PRieST Posted April 28, 2023 Posted April 28, 2023 (edited) 1 minute ago, sheson said: Yes, copy the valid data from JK's - ELFX Patch.esp to replace the truncated data in your custom version of Icy Windhelm. That height data only affects Occlusion data generation. Ok, thank you for you help, will do so. Edited April 28, 2023 by PRieST
PRieST Posted April 28, 2023 Posted April 28, 2023 (edited) Hm...it's me again: This is the ingame result outsite of whiterun: From further away https://ibb.co/Q7W7kn6 After approaching https://ibb.co/JjXMfF1 Obviously the near trees aren't shown, but as soon as these are switching you'll notice that the lod trees (on the hill) are gone. Which additional logs/files do you need - the rest is the same you got already in earlier post. Edited April 28, 2023 by PRieST
sheson Posted April 28, 2023 Author Posted April 28, 2023 1 hour ago, PRieST said: Hm...it's me again: This is the ingame result outsite of whiterun: From further away https://ibb.co/Q7W7kn6 After approaching https://ibb.co/JjXMfF1 Obviously the near trees aren't shown, but as soon as these are switching you'll notice that the lod trees (on the hill) are gone. Which additional logs/files do you need - the rest is the same you got already in earlier post. The logs you uploaded earlier are from generations that had an error. Make sure to generate a LOD patch without any errors. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Make sure non of the TexGen/DynDOLOD output is being overwritten by other mods. Doublecheck the LOD Level 4 BTO coverting those cells has tree LOD in them. https://dyndolod.info/FAQ "Something does not have LOD" In particular make sure those tree have 3D tree LOD models/billboards discovered. https://dyndolod.info/Help/Ultra-Tree-LOD#Generating hints to *Tree_Report.txt., but it should basically have the same info as *Object_Report.txt for tree base records.
Asedael Posted April 28, 2023 Posted April 28, 2023 Getting an error "Error: Error while loading images from memory". Did a clean reinstall of drivers as suggested in FAQ, still getting this error. Here is the logs. https://drive.google.com/drive/folders/1STd5teEa6Rkb4r-5QtRFfxuwC1i-9aGc?usp=share_link
sheson Posted April 28, 2023 Author Posted April 28, 2023 12 minutes ago, Asedael said: Getting an error "Error: Error while loading images from memory". Did a clean reinstall of drivers as suggested in FAQ, still getting this error. Here is the logs. https://drive.google.com/drive/folders/1STd5teEa6Rkb4r-5QtRFfxuwC1i-9aGc?usp=share_link https://dyndolod.info/Installation-Instructions Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture. https://dyndolod.info/FAQ "High memory usage / Out of memory" Use the x64 versions of the tools.
Asedael Posted April 28, 2023 Posted April 28, 2023 9 minutes ago, sheson said: https://dyndolod.info/Installation-Instructions Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture. https://dyndolod.info/FAQ "High memory usage / Out of memory" Use the x64 versions of the tools. Welp, i'm an idiot. For some reason DynDOLOD in MO2 switched to x86 version... Sorry to bother you with this.
