see in the screen shots). My logs are here. I ran DynDOLOD with the Trees LOD4/level 0 - LOD8/Billboard4 - LOD16/Billboard4
https://drive.google.com/drive/folders/1y7Qc1JmqxKGjxUEB3eUuERIgiM56DD5G?usp=sharing

Any idea how to fix it?

Initial Load.jpg

A few seconds later.jpg

Posted
3 hours ago, LordIceWolf said:

Good evening

I almost got everything working. My Grass lods look great and i managed to fix the 3D lods for SBT (turns out that i had to deactivate the mod overwriting the tree meshes even if it is compatible with SBT). I used Aspen Ablaze for the Rift trees and it looks almost perfect, except for this tiny issue i have with the distant lods. When the the Worldspace loads, they look great, but after a few seconds, they appear to melt ( can see in the screen shots). My logs are here. I ran DynDOLOD with the Trees LOD4/level 0 - LOD8/Billboard4 - LOD16/Billboard4
https://drive.google.com/drive/folders/1y7Qc1JmqxKGjxUEB3eUuERIgiM56DD5G?usp=sharing

Any idea how to fix it?

Initial Load.jpg

A few seconds later.jpg

Just curious: are you running Fixed Mesh Lighting with the trees option? This will break LOD for trees, and this fix is not needed for Aspens Ablaze, since mindflux added that mesh tweak in his recent update. I would argue that it's not a good 'fix' for most tree mods though, because it trades off less glowing branches on some faces at night for worse looking shadows on some branches in day and broken LOD. It works well for AA though, since those branch faces pretty much all face up and out in most directions.

I defer to sheson on advice about that crappy looking billboard. I've never seen that. You probably will want to post your tree report file \DynDOLOD_\Logs\DynDOLOD_SSE_Tree_Report.txt

Posted

I think I am missing something: I changed the tree trunk textures of my snow pine trees to be more browns rather than all boring greys.  Looks great in full model and Texgen-generated billboard, but Texgen doesn't seem to be updating the colour of the ultra lod trunk - they still look grey from a distance in-game and then turn brown when the full model loads, and viewing the 3d ultra lod tree model in the MO2 data folder also shows a grey trunk.

Did I miss a step?  When running Texgen I selected Tree, HD Tree and Rendered checkboxes in the Tree/Grass section.  Thanks!

Posted
6 hours ago, saaaaty said:

I always got these errorswhen I running TexGen


Error: File not found textures\landscape\trees\gkbbark.dds. Used by Meshes\yamadori\gkb2mangrovereachtree02.nif Markarth Side - Trees only.esp 00_TreeJungle02 [TREE:FE085929]
Error: File not found textures\landscape\trees\treeoaktrunk_n.dds. Used by Meshes\ztree's\trees\woodsbush01.nif TheBawbsShire.esp MEPlantWoodsbush01 [TREE:233BA61F]
Error: File not found textures\landscape\trees\treepineforestbranchcomp2.dds. Used by Meshes\akavir\landscape\treesgkb\gkbcyrodilcypress1.nif Akavir.esm Akpoplar [TREE:28570F27]
Error: File not found textures\landscape\trees\treepineforestbranchcomp2.dds. Used by Meshes\akavir\landscape\treesgkb\gkbcyrodilcypress2.nif Akavir.esm AkTreePineL01 [TREE:28222749]
Error: File not found textures\yamadori\gkbbark13_n.dds. Used by Meshes\yamadori\gkbjungletreenew6.nif Markarth Side - Trees only.esp 00_TreeJungle [TREE:FE085848]
Error: File not found textures\yamadori\gkbbranch1.dds.dds. Used by Meshes\yamadori\gkb2mangrovereachtree02.nif Markarth Side - Trees only.esp 00_TreeJungle02 [TREE:FE085929]
Error: File not found textures\yamadori\gkbbranch5dark.dds. Used by Meshes\yamadori\gkbjungletreenew6.nif Markarth Side - Trees only.esp 00_TreeJungle [TREE:FE085848]
Error: File not found textures\yamadori\TundraDriftWoodBark01_N.dds. Used by Meshes\yamadori\gkbreachclifftree04.nif Markarth Side - Trees only.esp 00_TreeReachCliffTree04 [TREE:FE08580C]

Read the first post which entire log from the last session and debug log to upload when making posts.

