olga1816 Posted May 11, 2022 Posted May 11, 2022 22 minutes ago, sheson said: Прочитайте первый пост, который журнал и журнал отладки загружать при создании сообщений. Не делайте скриншоты текста, вместо этого скопируйте и вставьте текст. Количество и разрешение текстур, добавленных в атлас LOD объекта, определяют его максимальный требуемый размер. Если он больше значения параметра MaxTextureSize в файле ..\ DynDOLOD \Edit Scripts\ DynDOLOD \Presets\DynDOLOD_[GAME MODE]_Default.ini, будет сгенерирована дополнительная текстура LOD объекта. I'm sorry, thanks for your answer.
sheson Posted May 11, 2022 Author Posted May 11, 2022 2 hours ago, tweedledumb99 said: Like the title says, I'd like to know how to decrease the brightness of Ultra/3D tree LODs? I tried lowering the ambient/direct values in TexGen, I tried lowering brightness (which turned out to be just for the 2d billboards I think), tried lowering the light values in the _passthru lod meshes, none of that's worked. Any help'd be great. EDIT: Found some help at this link: https://dyndolod.info/Help/Ultra-Tree-LOD though I'd happily get people's input if there's other things I could do. There should typically be no need to change the brightness of properly made 3D hybrid tree LOD models if the crown mesh and shader is copied 1:1 (and doesn't use shader settings not supported by LOD). https://dyndolod.info/Help/3D-Tree-LOD-Model The crown and trunk brightness settings (https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness) might only be applied to such properly created 3D tree LOD models containing those "crown" and "trunk" identifiers.
universalrecycler Posted May 11, 2022 Posted May 11, 2022 My latest Dyndolod generation did not output the esm or either of the esps. I did check the settings carefuly before running it since it takes over six hours (probably, I went to sleep) to generate the output with Seasons. Of note: IgnoreLargeReferences=0 because uLargeRefLODGridSize=11 in my skyrimprefs.ini. I'm pretty sure it's something obvious to everyone but I can't think of what might have changed since I last ran Alpha 88. SSELODGen ran fine, as did TexGen. I only decided to regenerate this output because RWT updated to 5.3 and I wanted to see the glory. Nothing else changed in my last successful run except updating RWT, Turn of the Seasons to 1.0.7 (only adding seasonal ivy) and Dyndolod Resources to Alpha 26. If anyone could help point me somewhere before I try again, this time whilst awake. Thanks.
Vashnera Posted May 11, 2022 Posted May 11, 2022 Hey Sheson, just had a small idea to further enhance usability when using open cities skyrim. Would it be possible to add something like if(open cities skyrim.esp = true || dummyplugin.esp = false){ ignore opencitiesskyrim.esp and every plugin with opencitiesskyrim.esp as master activate every options for the first run name output dyndolod_output_part1.zip without the dyndolod esps but instead with an dummyplugin.esp } else if (open cities skyrim.esp = true || dummyplugin.esp = true){ activate every options for the second run name output dyndolod_output_part2.zip } else if (open cities skyrim.esp = false) { run as normal } Dont know if its even as simple as that and it probably does not have priotity but i thought i just share my thought in case it might be usefull. Anywayes following thoose alpha updates with great interest. Nice work so far
sheson Posted May 11, 2022 Author Posted May 11, 2022 50 minutes ago, universalrecycler said: My latest Dyndolod generation did not output the esm or either of the esps. I did check the settings carefuly before running it since it takes over six hours (probably, I went to sleep) to generate the output with Seasons. Of note: IgnoreLargeReferences=0 because uLargeRefLODGridSize=11 in my skyrimprefs.ini. I'm pretty sure it's something obvious to everyone but I can't think of what might have changed since I last ran Alpha 88. SSELODGen ran fine, as did TexGen. I only decided to regenerate this output because RWT updated to 5.3 and I wanted to see the glory. Nothing else changed in my last successful run except updating RWT, Turn of the Seasons to 1.0.7 (only adding seasonal ivy) and Dyndolod Resources to Alpha 26. If anyone could help point me somewhere before I try again, this time whilst awake. Thanks. Read the first post which log and debug log to upload when making posts. 26 minutes ago, Vashnera said: Hey Sheson, just had a small idea to further enhance usability when using open cities skyrim. Would it be possible to add something like if(open cities skyrim.esp = true || dummyplugin.esp = false){ ignore opencitiesskyrim.esp and every plugin with opencitiesskyrim.esp as master activate every options for the first run name output dyndolod_output_part1.zip without the dyndolod esps but instead with an dummyplugin.esp } else if (open cities skyrim.esp = true || dummyplugin.esp = true){ activate every options for the second run name output dyndolod_output_part2.zip } else if (open cities skyrim.esp = false) { run as normal } Dont know if its even as simple as that and it probably does not have priotity but i thought i just share my thought in case it might be usefull. Anywayes following thoose alpha updates with great interest. Nice work so far If I ever spend time regarding Open Cities it would be to create the necessary LOD models required for single pass LOD generation.
