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Posted
44 minutes ago, had said:

Yeah, water is fine without DynDOLOD_Output enabled.

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?

If you check in xEdit, the worldspace record 0000003C for Tamriel has a row called NAM3 - LOD Water Type. The last plugin to the right is the winning plugin. Whatever water record it sets, defines how the LOD water looks. DynDOLOD and Occlusion plugins are created by copying the winning overwrite from the last plugin before them.

The game uses LOD meshes/textures for cubemap reflections. Make sure that all 3 LOD types are enabled in the Skyrim.ini or custom or the last plugin INI for cubemap reflections. If bReflectLODObjects was disabled and you generated ultra tree LOD (which disables standard tree LOD), then the reflections would not have any trees anymore (and no other objects).

[Water]
bReflectLODObjects=1
bReflectLODLand=1
bReflectLODTrees=1

Posted
34 minutes ago, sheson said:

If you check in xEdit, the worldspace record 0000003C for Tamriel has a row called NAM3 - LOD Water Type. The last plugin to the right is the winning plugin. Whatever water record it sets, define how the LOD water looks.

Seems ok.

nPGwJpF.png

37 minutes ago, sheson said:

Make sure that all 3 LOD types are enabled in the Skyrim.ini for cubemap reflections.

I have no such entries in skyrim.ini

Adding doesnt help.

40 minutes ago, sheson said:

and you generated ultra tree LOD

Im pressing medium preset, should be default tree lods.

Posted
35 minutes ago, had said:

Seems ok.

nPGwJpF.png

I have no such entries in skyrim.ini

Adding doesnt help.

Im pressing medium preset, should be default tree lods.

If the DynDOLOD/Occlusion plugins define the same water record, then the LOD water has to be the same when the DynDOLOD/Occlusion plugin are enabled.
Object and tree LOD meshes themselves do/can not directly affect water records or water shaders. Meshes and textures can not change which LOD types are used for cubemap reflections.

Doublecheck the INI settings are enabled via the getini console command. https://stepmodifications.org/wiki/Guide:Skyrim_Configuration_Settings#Console
Also check the bReflectSky setting.

Posted
42 minutes ago, sheson said:

DynDOLOD/Occlusion plugins define the same water record

Seems so.

45 minutes ago, sheson said:

Also check the bReflectSky setting.

All return 1.

So, should you give link to prev resource archive?

Older texgen raise error on new resources.

Posted
5 hours ago, had said:

Seems so.

All return 1.

So, should you give link to prev resource archive?

Older texgen raise error on new resources.

If you believe there is something in the DynDOLOD Resources or the TexGen/DynDOLOD output that does affect how LOD water looks or maybe affects its reflections, then use a binary search to  find the single mesh or texture. E.g. Do not just disable all Meshes, go into the terrain/Tamriel/Objects/ folder for example and then hide half the object LOD meshes. If there is no change unhide them and hide the other half. Always keep the half that still present the problem. Repeat until only one or a couple files remain.

TexGen does not require or cares about DynDOLOD Resources. If there is a message from TexGen it should not have anything to do with DynDOLOD Resources.
If there is a error message use the "Click on this link for additional explanations and help for this message" link to open additional explanations and help for the message from the DynDOLOD.info website.
If you want to report an error message, use "copy message to clipboard" and paste it, upload the log/debug log, bugreport.txt if it exists as explained on the first post.

Posted
9 hours ago, broncofan0211 said:

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

What are the coordinates / locations of the screenshots you posted earlier?

Posted (edited)
6 hours ago, sheson said:

Do not just disable all Meshes, go into the terrain/Tamriel/Objects/ folder for example and then hide half the object LOD meshes.

What was tedious, but here is list:

Tamriel.8.-24.-16.bto
Tamriel.8.-32.-8.bto
Tamriel.16.-32.0.bto
Tamriel.16.-48.0.bto
Tamriel.16.-48.-16.bto

Without this files water is ok. Seems like scale and coordinates.

Tried old lodgen\texgen (no error this time) on new resources, problem still here.

Edited by had
Posted
2 hours ago, had said:

What was tedious, but here is list:

Tamriel.8.-24.-16.bto
Tamriel.8.-32.-8.bto
Tamriel.16.-32.0.bto
Tamriel.16.-48.0.bto
Tamriel.16.-48.-16.bto

Without this files water is ok. Seems like scale and coordinates.

Tried old lodgen\texgen (no error this time) on new resources, problem still here.

TexGen generates textures for tree and object LOD generation. *.BTO files are object LOD meshes, which are not affected by TexGen.
Again, TexGen does not require or care about DynDOLOD Resources. If there is an error message, read the explanations and help for it and/or copy paste the error message and upload the log and debug log.

Zip and upload the BTOs to a file service. Upload the log and debug log from DynDOLOD for the LOD generation (log is appended to, debug log is replaced which each start, so it may not contain the session anymore)

Posted
4 hours ago, broncofan0211 said:

The first shot was from here:

https://imgur.com/9pbqjJe   Just south of Whiterun, facing west toward the watch tower

The second shot was here:

https://imgur.com/uumWpd4  South of Rorikstead, facing east

Sorry, I don't know how to get the coordinates!

Good enough.  For reference: console player.getpos x|y and https://dyndolod.info/Help/Mod-Configuration-Menu#You-Are-Here

When you loaded QW's Grass Patch 2.esp into CK to Recalc Bounds, did you set the ESM flag in Folkvangr - Grass and Landscape Overhaul.esp, Folkvangr - Grass and Landscape Overhaul.esp, Folkvangr - Grass and Landscape Overhaul.esp? If not, then CK might remove them from the patch and undo the overwrites and mess up everything. Probably also a good idea to unset the ESL flags when editing with CK and then compact and set ESL flag afterwards with xEdit.