File not found errors are self explanatory.  Read the explanations of the summary that open at the end. https://dyndolod.info/Messages/File-Not-Found-Textures

Install the missing textures, live with the visual consequences or do not not use the mod until its fixed by the author.

Posted
4 hours ago, LordIceWolf said:

Good evening

I almost got everything working. My Grass lods look great and i managed to fix the 3D lods for SBT (turns out that i had to deactivate the mod overwriting the tree meshes even if it is compatible with SBT). I used Aspen Ablaze for the Rift trees and it looks almost perfect, except for this tiny issue i have with the distant lods. When the the Worldspace loads, they look great, but after a few seconds, they appear to melt ( can see in the screen shots). My logs are here. I ran DynDOLOD with the Trees LOD4/level 0 - LOD8/Billboard4 - LOD16/Billboard4
https://drive.google.com/drive/folders/1y7Qc1JmqxKGjxUEB3eUuERIgiM56DD5G?usp=sharing

Any idea how to fix it?

Initial Load.jpg

A few seconds later.jpg

As I keep explaining, temporarily disabling mods/plugin is a troubleshooting step and not a fix.
If a full model NIF is changed, then a new 3D tree LOD model for the new full model tree needs to be installed or created.

When making screenshot of LOD, use tfc to get closer.

Check if the DynDOLOD output contains only 1 file Meshes\Terrain\Tamriel\Trees\Tamriel.lst and it is 4 bytes
Test what happen if you set fTreeLoadDistance in the DynDOLOD SkyUI MCM Settings page to 0

Check the tree LOD report for the tree which LOD assets where found and used.

Do not install billboards from mods. Use TexGen to generate all desired billboards.
Play attention to unresolved errors and fix them.ix ththemunresolved error in plugins.xxx
Clean plugins that have deleted references.
Install the latest version of Flying Crows SSE

Posted
1 hour ago, vrnord said:

I think I am missing something: I changed the tree trunk textures of my snow pine trees to be more browns rather than all boring greys.  Looks great in full model and Texgen-generated billboard, but Texgen doesn't seem to be updating the colour of the ultra lod trunk - they still look grey from a distance in-game and then turn brown when the full model loads, and viewing the 3d ultra lod tree model in the MO2 data folder also shows a grey trunk.

Did I miss a step?  When running Texgen I selected Tree, HD Tree and Rendered checkboxes in the Tree/Grass section.  Thanks!

That most likely means the trunk NIF that is used to render the trunk billboard texture is using a different full texture.

Posted
On 2/24/2022 at 6:05 PM, sheson said:

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".

I had to scour through my mods and found out that indeed the 3D Skyrim Trees and Plans was disabled thats why I was missing those cool flowers, I also fixed the Gildergreen tree where it was just showing a flat LOD in the center of whiterun. It was Leafeater's 3-in-1 Tree Overhaul JK's mod that was the culprit, disabling this and running DyndoLOD fixed my flat LOD. And then re-enabling the mod and now I have my Whiterun full of cool trees and DyndoLOD is working succesfully.

Posted (edited)
10 hours ago, sheson said:

That most likely means the trunk NIF that is used to render the trunk billboard texture is using a different full texture.

Where would I find the trunk NIF to check the texture path?  Is it different from the full model NIF?  I didn't actually change the texture path on the full model NIF; I just renamed new textures to match the original ones (I thought that would be more compatible).  I am using Enhanced Vanilla Trees which uses a lot of alternate trunk textures.

Edited by vrnord
I figured it out - redownloaded EVT and found the folder with the trunk NIFs.
Posted
21 minutes ago, Zer0w said:

I had to scour through my mods and found out that indeed the 3D Skyrim Trees and Plans was disabled thats why I was missing those cool flowers, I also fixed the Gildergreen tree where it was just showing a flat LOD in the center of whiterun. It was Leafeater's 3-in-1 Tree Overhaul JK's mod that was the culprit, disabling this and running DyndoLOD fixed my flat LOD. And then re-enabling the mod and now I have my Whiterun full of cool trees and DyndoLOD is working succesfully.

Disabling mod or plugins is not a fix but a troubleshooting step.

