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Posted (edited)

Hello,

I'm using Myrkvior - The Flora Of Skyrim - Trees SSE;

Myrkvior - The Flora Of Skyrim - Trees SSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

These are my DynDOLOD 3 Alpha 88 settings I used; (Upper right I used 'High' - I changed all tree billboards to 4 and Grid to Near LOD)

Dyn-DOLOD3 — ImgBB

At Whiterun, I walked out the gate and stood on the ramp outside the gate, looking over at the mountains. Here's a screen shot of the trees in the distance near the mountains.

Whiterun — ImgBB

The trees at this distance, is there a setting I can use, to make them look more realistic from this distance? 

THANKS

Edited by mooit
Posted (edited)

Sorry for posting my question here, unless this section is only for issues with Alpha 88, not how to do things.

I ended up getting them to look 3D, but if it's ok to ask a few questions, I installed some other mods/lods to get this working, but with how DynDOLOD 3 works vs v2, I'm not sure if I added things I didn't need.

Here's how Whiterun looks now.

Whiterun — ImgBB (ibb.co)

Thanks for all the great work with DynDOLOD, it is greatly appreciated!

Edited by mooit
Posted

 

21 hours ago, sheson said:

Read the first post which log and debug log from TexGen/DynDOLOD to upload when making posts.

Do not install the game or DynDOLOD into special Windows folders like Program Files to avoid file access issues with UAC or antivir.

Pay attention to the log message and the summary. Especially to file not found errors.

As you can see from https://dyndolod.info/Changelog, nothing changed in TexGen between Alpha-87 and Alpha-88. In fact, for object LOD textures it typically updates textures to replace their vanilla version shipping with the game or DynDOLOD Resources.

The screenshot looks like the object texture atlas was not installed. Install the output from the dedicated output folder as a mod and make sure none of its file missing or overwritten by other mods.

Update/Answers to this
While the folder is technically named program files, it is customly made on a secondary HDD and is not affected by windows. My AV and UAC is disabled so those options can be crossed out.

 

After wiping my dynDOLOD install and re installing it, textgen seems to work ok now, but DynDOLOD is now causing a guaranteed CTD when loading/creating a save or COCing into a cell. I have verified that the culprit of the crash is inside of "DynDOLOD_Output\Meshes\Terrain\Tamriel\Objects". Removing all files in objects does not cause a CTD, but as you might expect there is no longer any lod. I have attempted to track it down and it does not seem like it's due to any specific file, rather just having more than 3 files in that folder is what causes a CTD.

https://mega.nz/folder/DdtSEA5a#pUxovf6LttIeesxLDDOt3g Is a link to my DynDOLOD log and debug log, and some MO2 inis which will say what mods/archives I have loaded. I'm not entirely sure what's causing the crash but after some research I speculate the game just is not having it with so much stuff being loaded. I tried changing Temporary to 1 in the DynDOLOD SSE.ini to see if it would help, and although it shrunk the total filesize of my lod down a bit, still crashes. I've admittedly never had to troubleshoot DynDOLOD before so I apoligize if anything here is not useful or if my wording is off, but I would really like to figure out a solution. It no longer seems to be an issue with DynDOLOD itself but rather an issue with some of my mod(s), although I did not install much more since it last worked correctly.

Posted
3 hours ago, mooit said:

Hello,

I'm using Myrkvior - The Flora Of Skyrim - Trees SSE;

Myrkvior - The Flora Of Skyrim - Trees SSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

These are my DynDOLOD 3 Alpha 88 settings I used; (Upper right I used 'High' - I changed all tree billboards to 4 and Grid to Near LOD)

Dyn-DOLOD3 — ImgBB

At Whiterun, I walked out the gate and stood on the ramp outside the gate, looking over at the mountains. Here's a screen shot of the trees in the distance near the mountains.

Whiterun — ImgBB

The trees at this distance, is there a setting I can use, to make them look more realistic from this distance? 

THANKS

 

1 hour ago, mooit said:

Sorry for posting my question here, unless this section is only for issues with Alpha 88, not how to do things.

I ended up getting them to look 3D, but if it's ok to ask a few questions, I installed some other mods/lods to get this working, but with how DynDOLOD 3 works vs v2, I'm not sure if I added things I didn't need.

Here's how Whiterun looks now.

Whiterun — ImgBB (ibb.co)

Thanks for all the great work with DynDOLOD, it is greatly appreciated!

Ultra tree LOD and also 3D tree LOD is all explained at https://dyndolod.info/Help/Ultra-Tree-LOD.
See the first post for major feature changes compared to DynDOLOD 2.x

Ask more specific questions if needed.

Posted
7 hours ago, Zhunter5000 said:

 

Update/Answers to this
While the folder is technically named program files, it is customly made on a secondary HDD and is not affected by windows. My AV and UAC is disabled so those options can be crossed out.

