PRieST Posted May 12, 2022 Posted May 12, 2022 38 minutes ago, ThorRight said: 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! If the folder 'grass' is the mod name in MO2 you have to create another folder 'grass' where the files have to go. Like this: '.../mod manger/[name of the mod]/grass/*.cgid'
ThorRight Posted May 12, 2022 Posted May 12, 2022 28 minutes ago, PRieST said: If the folder 'grass' is the mod name in MO2 you have to create another folder 'grass' where the files have to go. Like this: '.../mod manger/[name of the mod]/grass/*.cgid' Bingo! That's done it for me, the Grass lod checkbox is now clickable. Thank you very much everyone.
sheson Posted May 12, 2022 Author Posted May 12, 2022 20 minutes ago, ThorRight said: Bingo! That's done it for me, the Grass lod checkbox is now clickable. Thank you very much everyone. Ah, great. Enjoy.
ThorRight Posted May 12, 2022 Posted May 12, 2022 1 hour ago, sheson said: Ah, great. Enjoy. One last issue It worked, very pleased about it. Fantastic mod! But it's used the ugly default vanilla grass rather that the grass in my grass mod. Is that a load order issue or has it used the vanilla grass to build the cache? And if it did use the vanilla grass to build the cache how do prevent that? My grass mod is checked, active and works and has not been turned off at any time during the last few days whilst working away at this. Thank you guys for not only helping, but the quick replies It's really appreciated.
sheson Posted May 13, 2022 Author Posted May 13, 2022 7 hours ago, ThorRight said: One last issue It worked, very pleased about it. Fantastic mod! But it's used the ugly default vanilla grass rather that the grass in my grass mod. Is that a load order issue or has it used the vanilla grass to build the cache? And if it did use the vanilla grass to build the cache how do prevent that? My grass mod is checked, active and works and has not been turned off at any time during the last few days whilst working away at this. Thank you guys for not only helping, but the quick replies It's really appreciated. Grass cache generation and grass LOD billboard creation use the grass base records, models and textures that are installed at generation time.
ThorRight Posted May 13, 2022 Posted May 13, 2022 7 hours ago, sheson said: Grass cache generation and grass LOD billboard creation use the grass base records, models and textures that are installed at generation time. I'd have to go back and do the texgen again then the grass cache? But what would I change so it uses the replacement grass, because that was already installed prior to using DynDOLOD? I don't know why it's using vanilla assets. Aside from the vanilla in Skyrim I have some other world spaces and it looks great, super job. Look at the custom gorse and heather in this screenshot: https://imgur.com/a/QCvoilV
sheson Posted May 13, 2022 Author Posted May 13, 2022 53 minutes ago, ThorRight said: I'd have to go back and do the texgen again then the grass cache? But what would I change so it uses the replacement grass, because that was already installed prior to using DynDOLOD? I don't know why it's using vanilla assets. Aside from the vanilla in Skyrim I have some other world spaces and it looks great, super job. Look at the custom gorse and heather in this screenshot: https://imgur.com/a/QCvoilV If the load order did not change after generating grass cache or grass LOD billboards there is typically no need to generate grass cache or create grass LOD billboards again. Same input typically results in the same output. No logs were provided, so I can not answer/speculate about the why. There is no such thing as vanilla grass LOD assets. TexGen creates grass LOD billboards for the current load order. DynDOLOD then uses the grass LOD billboards found in the TexGen output. Check the logs and go through the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List, especially the parts about checking the grass LOD billboards.
broncofan0211 Posted May 14, 2022 Posted May 14, 2022 On 5/10/2022 at 11:37 PM, sheson said: Go through the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List one by one. Is that 100% reproducible? Hey Sheson, I went through the steps you linked for no grass lod's and don't see anything that causes them not to work. Here are links to the sse.log and sse.debug log and lodgen sse Tamriel log from when I Executed Lodgen with expert and verbose selected, to show the grass placements are found. https://ufile.io/cyypkfx2 https://ufile.io/m7g0yekz https://ufile.io/m7g0yekz Here are links to the lodgen sse export tamriel and lodgen sse grassmap tamriel logs https://ufile.io/fohci8zq https://ufile.io/z6u7438t Here are pics of what the grass lod's look like in game https://imgur.com/CCIEJZQ https://imgur.com/vPpAhvz Looking through my texgen and dyndolod outputs, the textures look like they are there. I'm not sure what else to try, so any guidance would be greatly appreciated.