ThorRight Posted May 11, 2022 Posted May 11, 2022 Hello, I hope everyone is well. I just downloaded DYNDOLOD and trying to get it to work. It's giving me the error "There are no modules in the data folder". I can see it's not using the correct file path for the SSE data folder on the loading screen. How do I change the data file path? Will this also automatically update the plugins.txt, because the contents of that file don't look correct as well? Thank you.
sheson Posted May 11, 2022 Author Posted May 11, 2022 51 minutes ago, ThorRight said: Hello, I hope everyone is well. I just downloaded DYNDOLOD and trying to get it to work. It's giving me the error "There are no modules in the data folder". I can see it's not using the correct file path for the SSE data folder on the loading screen. How do I change the data file path? Will this also automatically update the plugins.txt, because the contents of that file don't look correct as well? Thank you. See https://dyndolod.info/Messages/Windows-Registry-Key The mod manager is responsible for updating plugins.txt
DarthVitrial Posted May 11, 2022 Posted May 11, 2022 14 hours ago, sheson said: Is that 100% reproducible? It might have been a Billboard issue, after rerunning TexGen everything seems fine.
ThorRight Posted May 11, 2022 Posted May 11, 2022 5 hours ago, sheson said: See https://dyndolod.info/Messages/Windows-Registry-Key The mod manager is responsible for updating plugins.txt Thank you, think it's all working now!
TFVgen Posted May 12, 2022 Posted May 12, 2022 So I have seen mostly good results from Dyndolod 3.0 alpha but I've noticed some pretty bad z-fighting occurring in Solitude (video link: https://imgur.com/jXLvvqc), I have noticed that to a much lesser extent in some other areas too, also I have a problem where sometimes the LOD won't unload, especially in Whiterun where I'll have the LOD model clipping through the full model.
sheson Posted May 12, 2022 Author Posted May 12, 2022 4 hours ago, TFVgen said: So I have seen mostly good results from Dyndolod 3.0 alpha but I've noticed some pretty bad z-fighting occurring in Solitude (video link: https://imgur.com/jXLvvqc), I have noticed that to a much lesser extent in some other areas too, also I have a problem where sometimes the LOD won't unload, especially in Whiterun where I'll have the LOD model clipping through the full model. Moved to the post to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. Read all log messages https://dyndolod.info/Messages and the summary https://dyndolod.info/Help/Summary-Of-Messages that opens at the end, especially about large reference bugs https://dyndolod.info/Help/Large-References Read the https://dyndolod.info/FAQ answers for Object LOD shows in active exterior cells and Out of place or floating objects
ThorRight Posted May 12, 2022 Posted May 12, 2022 I have a slight issue, DynDOLOD has the grass lod check box untickable because it can't locate the grass cache. I have that generated, the folder is called 'grass cache' and it's in my MO2 mods folder, and box ticked in the MO2 load order. Should I do something different with the grass cache folder so DynDOLOD can see it?
Mousetick Posted May 12, 2022 Posted May 12, 2022 1 hour ago, ThorRight said: Should I do something different with the grass cache folder so DynDOLOD can see it? If the folder is named 'grass cache', neither DynDOLOD nor NGIO* can see it. In MO2, you should have a mod named anything you like, 'Grass Cache' or whatever. Inside this mod, there should be a folder named 'grass'. Inside this 'grass' folder, there should be a bunch of *.cgid files. This mod should be enabled. The 'grass' folder and its contents are generated by NGIO by running it pre-caching mode. You can move it from MO2's overwrite to inside a mod or from a mod to another one. But don't rename it and don't touch its contents. (*) Assuming you're using Skyrim 1.5.97?
sheson Posted May 12, 2022 Author Posted May 12, 2022 2 hours ago, ThorRight said: I have a slight issue, DynDOLOD has the grass lod check box untickable because it can't locate the grass cache. I have that generated, the folder is called 'grass cache' and it's in my MO2 mods folder, and box ticked in the MO2 load order. Should I do something different with the grass cache folder so DynDOLOD can see it? Read the first post which log and debug log to upload when making posts. If DynDOLOD "can't locate the grass cache" it means there are no *.cgid (or whatever is set with GrassGID INI setting) grass cache files in the virtual/physcial data\grass\ folder that DynDOLOD checks. https://dyndolod.info/Help/Grass-LOD
ThorRight Posted May 12, 2022 Posted May 12, 2022 1 hour ago, sheson said: Read the first post which log and debug log to upload when making posts. If DynDOLOD "can't locate the grass cache" it means there are no *.cgid (or whatever is set with GrassGID INI setting) grass cache files in the virtual/physcial data\grass\ folder that DynDOLOD checks. https://dyndolod.info/Help/Grass-LOD https://imgur.com/a/VLfAFzM Is this correct? That's the grass folder, with the cgid files in the virtual data folder of MO2. I checked the GrassGID INI and it's cgid. What if I just throw them into the physical data folder, where should they go - what's the file structure? And is there somewhere in DynDOLOD I can check what pathway it's using to look for grass/cgid files? Thank you!
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