PRieST Posted April 28, 2023 Posted April 28, 2023 (edited) 6 hours ago, sheson said: When I check xx11706D in JK's - ELFX Patch.esp it does have the expected length of 1096 bytes. https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format/LAND Use xEdit "Simple records" in its options to show the hex values for the VHGT - Vertex Height Map. Right click them, Edit. Copy/paste to the patch plugin. Unfortunately that did not help and so I just deleted the landscape record completely. 3 hours ago, sheson said: The logs you uploaded earlier are from generations that had an error. Make sure to generate a LOD patch without any errors. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Make sure non of the TexGen/DynDOLOD output is being overwritten by other mods. Doublecheck the LOD Level 4 BTO coverting those cells has tree LOD in them. https://dyndolod.info/FAQ "Something does not have LOD" In particular make sure those tree have 3D tree LOD models/billboards discovered. https://dyndolod.info/Help/Ultra-Tree-LOD#Generating hints to *Tree_Report.txt., but it should basically have the same info as *Object_Report.txt for tree base records. Oh, alright, I thought because the plugins got saved everything was ok. Just did another run without getting an error -> Alpha 125 is working correctly as far as it looks now. Edited April 28, 2023 by PRieST
LordIceWolf Posted April 29, 2023 Posted April 29, 2023 (edited) Good evening Just had a quick question. I downloaded the latest version of DynDOLOD yesterday and I was going to run it with my new tree setup. In order to have the trees inside Whiterun show from outside, I went to edit the ChildWorlds section to remove the trees from the ignore list and found that the entire ChildWorlds section is missing from the DynDOLOD_SSE.ini. Is that normal? If so, what would be the process to have the tree lods inside the city show from outside? I tried to copy / paste the section manually from an old ini file I have but the lods dont show up. Thanks Edit : Nevermind. I checked the changelog and and found that the info was moved to a different ini file in the config folder. Edited April 29, 2023 by LordIceWolf
Meisterbauer Posted April 30, 2023 Posted April 30, 2023 Hey this is my first time modding skyrim and posting something in this forum, so if any information is missing please tell me. Im using the latest version of Dyndolod and have the skyrim AE edition. I dont know what the important part in the logs is so im very sorry for just uploading them as they are :/ If someone can help me i would be very grateful! DynDOLOD_SSE_log.txt
sheson Posted April 30, 2023 Author Posted April 30, 2023 5 hours ago, Meisterbauer said: Hey this is my first time modding skyrim and posting something in this forum, so if any information is missing please tell me. Im using the latest version of Dyndolod and have the skyrim AE edition. I dont know what the important part in the logs is so im very sorry for just uploading them as they are :/ If someone can help me i would be very grateful! DynDOLOD_SSE_log.txt 1.95 MB · 1 download Moved to the DynDOLOD 3 alpha thread. Read the first post which debug log and bugreport.txt if it exists to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum https://dyndolod.info/Installation-Instructions Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture. https://dyndolod.info/FAQ "High memory usage / Out of memory" Use the x64 versions of the tools.
Meisterbauer Posted April 30, 2023 Posted April 30, 2023 Ok thx for the advice . I hope i put every important log together in this file: https://ufile.io/dm3dexny . If more information is required please let me know.
heheloveer Posted April 30, 2023 Posted April 30, 2023 Thanks for the huge update Sheson. I didn't do a direct comparison but the scenery outside Whiterun walls seemed much more detailed than what I remembered. Small problem though: DynDOLOD added some misplaced and duplicated waterfalls outside the city, as shown in the video: https://anonfiles.com/se45w3o3z5/Skyrim_Special_Edition_2023_04_30_19_26_52_mp4 FYI I use the Whiterun Exterior patch, Water for ENB and Natural Waterfalls, and I deleted all the waterfall lod files in WENB, as per the instruction on the DynDOLOD website (I don't think it matters in this case, still clarifying though). It seems the duplicate waterfalls are WENB ones. Logs: https://anonfiles.com/H767w6odz5/Logs0430_rar Also a small question about rules: the DynDOLOD website states that Rules at the top match before rules at bottom. Am I correct to assume that this means in case of conflict, rules higher up would overwrite/take precedence over those placed lower? If so, this should mean user-added custom rules are better placed at the top, right?
