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Posted (edited)
3 hours ago, sheson said:

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.

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.

Edit never mind I figured it out; had a conflicting mesh version for some trees.  Thanks for your help!

Edited by vrnord
Figured it out
Posted

I'm sorry if its not an issue related to dyndolod.

I'm not sure what's causing it but the Grass LODs look a bit different from the actual grass for some reason. I am using an ENB and I had the dynamic LODs option off during LOD generation.

 

 

ScreenShot41.jpg

Posted
1 hour ago, skyrim9838 said:

I'm sorry if its not an issue related to dyndolod.

I'm not sure what's causing it but the Grass LODs look a bit different from the actual grass for some reason. I am using an ENB and I had the dynamic LODs option off during LOD generation.

 

 

ScreenShot41.jpg

See https://dyndolod.info/Help/Grass-LOD Settings

In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD.

See the https://dyndolod.info/Help/Grass-LOD#Updating section how to quickly test different brightness settings by just editing the export file and howto limit generation to a single BTO file.

Posted (edited)

Greetings.

First of all, thanks for the tools you provide. I wanted to install Seasons of Skyrim, so I followed the instructions on how to run xLODgen and DynDOLOD. I managed to run xLODgen correctly and all went fine with it, but unfortunately, I can not get DynDOLOD to work properly. I am not sure how to explain myself because I'm not very experienced in modding. So, basically the issues I have are affecting mainly Solstheim (but they might be extendend to other world spaces aswell), involving primarly the world map (which is blank) and lod in the distance which does not load at all (?). Skyrim has some minor visual problems such as not being able to properly render objects if I'm not very close to them (see screenshots below), they do not affect world map though. I did not have time to troubleshoot the entire map and every world spaces, so there might be more issues that I'm not aknowleding.

I noted that disabling the dynDOLOD_output reverts all back to vanilla and everything is rendered properly.

I will leave some images to make myself clear:

Markarth. I can not see mountains rocks unless I'm very close to them, leaving a hole exposed in the distance. This is an example of what I was referring to before with "minor visual problems".

The Red Mountain disappeared

Solstheim lod not loading?

Solstheim map is entirely blank

My plugins load order:

Spoiler

# This file was automatically generated by Mod Organizer.
*Unofficial Skyrim Special Edition Patch.esp
*Unofficial Rare Curios Patch.esl
*Unofficial Saints and Seducers Patch.esl
*Unofficial Skyrim Survival Patch.esl
*Werewolf Duration Remover.esl
*Occ_Skyrim_Tamriel.esp
*Penitus_Oculatus.esp
*TrueHUD.esl
*Wyrmstooth.esp
*DynDOLOD.esm
*SkyUI_SE.esp
*Reverb and Ambiance Overhaul - Skyrim.esp
*TrueStormsSE.esp
*Relationship Dialogue Overhaul.esp
*Guard Dialogue Overhaul.esp
*Immersive Encounters.esp
*OwnCivilWar.esp
*Afterlife.esp
*BeastHHBB.esp
*hearthfireextended.esp
*SnowOverSkyrim.esp
*Turn of the Seasons.esp
*TOTS - Icy Waterways.esp
*Run For Your Lives.esp
*Inigo.esp
*Vittorias Alternate Wedding.esp
*CWRepairs.esp
*Dirt and Blood - Dynamic Visuals.esp
*Dynamic Things Alternative.esp
*Fish Anywhere.esp
*Growl - Werebeasts of Skyrim.esp
*growl-patch.esp
*HouseOfHorrorsQuestExpansion.esp
*MCMHelper.esp
*Obsidian Weathers.esp
*Obsidian_TS_Patch_Spectral_WaterFix.esp
*ogSplendorDragons.esp
*PaarthurnaxQuestExpansion.esp
*SeasonalWildlifeDistribution.esp
*Shrubs of Snow.esp
*WerewolfQuickMenu.esp
*WhoKilledTheDragon.esp
*Combat Collision Dialogue Fix.esp
*Philmorex.esp
*TrueDirectionalMovement.esp
*FNIS.esp
*XPMSE.esp
*Sleeping Expanded.esp
*Dual Wield Parrying_SKSE.esp
*Ultimate Dodge Mod.esp
*fixLOD.esp
*DynDOLOD.esp
*Occlusion.esp

 

What I would like to accomplish: a vanilla looking Skyrim with seasons.