Posted
1 hour ago, sheson said:

Good enough.  For reference: console player.getpos x|y and https://dyndolod.info/Help/Mod-Configuration-Menu#You-Are-Here

When you loaded QW's Grass Patch 2.esp into CK to Recalc Bounds, did you set the ESM flag in Folkvangr - Grass and Landscape Overhaul.esp, Folkvangr - Grass and Landscape Overhaul.esp, Folkvangr - Grass and Landscape Overhaul.esp? If not, then CK might remove them from the patch and undo the overwrites and mess up everything. Probably also a good idea to unset the ESL flags when editing with CK and then compact and set ESL flag afterwards with xEdit.

Thanks for the tips to get the coordinates! I'll keep that info for the future.

I haven't been doing Recalc Bounds on QWs Patch. Only for Folkvangr. I did try it once on the patch but it didn't fix the issue I'm having with lods, so I stopped. I kinda copied the steps I would take for his first patch, which used Veydosebrom, Folkvangr, Cathedral 3d Pines, and Depths of Skyrim. For that one it was a hard requirement to compact and esl the first 3 of those mods. I would do that first, then Recalc Bounds for Vey and Folk only, then generate lods with Dyndolod 3, and it worked great every time.

I tried a lot of different things with QW 2 before I posted here. But, I will try later, without compacting or eslifying anything. Do you think I should Recalc Bounds on Folkvangr and QWs Patch?

Thanks again for your help with this issue, I really appreciate it!

Posted
1 hour ago, broncofan0211 said:

Thanks for the tips to get the coordinates! I'll keep that info for the future.

I haven't been doing Recalc Bounds on QWs Patch. Only for Folkvangr. I did try it once on the patch but it didn't fix the issue I'm having with lods, so I stopped. I kinda copied the steps I would take for his first patch, which used Veydosebrom, Folkvangr, Cathedral 3d Pines, and Depths of Skyrim. For that one it was a hard requirement to compact and esl the first 3 of those mods. I would do that first, then Recalc Bounds for Vey and Folk only, then generate lods with Dyndolod 3, and it worked great every time.

I tried a lot of different things with QW 2 before I posted here. But, I will try later, without compacting or eslifying anything. Do you think I should Recalc Bounds on Folkvangr and QWs Patch?

Thanks again for your help with this issue, I really appreciate it!

After doing recalc bounds for all plugins I get 4 more grass LOD billboards for  origins of forest - 3d forest grass.esp and 4 for more for qw's grass patch 2.esp and 1 more for skyrim.esm.
No change for folkvangr - grass and landscape overhaul.esp and cathedral - 3d pine grass.esp.

Not sure yet if those are the missing billboards in your case. With that the LODGen_SSE_Grass_Map_Tamriel.txt contains 42 lines compared to the 34 lines you uploaded.
All it takes is one or two crucially required billboards to be missing to have large empty patches if that grass is used a lot.

Check your TexGen output textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt and compare it with Notepad++ for example to the one attached to this post, which will not have the "False" in those lines.
You can force generation of billboards without having to recalc bounds or adjusting other settings by using that file and split it up for the different plugins to force creation. See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards below the object bounds for the explanations. 

TexGen_SSE_Grass_Billboards.txt

Posted

Well after much toil I managed to get things to work!

https://imgur.com/xmYme05https://imgur.com/xmYme05https://imgur.com/a/VPwlCUK

Thank you, for all the help. Just one or two questions.  I have a very large world space with terrain outside of the havok bug limit that was only there for LOD and look pretty. Some places you can walk right up to cell 64 to 65. Dyndolod has a worldspace size limit too? Does Dundolod also break after that size limit, or what's the reason it's being limited?

And the other question, I have another worldspace on an esp, it never showed up in the lists of worldspaces Dyndolod could generate lod for. I have done terrain lod on it with SSELODGEN64 and it has the lod settings file. There's not much in it, only a couple of trees.

Posted
1 hour ago, sheson said:

After doing recalc bounds for all plugins I get 4 more grass LOD billboards for  origins of forest - 3d forest grass.esp and 4 for more for qw's grass patch 2.esp and 1 more for skyrim.esm.
No change for folkvangr - grass and landscape overhaul.esp and cathedral - 3d pine grass.esp.

Not sure yet if those are the missing billboards in your case. With that the LODGen_SSE_Grass_Map_Tamriel.txt contains 42 lines compared to the 34 lines you uploaded.
All it takes is one or two crucially required billboards to be missing to have large empty patches if that grass is used a lot.

Check your TexGen output textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt and compare it with Notepad++ for example to the one attached to this post, which will not have the "False" in those lines.
You can force generation of billboards without having to recalc bounds or adjusting other settings by using that file and split it up for the different plugins to force creation. See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards below the object bounds for the explanations. 

TexGen_SSE_Grass_Billboards.txt 14.32 kB · 1 download

Hey Sheson, Wow, thanks for running it for comparison! I was just finishing regenerated texgen and dyn output, after Recalc Bounds on all 4 plugins. I have the same amount as you now (+ a few from vigilant and water plants). It makes sense you had the same amount for Folkvangr since that’s the one I did Recalc Bounds for in the past. 
I’m regenerating dyndolod output though. Because I still didn’t get grass lods, and strangely the file size was 1 gb smaller than prior runs. So maybe something went wrong with it.

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