sheson Posted May 14, 2022 Author Posted May 14, 2022 2 hours ago, broncofan0211 said: Hey Sheson, I went through the steps you linked for no grass lod's and don't see anything that causes them not to work. Here are links to the sse.log and sse.debug log and lodgen sse Tamriel log from when I Executed Lodgen with expert and verbose selected, to show the grass placements are found. https://ufile.io/cyypkfx2 https://ufile.io/m7g0yekz https://ufile.io/m7g0yekz Here are links to the lodgen sse export tamriel and lodgen sse grassmap tamriel logs https://ufile.io/fohci8zq https://ufile.io/z6u7438t Here are pics of what the grass lod's look like in game https://imgur.com/CCIEJZQ https://imgur.com/vPpAhvz Looking through my texgen and dyndolod outputs, the textures look like they are there. I'm not sure what else to try, so any guidance would be greatly appreciated. You did not upload the TexGen logs which shows for which GRAS records grass billboards have been generated. Also check TexGen output textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt. As explained by the check list, double check the object bounds of GRAS records. Looking at LODGen_SSE_Grass_Map_Tamriel.txt, there are only 18 different grass LOD billboards listed. You are probably using (old) versions of grass mod that still have zero object bounds. Update to their latest versions or generate the object bounds with CK as explained https://dyndolod.info/Help/Object-Bounds For example, with the current version 1.3 of Folkvangr Grass and Landscape overhaul, TexGen generates 74 LOD billboards. You do not need seem to use that version you have modified it? The DynDOLOD logs you uploaded do not show an entire object LOD generation with grass LOD but what seems to be just the expert mode with Executing LODGen. If you generate /install new LOD billboards you need to do a complete object LOD generation, so they are discovered and added to the object LOD atlas (and the grass_map file) etc.
Cascaden Posted May 14, 2022 Posted May 14, 2022 so I've been trying to get Dyndolod to work for my load order that includes some custom new lands mods I made myself, but for some reason none of the terrain and texture LOD seems to work at all. while I get the popup saying that dyndolod has successfully initalized and can access the MCM just fine, it doesn't seem to be doing anything in game even tho I followed the installation instructions as best I could. the DynDOLOD resources are installed, I have the output from dyndolod and texgen installed, and I have the ESP/ESM loaded at the bottom, and yet the mod practically isn't working at all. attached are some examples of what i'm talking about. could anyone help me figure out what I should do to get DynDOLOD to actually work in game? here's my load order, if that makes things easier Plugns Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ccasvsse001-almsivi.esm ccBGSSSE001-Fish.esm ccbgssse002-exoticarrows.esl