I am running:

Skyrim AE;

MO2;

Dyndolod 3 and the corresponding resources;

xLODgen beta 90.

 

 Thanks for your assistance.

Edited by Wolfrann
typos
Posted
7 hours ago, Wolfrann said:

Greetings.

First of all, thanks for the tools you provide. I wanted to install Seasons of Skyrim, so I followed the instructions on how to run xLODgen and DynDOLOD. I managed to run xLODgen correctly and all went fine with it, but unfortunately, I can not get DynDOLOD to work properly. I am not sure how to explain myself because I'm not very experienced in modding. So, basically the issues I have are affecting mainly Solstheim (but they might be extendend to other world spaces aswell), involving primarly the world map (which is blank) and lod in the distance which does not load at all (?). Skyrim has some minor visual problems such as not being able to properly render objects if I'm not very close to them (see screenshots below), they do not affect world map though. I did not have time to troubleshoot the entire map and every world spaces, so there might be more issues that I'm not aknowleding.

I noted that disabling the dynDOLOD_output reverts all back to vanilla and everything is rendered properly.

I will leave some images to make myself clear:

Markarth. I can not see mountains rocks unless I'm very close to them, leaving a hole exposed in the distance. This is an example of what I was referring to before with "minor visual problems".

The Red Mountain disappeared

Solstheim lod not loading?

Solstheim map is entirely blank

My plugins load order:

  Reveal hidden contents

 

What I would like to accomplish: a vanilla looking Skyrim with seasons.

I am running:

Skyrim AE;

MO2;

Dyndolod 3 and the corresponding resources;

xLODgen beta 90.

 

 Thanks for your assistance.

I moved your post to the DynDOLOD3 Alpha thread. Read the first post of the DynDOLOD 3 alpha where to make posts what log files to upload when making posts.

Carefully check the generation logs for error and warning messages.
If you want to generate LOD for seasons, make sure the worldspaces have the [Seasons] identifier in the worldspace list of the advanced options as explained at https://dyndolod.info/Help/Seasons

If the LOD generation had no errors and completed successfully and the generated outputs were properly installed as a mod from their dedicated output folders, then:

Markath. Increase Object LOD distances. https://dyndolod.info/Help/Mod-Configuration-Menu#Settings https://dyndolod.info/Help/Object-LOD#Settings

Read Mountain. If still happens after increasing object LOD distances, increase terrain LOD distance multiplier. https://dyndolod.info/Help/Mod-Configuration-Menu#Settings https://dyndolod.info/Help/Terrain-LOD#Settings

The map may seem to indicate that this might not (only) be about the distance settings and something might with the season switching or the generated output. it doesn''t look like it but are you using some kind a map mod or INI settings that alters the map settings?
Did you set a dedicated output folder for xLODGen with -o ?

In addition to the logs from DynDOLOD, post the xLODGen log.

What mod is fixLOD.esp from?

Posted (edited)

Greetings. I seem to be running with some issues regarding Dyndolod and Wyrmstooth where LOD don't seem to be generating properly. Before I start, note that the following tests were done by using COC from the main menu directly to wyrmstoothstonehollow01 to check if there are issues. I also generated terrain with LODGEN following the guide, generated textures with Texgen, and then generated objects + trees with Dyndolod. Lastly, I'm using Dyndolod 3, so everything is generated through the tools and no exterior billboards\resources are used except for Majestic Mountains DynDoLod V 3.0 Lod pack created by Sheson himself (which I tried with and without, and made no difference).

