sheson Posted March 3, 2021 Author Posted March 3, 2021 58 minutes ago, Wolfpack49 said: So encountered an odd (probably self-inflicted) glitch in Whiterun after generating underside using Open Cities: It appears a chunk of Dragonreach is missing and the reference is to Tamriel_Underside.nif. I used the standard process of running DynDOLOD twice, first without OCS enabled for trees, and then with OCS enabled to generate the esm/esp. Is there a new twist to the process for OCS when setting underside on? Obviously the underside NIF just gets in the way of the view angle. If DynDOLOD is doing something with 0005D2BE, make sure to click low, medium, high in the second pass, so that the 2 rules for Open Cities are loaded. Check the debug log if there is a line <Notice: Loading G:\Skyrim\DynDOLOD3\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_opencitiesskyrimesp.ini with 2 rules> or set Notice=1 in the DynDOLOD_SSE.ini to have notices in the normal message log.
Wolfpack49 Posted March 3, 2021 Posted March 3, 2021 8 hours ago, sheson said: Obviously the underside NIF just gets in the way of the view angle. If DynDOLOD is doing something with 0005D2BE, make sure to click low, medium, high in the second pass, so that the 2 rules for Open Cities are loaded. Check the debug log if there is a line <Notice: Loading G:\Skyrim\DynDOLOD3\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_opencitiesskyrimesp.ini with 2 rules> or set Notice=1 in the DynDOLOD_SSE.ini to have notices in the normal message log. Yep, that was exactly it. The preset I had saved overwrote the high rules on pass 2. Loading the High rules first, then applying my rules and re-generating esm/esp fixed everything. Going to now save presets for both pass 1 and pass 2 so it doesn't happen again. Thanks Sheson!
kojak747 Posted March 5, 2021 Posted March 5, 2021 FYI This is a vanilla mesh error and I've reported it to Arthmoor for inclusion in an update to USSEP. There is a space after the *_n. [02:02] <Warning: Can not find file textures\dlc02\architecture\thirsk\meadhall\dlc2thirskbeam01_n .dds used by Meshes\dlc02\architecture\thirsk\meadhall\dlc2thirskmeadhallexterior01.nif Better Dynamic Snow.esp DLC2ThirskMeadHallExterior010000 [STAT:04026AC5]>
sheson Posted March 5, 2021 Author Posted March 5, 2021 58 minutes ago, kojak747 said: FYI This is a vanilla mesh error and I've reported it to Arthmoor for inclusion in an update to USSEP. There is a space after the *_n. [02:02] <Warning: Can not find file textures\dlc02\architecture\thirsk\meadhall\dlc2thirskbeam01_n .dds used by Meshes\dlc02\architecture\thirsk\meadhall\dlc2thirskmeadhallexterior01.nif Better Dynamic Snow.esp DLC2ThirskMeadHallExterior010000 [STAT:04026AC5]> There are quite a few meshes and textures with warnings in the vanilla game. Their messages should only show in the debug log.
103Vault Posted March 8, 2021 Posted March 8, 2021 Sir, although the wrcitywall01lod.dds is generated, the whiterun wall lod is still not correct: Or maybe it doesn't use wrcitywall01lod.dds at all? Digging into the DynDOLOD Resources a bit and I couldn't find a lod mesh that fit the city wall
sheson Posted March 8, 2021 Author Posted March 8, 2021 2 hours ago, 103Vault said: Sir, although the wrcitywall01lod.dds is generated, the whiterun wall lod is still not correct: Or maybe it doesn't use wrcitywall01lod.dds at all? Digging into the DynDOLOD Resources a bit and I couldn't find a lod mesh that fit the city wall wrcitywall01lod.dds is a stitched 2x2 version of textures\architecture\whiterun\wrcitywall01.dds and typically only used if a full model that is used for LOD happens to use it. The Whiterun city walls use meshes\lod\whiterun\wrwall*.nif They typically use the rendered object LOD texture textures\lod\WRWallsLOD01.dds, which can be updated with TexGen 3.
103Vault Posted March 9, 2021 Posted March 9, 2021 8 hours ago, sheson said: wrcitywall01lod.dds is a stitched 2x2 version of textures\architecture\whiterun\wrcitywall01.dds and typically only used if a full model that is used for LOD happens to use it. The Whiterun city walls use meshes\lod\whiterun\wrwall*.nif They typically use the rendered object LOD texture textures\lod\WRWallsLOD01.dds, which can be updated with TexGen 3. Sir, just digged up little more and finally solved the problem: the wall uses DynDOLOD_Tamriel.dds, which is messed up by me because I forgot to install Texgen as a mod before generating DynDOLOD. Sorry for the inconvenience.