 

After wiping my dynDOLOD install and re installing it, textgen seems to work ok now, but DynDOLOD is now causing a guaranteed CTD when loading/creating a save or COCing into a cell. I have verified that the culprit of the crash is inside of "DynDOLOD_Output\Meshes\Terrain\Tamriel\Objects". Removing all files in objects does not cause a CTD, but as you might expect there is no longer any lod. I have attempted to track it down and it does not seem like it's due to any specific file, rather just having more than 3 files in that folder is what causes a CTD.

https://mega.nz/folder/DdtSEA5a#pUxovf6LttIeesxLDDOt3g Is a link to my DynDOLOD log and debug log, and some MO2 inis which will say what mods/archives I have loaded. I'm not entirely sure what's causing the crash but after some research I speculate the game just is not having it with so much stuff being loaded. I tried changing Temporary to 1 in the DynDOLOD SSE.ini to see if it would help, and although it shrunk the total filesize of my lod down a bit, still crashes. I've admittedly never had to troubleshoot DynDOLOD before so I apoligize if anything here is not useful or if my wording is off, but I would really like to figure out a solution. It no longer seems to be an issue with DynDOLOD itself but rather an issue with some of my mod(s), although I did not install much more since it last worked correctly.

Instead of disabling Windows security follow any modding guide that explains how to not install the game to Program Files x86.

The program that generates object LOD textures and LOD billboards is called TexGen. It can not really cause the cause the object LOD texture atlas to be missing in the game. 

Clean all plugins that have deleted references as explained in the instructions and as notified by LOOT.100% repeatable CTD are best troubleshooted by checking the crash log from .Net Framework as explained in the .\DynDOLOD\docs\DynDOLOD-README.txt
You can also narrow it down to a single BTO quickly with a binary search. The problem will most likely be a texture from a 3rd party mod.

Posted
52 minutes ago, sheson said:

Instead of disabling Windows security follow any modding guide that explains how to not install the game to Program Files x86.

The program that generates object LOD textures and LOD billboards is called TexGen. It can not really cause the cause the object LOD texture atlas to be missing in the game. 

Clean all plugins that have deleted references as explained in the instructions and as notified by LOOT.

100% repeatable CTD are best troubleshooted by checking the crash log from .Net Framework as explained in the .\DynDOLOD\docs\DynDOLOD-README.txt
You can also narrow it down to a single BTO quickly with a binary search. The problem will most likely be a texture from a 3rd party mod.

If it will help make my comment make more sense, while my windows AV is disabled, I have Malwarebytes instead, and no modding tools on my C drive (Secondary drives had manually created folders called program files as a personal preference).

Thank you for the advice on how I can look into my issues more. I appreciate it greatly and apologize once again for any possible confusion caused by my wording.

Posted
27 minutes ago, TemplarSwift said:

I had the same problem twice with the exact same address.

DynDOLOD_SSE_Debug_log - it is 223 Mb

 

bugreport.txt 237.75 kB · 0 downloads DynDOLOD_SSE_log.txt 1.64 MB · 0 downloads

Do not install any third party billboards. Pay attention to log messages. Remove ..\Textures\Terrain\LODGen\*.* from any mods but TexGen output. Use TexGen to generate all desired billboards.  https://dyndolod.info/Help/Tree-Grass-LOD-Billboards

In case problem persists upload new log, debug log and bugreport.txt

Posted (edited)

Grass LOD is grayed out, I can't check it, I've been reading for hours trying to figure this out, and I don't understand why it's grayed out.

DynDOLODGrassMode = 1 is for a lack of better words, would be a default setting vs 2?

THANKS

 

Edited by mooit
Posted
31 minutes ago, mooit said:

Grass LOD is grayed out, I can't check it, I've been reading for hours trying to figure this out, and I don't understand why it's grayed out.

 No Grass In Object requires .NET Script Framework, and I was told this doesn't work for 1.6+

THANKS

https://dyndolod.info/Help/Grass-LOD
Grass LOD generation requires a warmed precache from No Grass In Objects for the current load order. It uses the *.CGID files found in the ..\Data\Grass\ folder. Check out Worldspaces with Grass SSEEdit Script for No Grass In Objects, it helps speeding up the grass cache generation.
No Grass In Objects is currently only available for Skyrim Special Edition runtime version 1.5.x. The grass LOD generation however does not care about the runtime version, so the grass cache files can still be used to generate grass LOD with the runtime 1.6.x.

https://dyndolod.info/Help/Grass-LOD#Generating
Generate or update the grass cache of No Grass In Objects according to is instructions.
Generate grass LOD billboards with TexGen and install the TexGen output as usual.
To enable grass LOD generation, check the Grass LOD checkbox in the advanced mode of DynDOLOD.
The option is disabled if its requirements are not met. Hover the mouse pointer to see a tooltip with the number of found *.CGID grass cache files and grass LOD billboards.

https://dyndolod.info/Help/Advanced-Mode#Grass LOD
Check Grass LOD to generate grass LOD in object LOD. Requires Object LOD to be checked, grass LOD billboards and *.CGID grass cache files.
The option is disabled if its requirements are not met. Hover the mouse pointer to see a tooltip with the number of found *.CGID grass cache files and grass LOD billboards.

Posted

Hi sheson, I've been doing what you just posted, not working, still grayed out.

I'll try some more, I must be missing something here.

Thanks greatly appreciated! 

Posted
16 minutes ago, mooit said:

Hi sheson, I've been doing what you just posted, not working, still grayed out.

I'll try some more, I must be missing something here.

Thanks greatly appreciated! 

Nobody knows what it is you are doing.

"Requires Object LOD to be checked, grass LOD billboards and *.CGID grass cache files."

"Hover the mouse pointer to see a tooltip with the number of found *.CGID grass cache files and grass LOD billboards."

Either object LOD is not checked, the number of found *.CGID grass cache files or number of grass LOD billboards is zero.

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