ccbgssse003-zombies.esl ccbgssse004-ruinsedge.esl ccbgssse005-goldbrand.esl ccbgssse006-stendarshammer.esl ccbgssse007-chrysamere.esl ccbgssse010-petdwarvenarmoredmudcrab.esl ccbgssse011-hrsarmrelvn.esl ccbgssse012-hrsarmrstl.esl ccbgssse014-spellpack01.esl ccbgssse019-staffofsheogorath.esl ccbgssse020-graycowl.esl ccbgssse021-lordsmail.esl ccmtysse001-knightsofthenine.esl ccQDRSSE001-SurvivalMode.esl cctwbsse001-puzzledungeon.esm cceejsse001-hstead.esm ccqdrsse002-firewood.esl ccbgssse018-shadowrend.esl ccbgssse035-petnhound.esl ccfsvsse001-backpacks.esl cceejsse002-tower.esl ccedhsse001-norjewel.esl ccvsvsse002-pets.esl ccBGSSSE037-Curios.esl ccbgssse034-mntuni.esl ccbgssse045-hasedoki.esl ccbgssse008-wraithguard.esl ccbgssse036-petbwolf.esl ccffbsse001-imperialdragon.esl ccmtysse002-ve.esl ccbgssse043-crosselv.esl ccvsvsse001-winter.esl cceejsse003-hollow.esl ccbgssse016-umbra.esm ccbgssse031-advcyrus.esm ccbgssse038-bowofshadows.esl ccbgssse040-advobgobs.esl ccbgssse050-ba_daedric.esl ccbgssse052-ba_iron.esl ccbgssse054-ba_orcish.esl ccbgssse058-ba_steel.esl ccbgssse059-ba_dragonplate.esl ccbgssse061-ba_dwarven.esl ccpewsse002-armsofchaos.esl ccbgssse041-netchleather.esl ccedhsse002-splkntset.esl ccbgssse064-ba_elven.esl ccbgssse063-ba_ebony.esl ccbgssse062-ba_dwarvenmail.esl ccbgssse060-ba_dragonscale.esl ccbgssse056-ba_silver.esl ccbgssse055-ba_orcishscaled.esl ccbgssse053-ba_leather.esl ccbgssse051-ba_daedricmail.esl ccbgssse057-ba_stalhrim.esl ccbgssse066-staves.esl ccbgssse067-daedinv.esm ccbgssse068-bloodfall.esl ccbgssse069-contest.esl ccvsvsse003-necroarts.esl ccvsvsse004-beafarmer.esl ccBGSSSE025-AdvDSGS.esm ccffbsse002-crossbowpack.esl ccbgssse013-dawnfang.esl ccrmssse001-necrohouse.esl ccedhsse003-redguard.esl cceejsse004-hall.esl cceejsse005-cave.esm cckrtsse001_altar.esl cccbhsse001-gaunt.esl ccafdsse001-dwesanctuary.esm Unofficial Skyrim Special Edition Patch.esp SkyUI_SE.esp Alternate Start - Live Another Life.esp IntoTheWest.esp Jehanna.esp Folkstead.esp ITW_Folkstead_Patch'.esp ITW_Haafstad Patch.esp DynDOLOD.esm DynDOLOD.esp Occlusion.esp
had Posted May 14, 2022 Posted May 14, 2022 Then i use object lod checkbox, for some reason it use ugly water, probably vanilla. https://i.imgur.com/fBFm3zc.jpeg Previously it was fine. https://i.imgur.com/6wjXcfR.jpeg Also it is fine with only trees and dynamic lods checkbox. https://i.imgur.com/QJDUMov.jpeg Then i unpacked mods bsas, optimized everything with cathedral assets optimizer, installed some new mods and upgraded to latest version of dyndolod and resources. So im not sure if it because of new dyndolod or i have installed some incompatible mod, or because unpacked bsas. I cant test with older version of dyndolod because i replaced resourced with new one. Resources overwrites unofficial patch lose files, so should be fine. Problem somewhere in Meshes\Terrain, if i remove this folder water is ok. Any suggestions?