Mercury71 Posted March 9, 2021 Posted March 9, 2021 Hi Sheson. In the pictures in the second post about Grass LOD did you set Precache Grass to start "beyond the active cell" or "beyond the large reference cell"?
sheson Posted March 9, 2021 Author Posted March 9, 2021 38 minutes ago, Mercury71 said: Hi Sheson. In the pictures in the second post about Grass LOD did you set Precache Grass to start "beyond the active cell" or "beyond the large reference cell"? The screenshots show grass LOD starting right after the 5x5 uGridsToLoad together with terrain, tree and object LOD for "small" references. The large references are most likely turned off too. 1
Mercury71 Posted March 9, 2021 Posted March 9, 2021 (edited) This is what i managed to do with latest version and precached grass. (if you think the trees are few and skimpy is that i have lower tree line and the size of the trees are vanilla) Edited March 9, 2021 by Mercury71
TheDude Posted March 11, 2021 Posted March 11, 2021 (edited) Hey Sheson, hope you're doing well and thanks for all of your great work and support! I may have encountered a bug after my last Dyndolod-generation resulting in some weird dark grey/black areas on certain parts of some (not all) distant mountains: https://imgur.com/a/knEcWi4. It doesnt seem to be a problem with snow-lods or anything like that (since most of the mountains with snow looks perfectly fine) so Im a bit confused here... Im using the "Dynamic volumetric lighting mod" though but I did un-comment the DoubleSidedTextureMask=mountain,mtn and also put TerrainUnderside=1 in the ini before the generation... Anyway, here are the logfiles if you want to have a look: https://easyupload.io/m/ahv482 Edited March 11, 2021 by TheDude
sheson Posted March 11, 2021 Author Posted March 11, 2021 5 minutes ago, TheDude said: Hey Sheson, hope you're doing well and thanks for all of your great work and support! I may have encountered a bug after my last Dyndolod-generation resulting in some weird dark grey/black areas on certain parts of some (not all) distant mountains: https://imgur.com/a/knEcWi4. It doesnt seem to be a problem with snow-lods or anything like that (since most of the mountains with snow looks perfectly fine) so Im a bit confused here... Im using the "Dynamic volumetric lighting mod" though but I did un-comment the DoubleSidedTextureMask=mountain,mtn and also put TerrainUnderside=1 in the ini before the generation... Anyway, here are the logfiles if you want to have a look: https://easyupload.io/m/ahv482 Type tll in console to turn off LOD. If the dark spots go away this is LOD. If it is LOD, check if a mod overwrites the mountain LOD models in meshes\lod\mountains\*.nif. If you go close to the affect mountain, you could check its full model / base form id to find out which LOD model it uses specifically. Temporarily remove the LOD model and generate LOD to test if that changes anything. Check which texture the LOD model is using or if the base record has texture replacements. If that didn't change anything, generate LOD without DoubleSidedTextureMask, e.g. leave it commented to test if it changes anything.
TheDude Posted March 11, 2021 Posted March 11, 2021 (edited) Thanks a lot, Ill try your suggestions asap! Well, definitely seems to be LOD: https://imgur.com/a/8Lb8Oi7 Look at the last picture though, that looks great with no black spots whatsoever! Ill continue my tests... having some problems getting the base form id since "Volumetric mists" is in the way... ill have to disable that first I guess... Edited March 11, 2021 by TheDude
TheDude Posted March 11, 2021 Posted March 11, 2021 Hm, also got the "FXGlow floating bulbs of light"-bug in Markarth, thats a first for me actually, didnt happen once with Dyndolod 2.xx... https://imgur.com/a/h85x0WP
TheDude Posted March 11, 2021 Posted March 11, 2021 (edited) Looks like I solved the LOD-problems for my mountains! I reinstalled a bunch of mods (Majestic Mountains, Tamrielic Textures) changed a few things in the load order (TT overwrite MM), installed Z-fighting patch and deleted a few nifs in the \lod\mountains\ (there was a bunch of ELFX-nifs there which is weird since I dont use ELF Exterior, only interior). Anyhoo, looks a lot better now: https://imgur.com/a/DpEHYyH Thanks again for your support! Edited March 11, 2021 by TheDude
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