  1. When I go to Wyrmstooth without Dyndolod active in my load order, the LODs look fine even if they don't match my textures (obviously)
  2. When I go to Wyrmstooth with Dyndolod active, the LODs are all low quality, and no objects appear in the distance (trees and others). 
  3. When I go to Wyrmstooth with Dyndolod active, but disabled the checkboxes for Wyrmstooth, then the LOD will be empty and filled with holes. (I thought it would be a workaround to match point 1 in Wyrmstooth, but it didn't work).

I went through the docs to see if I can find a solution, but so far I haven't found something about this situation. Maybe I searched wrong though, so if anyone could assist, I'd appreciate it. Dyndolod, everywhere else, is working fine. Everywhere I checked, Wyrmstooth seems to be listed as working out of the box, so there's definitely something wrong I'm doing.

I'm currently regenerating everything again (LODGEN, Texgen, DynDOLOD) to try one more time. I'll take more proper screenshots when that's finished.

EDIT: I noticed I forgot to double click Wyrmstooth in the Advanced tab for seasons generation. I will try that now and see how it looks. TFC screenshots coming when I finished my current DynDOLOD generation

Logs

EDIT: Issue is now fixed by generating with seasons activated on Wyrmstooth!

Edited by Mur4s4me
Posted
1 hour ago, Mur4s4me said:

Greetings. I seem to be running with some issues regarding Dyndolod and Wyrmstooth where LOD don't seem to be generating properly. Before I start, note that the following tests were done by using COC from the main menu directly to wyrmstoothstonehollow01 to check if there are issues. I also generated terrain with LODGEN following the guide, generated textures with Texgen, and then generated objects + trees with Dyndolod. Lastly, I'm using Dyndolod 3, so everything is generated through the tools and no exterior billboards\resources are used except for Majestic Mountains DynDoLod V 3.0 Lod pack created by Sheson himself (which I tried with and without, and made no difference).

  1. When I go to Wyrmstooth without Dyndolod active in my load order, the LODs look fine even if they don't match my textures (obviously)
  2. When I go to Wyrmstooth with Dyndolod active, the LODs are all low quality, and no objects appear in the distance (trees and others). Sorry for the screenshot lacking clarity. I didn't get to take a proper screenshots as I'm still troubleshooting and regenerating everything again. However, you can see in the distance that lots of hills are missing, causing a campfire to appear floating.
  3. When I go to Wyrmstooth with Dyndolod active, but disabled the checkboxes for Wyrmstooth, then the LOD will be empty and filled with holes. (I thought it would be a workaround to match point 1 in Wyrmstooth, but it didn't work).

I went through the docs to see if I can find a solution, but so far I haven't found something about this situation. Maybe I searched wrong though, so if anyone could assist, I'd appreciate it. Dyndolod, everywhere else, is working fine. Everywhere I checked, Wyrmstooth seems to be listed as working out of the box, so there's definitely something wrong I'm doing.

I'm currently regenerating everything again (LODGEN, Texgen, DynDOLOD) to try one more time, and if it's still looking weird, I'll take more proper screenshots.

Read the first post of the DynDOLOD 3 alpha thread where to make posts. I moved the post to thread.
Read the first post which log and debug log to upload when making posts.

There is no difference how LOD is generated for worldspaces, e.g the setting and mesh rules apply all the same.

2. Use tfc to fly to make better screenshots from higher position. 
Check the log for errors and warnings. Pay attention to the summary.
Check the LOD distance settings in the DynDOLOD SkyUI MCM Settings page.

3. If a worldspace is not selected in the LOD options, then DynDOLOD does not generate LOD for that worldspace and can also not affect the LOD of the world in any way.
There are no [meshes|textures]/terrain folders or files generated with the worldspace name and there also won't be any overwrites for that worldspace in any of the generated plugins. Hence the worldspace or its LOD can not be directly affected.