broncofan0211 Posted May 15, 2022 Posted May 15, 2022 8 hours ago, sheson said: You did not upload the TexGen logs which shows for which GRAS records grass billboards have been generated. Also check TexGen output textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt. As explained by the check list, double check the object bounds of GRAS records. Looking at LODGen_SSE_Grass_Map_Tamriel.txt, there are only 18 different grass LOD billboards listed. You are probably using (old) versions of grass mod that still have zero object bounds. Update to their latest versions or generate the object bounds with CK as explained https://dyndolod.info/Help/Object-Bounds For example, with the current version 1.3 of Folkvangr Grass and Landscape overhaul, TexGen generates 74 LOD billboards. You do not need seem to use that version you have modified it? The DynDOLOD logs you uploaded do not show an entire object LOD generation with grass LOD but what seems to be just the expert mode with Executing LODGen. If you generate /install new LOD billboards you need to do a complete object LOD generation, so they are discovered and added to the object LOD atlas (and the grass_map file) etc. Hi Sheson, thanks for the fast response, and for your time. It's much appreciated! The grass mods that are used for the patch are Folkvangr, Origins of Forest, and Cathedral 3d Pines. They are all the latest versions. With Folkvangr, I do hide the Landscape Textures in MO2 (I don't touch the grass folder at all, just the landscape textures). I also Recalc Bounds in CK for Folkvangr as that is what I had to do for QW's 1st Grass Patch. I reran everything to get new logs and have linked some more that you mention. Hopefully these help more than what I linked earlier. Thanks again! https://ufile.io/u3mw88v3 TexGen SSE log https://ufile.io/k3pwzvxo Dyndolod SSE log https://ufile.io/o4f9w2z1 Lodgen SSE Tamriel log https://ufile.io/98ddnkoy Dyndolod SSE debug log https://ufile.io/uoq7ufv1 Lodgen SSE Export Tamriel log https://ufile.io/mwi69qr3 Lodgen SSE Grass map Tamriel https://ufile.io/kcff5pud Grass Billboards from my Texgen Output
sheson Posted May 15, 2022 Author Posted May 15, 2022 15 hours ago, Cascaden said: so I've been trying to get Dyndolod to work for my load order that includes some custom new lands mods I made myself, but for some reason none of the terrain and texture LOD seems to work at all. while I get the popup saying that dyndolod has successfully initalized and can access the MCM just fine, it doesn't seem to be doing anything in game even tho I followed the installation instructions as best I could. the DynDOLOD resources are installed, I have the output from dyndolod and texgen installed, and I have the ESP/ESM loaded at the bottom, and yet the mod practically isn't working at all. attached are some examples of what i'm talking about. could anyone help me figure out what I should do to get DynDOLOD to actually work in game? here's my load order, if that makes things easier Plugns Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ccasvsse001-almsivi.esm ccBGSSSE001-Fish.esm ccbgssse002-exoticarrows.esl ccbgssse003-zombies.esl ccbgssse004-ruinsedge.esl ccbgssse005-goldbrand.esl ccbgssse006-stendarshammer.esl ccbgssse007-chrysamere.esl ccbgssse010-petdwarvenarmoredmudcrab.esl ccbgssse011-hrsarmrelvn.esl ccbgssse012-hrsarmrstl.esl ccbgssse014-spellpack01.esl ccbgssse019-staffofsheogorath.esl ccbgssse020-graycowl.esl ccbgssse021-lordsmail.esl ccmtysse001-knightsofthenine.esl ccQDRSSE001-SurvivalMode.esl cctwbsse001-puzzledungeon.esm cceejsse001-hstead.esm ccqdrsse002-firewood.esl ccbgssse018-shadowrend.esl ccbgssse035-petnhound.esl ccfsvsse001-backpacks.esl cceejsse002-tower.esl ccedhsse001-norjewel.esl ccvsvsse002-pets.esl ccBGSSSE037-Curios.esl ccbgssse034-mntuni.esl ccbgssse045-hasedoki.esl ccbgssse008-wraithguard.esl ccbgssse036-petbwolf.esl ccffbsse001-imperialdragon.esl ccmtysse002-ve.esl ccbgssse043-crosselv.esl ccvsvsse001-winter.esl cceejsse003-hollow.esl ccbgssse016-umbra.esm ccbgssse031-advcyrus.esm ccbgssse038-bowofshadows.esl ccbgssse040-advobgobs.esl ccbgssse050-ba_daedric.esl ccbgssse052-ba_iron.esl ccbgssse054-ba_orcish.esl ccbgssse058-ba_steel.esl