For every tree that you want to have 3D tree LOD, a 3D tree LOD model is required to be installed. Seems like you have a mod that does not ship with 3D tree LOD models for the full model trees it reaplaces. Disabling the mod means that the 3D LOD model / Billboard matching the original tree that is being overwritten by that mod will be used for LOD. So the LOD will not match anymore once the mod is enabled again. If the differences seems small enough, then copy the existing 3D tree LOD model to the new required 3D tree LOD filename so it is used automatically when the full model tree is replaced.

https://dyndolod.info/Help/Ultra-Tree-LOD

https://dyndolod.info/Help/3D-Tree-LOD-Model

Posted
12 hours ago, z929669 said:

Just curious: are you running Fixed Mesh Lighting with the trees option? This will break LOD for trees, and this fix is not needed for Aspens Ablaze, since mindflux added that mesh tweak in his recent update. I would argue that it's not a good 'fix' for most tree mods though, because it trades off less glowing branches on some faces at night for worse looking shadows on some branches in day and broken LOD. It works well for AA though, since those branch faces pretty much all face up and out in most directions.

I defer to sheson on advice about that crappy looking billboard. I've never seen that. You probably will want to post your tree report file \DynDOLOD_\Logs\DynDOLOD_SSE_Tree_Report.txt

I dont have the mod Fixed Mesh Lighting installed

Posted
10 hours ago, sheson said:

As I keep explaining, temporarily disabling mods/plugin is a troubleshooting step and not a fix.
If a full model NIF is changed, then a new 3D tree LOD model for the new full model tree needs to be installed or created.

- I Know. I just did that to identify the issue. Since the mod causing the issue is not something i absolutely need, it was simpler to remove it than create the 3d lod models.

When making screenshot of LOD, use tfc to get closer.

- I just wanted to show what happen when i exit the cabin so i had to take the screen shot right away. Next time i will try to find a closer location.

Check if the DynDOLOD output contains only 1 file Meshes\Terrain\Tamriel\Trees\Tamriel.lst and it is 4 bytes - Yes
Test what happen if you set fTreeLoadDistance in the DynDOLOD SkyUI MCM Settings page to 0 - I will check that after i regenarate a DynDOLOD with the settings that had the problem

Check the tree LOD report for the tree which LOD assets where found and used. - That all seems fine. All my Aspen Trees have 3D Lods

Do not install billboards from mods. Use TexGen to generate all desired billboards. - Done
Play attention to unresolved errors and fix them.ix ththemunresolved error in plugins.xxx - I dont recall getting any errors but i will take a look - Cleared all that except for the Japan Home which is nowhere near the rift.
Clean plugins that have deleted references. - I will check that later
Install the latest version of Flying Crows SSE - Done

I reran DynDOLOD with higher tree settings (Lod4 / 0 - Lod8 /1 - Lod16/Billboard 2) and the issue disapeared. Takes a toll on my fps in the rift however. Gonna try again with a setting somewhere between that and what i had before and see how it goes.

Posted (edited)

Sorry I thought I had fixed it by installing the EVT trunk meshes, but no.  The attached pics show the issue:  the meshes of both the EVT trunk and the full model, opened via MO2 virtual folder, show the correct texture.  The same trunk and model simultaneously viewed via Texgen preview show the old texture.  The weird thing is I don't even have that texture installed anymore!  What is happening??

Edited by vrnord
Not sure if the pics I attached are going to show, so here is an imgur link: https://imgur.com/a/D8RszTq
Posted
4 hours ago, vrnord said:

Where would I find the trunk NIF to check the texture path?  Is it different from the full model NIF?  I didn't actually change the texture path on the full model NIF; I just renamed new textures to match the original ones (I thought that would be more compatible).  I am using Enhanced Vanilla Trees which uses a lot of alternate trunk textures.

I was referring to the new method used by 3D tree LOD models included DynDOLOD Resources, since only a question was asked without providing information.

The tree mod you are using might still contain 3D tree LOD models that use a fixed pre-rendered trunk atlas texture that is not automatically updated. In that case you might want to manually edit it. 

The new method is explained at https://dyndolod.info/Help/3D-Tree-LOD-Model about how 3D tree LOD models are created.

46 minutes ago, vrnord said:

Sorry I thought I had fixed it by installing the EVT trunk meshes, but no.  The attached pics show the issue:  the meshes of both the EVT trunk and the full model, opened via MO2 virtual folder, show the correct texture.  The same trunk and model simultaneously viewed via Texgen preview show the old texture.  The weird thing is I don't even have that texture installed anymore!  What is happening??

I suggest to check the tree LOD report (explained at https://dyndolod.info/Help/Ultra-Tree-LOD) to see what the 3D LOD model is that is found for that tree.

Then check which texture that NIF is using for the trunk.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.