  • Thanks 1
Posted
28 minutes ago, sheson said:

snip

Thank you and my apologies!
 I'm currently regenerating Dyndolod with the proper seasons settings to give it one more try, and then I'll go in-game for proper screenshots + MCM settings. I included the logs from my previous files generating though, which could still give an insight.

Posted
27 minutes ago, Mur4s4me said:

Thank you and my apologies!
 I'm currently regenerating Dyndolod with the proper seasons settings to give it one more try, and then I'll go in-game for proper screenshots + MCM settings. I included the logs from my previous files generating though, which could still give an insight.

The log do not seem complete or generation was stopped. 

If it is still not fine with all seasons generated for all desired worldspace, upload new logs.

Posted
22 minutes ago, sheson said:

The log do not seem complete or generation was stopped. 

If it is still not fine with all seasons generated for all desired worldspace, upload new logs.

Greetings again! The issue is fixed by checking the seasons for Wyrmstooth. I knew it was an user error!
Thank you for your time Sheson, and the wonderful update even if it's still in alpha form.

Posted (edited)

Hello,

I've been lurking on this post for a long time but never needed to create an account, as your release cycle is quite fast and you managed to fix every issue I had with Dyndolod 3 :)

However, I've been trying to use v74 for a week now while generating Lods for the four seasons.  I'm facing more of a hardware issue, as Dyndolod hits the memory limit of my computer (16GB, nevertheless).  It needs to be noted that I have quite a large modded game with 470 active plugins.  The logs I joined probably won't help much, but if you can't find a viable solution, could you add the possibility to run the seasonal generations sequentially (not in parallel) to avoid taking up too much memory ?

 

Thanks for your work

LODGen_SSE_Tamriel_SUM_log.txtLODGen_SSE_Tamriel_SPR_log.txtLODGen_SSE_Tamriel_AUT_log.txtLODGen_SSE_Tamriel_WIN_log.txt

LODGen_SSE_Tamriel_log.txt

Edited by natacc11
Posted
27 minutes ago, natacc11 said:

Hello,

I've been lurking on this post for a long time but never needed to create an account, as your release cycle is quite fast and you managed to fix every issue I had with Dyndolod 3 :)

However, I've been trying to use v74 for a week now while generating Lods for the four seasons.  I'm facing more of a hardware issue, as Dyndolod hits the memory limit of my computer (16GB, nevertheless).  It needs to be noted that I have quite a large modded game with 470 active plugins.  The logs I joined probably won't help much, but if you can't find a viable solution, could you add the possibility to run the seasonal generations sequentially (not in parallel) to avoid taking up too much memory ?

 

Thanks for your work

LODGen_SSE_Tamriel_SUM_log.txt 41.14 kB · 0 downloads LODGen_SSE_Tamriel_SPR_log.txt 41.14 kB · 0 downloads LODGen_SSE_Tamriel_AUT_log.txt 41.21 kB · 0 downloads LODGen_SSE_Tamriel_WIN_log.txt 41.19 kB · 0 downloads

LODGen_SSE_Tamriel_log.txt 16.5 kB · 1 download

How come you have no post the log and debug log from DynDOLOD?

Switch to expert mode https://dyndolod.info/Help/Expert-Mode and select only the Tamriel worldspace and the default season and click Execute LODGen, see if it runs through.

Posted (edited)

Hello, I'm new so not sure if I should seek help here. My question is if the difference in LODs brightness as seen in the attached image is normal. Ground LOD is dark and the tree LODs even darker.  I used TexGen and DynDOLOD and all the necessary extra files from the Nexus and followed this tutorial on youtube. I've read as much as I can from the overwhelming amount of information about this mod. I did xEdit clean on all the dirty plugins prior to using DynDOLOD and TexGen. While the two mods were running I saw errors in the log but they were moving too fast to read. Now I am not sure which of the many files in the log folder to check for the errors and I didn't see an answer for that in the FAQs. It is possible that I might be missing something since I am new to modding of this level. Is there anythig that can be done for the difference in brightness?