ccbgssse059-ba_dragonplate.esl ccbgssse061-ba_dwarven.esl ccpewsse002-armsofchaos.esl ccbgssse041-netchleather.esl ccedhsse002-splkntset.esl ccbgssse064-ba_elven.esl ccbgssse063-ba_ebony.esl ccbgssse062-ba_dwarvenmail.esl ccbgssse060-ba_dragonscale.esl ccbgssse056-ba_silver.esl ccbgssse055-ba_orcishscaled.esl ccbgssse053-ba_leather.esl ccbgssse051-ba_daedricmail.esl ccbgssse057-ba_stalhrim.esl ccbgssse066-staves.esl ccbgssse067-daedinv.esm ccbgssse068-bloodfall.esl ccbgssse069-contest.esl ccvsvsse003-necroarts.esl ccvsvsse004-beafarmer.esl ccBGSSSE025-AdvDSGS.esm ccffbsse002-crossbowpack.esl ccbgssse013-dawnfang.esl ccrmssse001-necrohouse.esl ccedhsse003-redguard.esl cceejsse004-hall.esl cceejsse005-cave.esm cckrtsse001_altar.esl cccbhsse001-gaunt.esl ccafdsse001-dwesanctuary.esm Unofficial Skyrim Special Edition Patch.esp SkyUI_SE.esp Alternate Start - Live Another Life.esp IntoTheWest.esp Jehanna.esp Folkstead.esp ITW_Folkstead_Patch'.esp ITW_Haafstad Patch.esp DynDOLOD.esm DynDOLOD.esp Occlusion.esp I moved the post to the DynDOLOD 3 Alpha thread. Read the first post what log and debug log to upload when making posts. DynDOLOD generate object, tree LOD and dynamic LOD. If you type tll in console it disable object, tree and terrain LOD, so it easy to determine what was LOD. https://dyndolod.info/How-LOD-Works. Dynamic LOD will be single remaining objects and tree in the distance outside the active cells. https://dyndolod.info/Help/Dynamic-LOD To slightly improve the terrain LOD, use higher resolution diffuse and normal maps and bake normals for LOD level 4. Test with different noise textures. Maybe extended grass with NGIO or generating grass LOD with DynDOLOD helps. Otherwise place objects that have LOD to cover blank terrain in active cells and LOD area. What are the screenshots supposed to show? It seems there is some terrain, object and tree LOD in the foggy distance. If things do not have object LOD, create/install LOD assets for them. https://dyndolod.info/Mod-Authors
sheson Posted May 15, 2022 Author Posted May 15, 2022 8 hours ago, had said: Then i use object lod checkbox, for some reason it use ugly water, probably vanilla. https://i.imgur.com/fBFm3zc.jpeg Previously it was fine. https://i.imgur.com/6wjXcfR.jpeg Also it is fine with only trees and dynamic lods checkbox. https://i.imgur.com/QJDUMov.jpeg Then i unpacked mods bsas, optimized everything with cathedral assets optimizer, installed some new mods and upgraded to latest version of dyndolod and resources. So im not sure if it because of new dyndolod or i have installed some incompatible mod, or because unpacked bsas. I cant test with older version of dyndolod because i replaced resourced with new one. Resources overwrites unofficial patch lose files, so should be fine. Problem somewhere in Meshes\Terrain, if i remove this folder water is ok. Any suggestions? As explained many timers before, DynDOLOD does not affect/change anything with cell LOD water. https://dyndolod.info/How-LOD-Works and https://dyndolod.info/Help/Terrain-LOD Finalize the load order before generating LOD so that the desired plugin defines the LOD water record on the worldspace record for Tamriel. https://dyndolod.info/Generation-Instructions#Prerequisites Terrain LOD meshes define where cell LOD is and its height. Terrain LOD meshes do not change how LOD water looks. This is defined by the LOD water record set on the worldspace record.
had Posted May 15, 2022 Posted May 15, 2022 1 hour ago, sheson said: Finalize the load order before generating LOD so that the desired plugin defines the LOD water record on the worldspace record for Tamriel. https://dyndolod.info/Generation-Instructions#Prerequisites Yeah, water is fine without DynDOLOD_Output enabled. 1 hour ago, sheson said: This is defined by the LOD water record set on the worldspace record. If so water should be ok with dyndolod plugins disabled, right? But with disabled plugins it is still ugly and became ok with mesh folder removed. Or DynDOLOD_Output disabled in vortex. I tried remove recent mods but problem still here, so i kind of tend to blame recent dyndolode update, should you give me alpha 25 resources archive version?
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