sheson Posted April 30, 2023 Author Posted April 30, 2023 1 hour ago, heheloveer said: Thanks for the huge update Sheson. I didn't do a direct comparison but the scenery outside Whiterun walls seemed much more detailed than what I remembered. Small problem though: DynDOLOD added some misplaced and duplicated waterfalls outside the city, as shown in the video: https://anonfiles.com/se45w3o3z5/Skyrim_Special_Edition_2023_04_30_19_26_52_mp4 FYI I use the Whiterun Exterior patch, Water for ENB and Natural Waterfalls, and I deleted all the waterfall lod files in WENB, as per the instruction on the DynDOLOD website (I don't think it matters in this case, still clarifying though). It seems the duplicate waterfalls are WENB ones. Logs: https://anonfiles.com/H767w6odz5/Logs0430_rar Also a small question about rules: the DynDOLOD website states that Rules at the top match before rules at bottom. Am I correct to assume that this means in case of conflict, rules higher up would overwrite/take precedence over those placed lower? If so, this should mean user-added custom rules are better placed at the top, right? Do not install the Whiterun Exterior patch if it conflicts with other mods. For example, "natural" waterfalls disables vanilla waterfalls and adds new waterfall references. The exterior patch is for the vanilla game and vanilla waterfalls. Generate without the patch and check things look OK then. I would prefer screenshots instead video https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots https://dyndolod.info/Help/Mesh-Mask-Reference-Rules The order of rules matters. Rules at the top match before rules at bottom. Reference Form ID rules always take precedence over Mesh Mask rules which target base records.
heheloveer Posted April 30, 2023 Posted April 30, 2023 1 hour ago, sheson said: Do not install the Whiterun Exterior patch if it conflicts with other mods. For example, "natural" waterfalls disables vanilla waterfalls and adds new waterfall references. The exterior patch is for the vanilla game and vanilla waterfalls. Generate without the patch and check things look OK then. I would prefer screenshots instead video https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots https://dyndolod.info/Help/Mesh-Mask-Reference-Rules The order of rules matters. Rules at the top match before rules at bottom. Reference Form ID rules always take precedence over Mesh Mask rules which target base records. Redid DynDOLOD without the exterior patch and they are still there. Screenshot of the console information on one of the duplicate waterfalls. There are a few sets of these vanilla waterfalls in the area, together with the waterfalls from Natural Waterfalls. Most of them are obviously misplaced but one set (furthest from the camera) is in the correct place, covering the ones from Natural Waterfalls behind it. I think that's probably a bug related to the new "copy large references from parent world to child world" feature, since these references are apparently added by it. I should also mention that I used WENB/Natural Waterfalls/Whiterun Exterior Patch combo while running version 122 and didn't have this problem. This further proves my point. Logs of the new generation, though I don't think it'll differ too much from the previous ones: https://anonfiles.com/0cabz0oezc/Logs0430_No_2_rar Regarding rules, I mentioned the exact same line you quoted in my question, I was just not sure if I was interpreting it correctly. Since you didn't say I thought wrong, I'll just assume that I assumed right.
sheson Posted April 30, 2023 Author Posted April 30, 2023 1 hour ago, heheloveer said: Redid DynDOLOD without the exterior patch and they are still there. Screenshot of the console information on one of the duplicate waterfalls. There are a few sets of these vanilla waterfalls in the area, together with the waterfalls from Natural Waterfalls. Most of them are obviously misplaced but one set (furthest from the camera) is in the correct place, covering the ones from Natural Waterfalls behind it. I think that's probably a bug related to the new "copy large references from parent world to child world" feature, since these references are apparently added by it. I should also mention that I used WENB/Natural Waterfalls/Whiterun Exterior Patch combo while running version 122 and didn't have this problem. This further proves my point. Logs of the new generation, though I don't think it'll differ too much from the previous ones: https://anonfiles.com/0cabz0oezc/Logs0430_No_2_rar Regarding rules, I mentioned the exact same line you quoted in my question, I was just not sure if I was interpreting it correctly. Since you didn't say I thought wrong, I'll just assume that I assumed right. Thanks. Generate with Alpha-126. That should fix that. If that works without the Whiterun Exterior patch, you can then try enabling the patch again. Make close observation of close by objects right beyond the wall, like farm, windmill buildings if the patch is necessary or not.
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