Mods for trees I use are: 3D Trees and Plants v4.0.2 + billbords for it  /  Aspens Alaze + Dyndolod mod for it

Mod for mountains is Red Rocks 4k and there's no billboards for it

Terrain mod is Terrain Lod Redone

DynDOLOD Outputs are at the bottom of the load order in Vortex as first I the TexGen output and the the DynDOLOD output.

Edit: Useing DynDOLOD 3.0 since is required by the Aspes Ablaze DynDOLOD mod

ScreenShot53.jpg

Edited by 1KayDee1
Adding info
Posted (edited)
1 hour ago, sheson said:

How come you have no post the log and debug log from DynDOLOD?

Switch to expert mode https://dyndolod.info/Help/Expert-Mode and select only the Tamriel worldspace and the default season and click Execute LODGen, see if it runs through.

Unfortunately, the debug log weighs around 330MB and the regular log is 3.3MB, putting them both above the 3MB upload limit.  I've zipped all the logs and uploaded them here :

https://mega.nz/file/TU9myTiK#pvBKHoH0r1J5mGmgR8VuaEexR6i8o5gbPCHHVLHt_GA

Before seeing your comment, I relaunched a lod generation for all worldspaces, but only checked the Default and WIN seasons (I always run in Advanced Mode).  It isn't done yet, but so far it hasn't crashed.  I'll try your suggestion in a next run.

 

Edited by natacc11
Posted
35 minutes ago, 1KayDee1 said:

Hello, I'm new so not sure if I should seek help here. My question is if the difference in LODs brightness as seen in the attached image is normal. Ground LOD is dark and the tree LODs even darker.  I used TexGen and DynDOLOD and all the necessary extra files from the Nexus and followed this tutorial on youtube. I've read as much as I can from the overwhelming amount of information about this mod. I did xEdit clean on all the dirty plugins prior to using DynDOLOD and TexGen. While the two mods were running I saw errors in the log but they were moving too fast to read. Now I am not sure which of the many files in the log folder to check for the errors and I didn't see an answer for that in the FAQs. It is possible that I might be missing something since I am new to modding of this level. Is there anythig that can be done for the difference in brightness?

Mods for trees I use are: 3D Trees and Plants v4.0.2 + billbords for it  /  Aspens Alaze + Dyndolod mod for it

Mod for mountains is Red Rocks 4k and there's no billboards for it

Terrain mod is Terrain Lod Redone

DynDOLOD Outputs are at the bottom of the load order in Vortex as first I the TexGen output and the the DynDOLOD output.

Edit: Useing DynDOLOD 3.0 since is required by the Aspes Ablaze DynDOLOD mod

ScreenShot53.jpg

DynDOLOD Standalone is not really a mod. It is a selection of tools based on xEdit/xLODGen to generate a LOD mod for improved tree and object LOD.
That's why there are so many options, settings and explanations for all the different things.

Note that the video you linked does not account for the changes of DynDOLOD 3 Alpha.
Do not install any 3rd party billboards with DynDOLDO 3 Alpha, use TexGen to generate all desired billboards.
https://dyndolod.info/Installation-Instructionshttps://dyndolod.info/Generation-Instructionshttps://dyndolod.info/Help/Tree-Grass-LOD-Billboards

The first post of this thread and https://dyndolod.info/Messages explain which log files the messages are saved to. Also, a summary of messages is opened once the tools finish if there were errors or warning messages.

DynDOLOD does not affect terrain LOD. As explained on the first post of the xLODGen thread, install a noise.dds that does not change brightness of terrain LOD.
If you use a mod that includes pre-made terrain LOD textures made with xLODGen, make sure its ..\data\textures\terrain\noise.dds is not being overwritten by other mods unintentionally.

As explained in the https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees", use the advanced mode options https://dyndolod.info/Help/Advanced-Mode tree LOD brightness setting to compensate for ENB/weather bods.

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