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Posted
1 hour ago, domjam said:

i cant even run Enderalse anymore. dunno wtf has happend. i get this screen when trying to just run the normal game.

image.thumb.png.6d05788b430a745675d0d0ac15740ffa.png

What does this have supposedly to do with the DynDOLOD 3 alpha test? Seems like an issue with the game setup, SKSE or a SKSE plugin. It is possible OS, UAC, anti vir etc. is blocking them too. The message indicates a similar get path failure issue.

Posted

I'm having an issue (I think) with TexGen not finding the game ini.  In the SSETexGen_log.txt, the "Using INI" section reads...

Could not find ini

Computer says "can not be found.

The INI file is missing from its default location at .

Current game mode: Skyrim Special Edition (SSE)"

 

I've read the RTFM but can only understand about 30% of it.  The steps I've taken so far are

- made sure that "-sse" has been added to the command arguments for TexGen and DynDOLOD in Vortex

- launched the Skyrim Launcher to re-establish the game registries and reboot

I discovered this problem while trying to lower the brightness values of my grass and it seemingly having no effect which is why I decided to post it here.  My apologies if this is the wrong spot.  I also read several posts in these forums (as well as Reddit and Nexus forums) and have come up empty.  I was going to attempt to manually enter the file path in the SSETexGen_log.txt but... I don't know if that's a viable (or potentially dangerous) solution so I thought it best to ask here first.

Posted
49 minutes ago, BrotherShamus said:

I'm having an issue (I think) with TexGen not finding the game ini.  In the SSETexGen_log.txt, the "Using INI" section reads...

Could not find ini

Computer says "can not be found.

The INI file is missing from its default location at .

Current game mode: Skyrim Special Edition (SSE)"

 

I've read the RTFM but can only understand about 30% of it.  The steps I've taken so far are

- made sure that "-sse" has been added to the command arguments for TexGen and DynDOLOD in Vortex

- launched the Skyrim Launcher to re-establish the game registries and reboot

I discovered this problem while trying to lower the brightness values of my grass and it seemingly having no effect which is why I decided to post it here.  My apologies if this is the wrong spot.  I also read several posts in these forums (as well as Reddit and Nexus forums) and have come up empty.  I was going to attempt to manually enter the file path in the SSETexGen_log.txt but... I don't know if that's a viable (or potentially dangerous) solution so I thought it best to ask here first.

Read the first post what logfiles to include when making a post.

Read the log messages. It seems is telling you that the Skyrim.ini is not where it is supposed to be. The purpose of such error message is that the user fixes the problem.
If the SkyrimlINI is at the location, that the OS, UAC, anti vir or some other crap ware is blocking access, obviously. You might have wrong command line arguments setting a wrong INI path..

If you are trying to lower the brightness values of grass LOD, then obviously TexGen/DynDOLOD must have found the INI file before. Pay attention to what has changed in the meantime.

Posted
47 minutes ago, sheson said:

Read the first post what logfiles to include when making a post.

Read the log messages. It seems is telling you that the Skyrim.ini is not where it is supposed to be. The purpose of such error message is that the user fixes the problem.
If the SkyrimlINI is at the location, that the OS, UAC, anti vir or some other crap ware is blocking access, obviously. You might have wrong command line arguments setting a wrong INI path..

If you are trying to lower the brightness values of grass LOD, then obviously TexGen/DynDOLOD must have found the INI file before. Pay attention to what has changed in the meantime.

Again... apologies.  I misunderstood the first post and thought it was for logging errors when generating LODs or TexGen Output.  Thank you for the response though... I suspect that when I validated my files through Steam, something went awry (there were 2 missing files).  I'll continue plugging away at this and hopefully post either a resolution or a properly documented issue.

Posted

@sheson Scoured this thread, and admittedly haven't scoured the updated doc as much as I could have. If this question is explicitly answered in the doc, I will look harder. Otherwise ...

OP2 says: "To enable grass LOD generation, set Grass=1 ..."

INI says: "set to 1 to enable grass LOD in object LOD level 4, ..."

... so does grass=0 mean that no grass LOD will be generated or just for LOD4? Can you elaborate a bit?

Posted
7 hours ago, z929669 said:

@sheson Scoured this thread, and admittedly haven't scoured the updated doc as much as I could have. If this question is explicitly answered in the doc, I will look harder. Otherwise ...

OP2 says: "To enable grass LOD generation, set Grass=1 ..."

INI says: "set to 1 to enable grass LOD in object LOD level 4, ..."

... so does grass=0 mean that no grass LOD will be generated or just for LOD4? Can you elaborate a bit?

Setting Grass=1 enables grass LOD to be generated for the nearest object LOD level 4, not in the higher LOD levels.

  • Thanks 1
Posted

Hi sheson, I have been searching for info on grass color  (I have read the instructions for grass top and bottom shadow)
I searched on Folkvangr nexus for thread for settings for dyndolod 3, they use rudy enb with cathedraal weathers and folkvangr and reported 
 

Quote

; grass LOD brightness multipliersGrassBrightnessTopR=0.600GrassBrightnessTopG=0.645GrassBrightnessTopB=0.650; make bottom darker to fake shadowingGrassBrightnessBottomR=0.300GrassBrightnessBottomG=0.323GrassBrightnessBottomB=0.325

These were the settings posted in folkvangr forum by a user for DynDOLOD_SSE.ini but I rerun dyndolod (and texgen again first just for good measure) but my grass is still a shade of white as pictured:
https://imgur.com/a/3LzGLZn

Sorry if the answer is obvious, i have been searching this forum and google/reddit for answers and rerun dyndolod 3x times so far with different settings and can't see any change on the ini settings provided, the grass is always white like the screenshots so I must be missing something exceedingly obvious or something is wrong 

Posted
1 hour ago, saintNoojiez said:

Hi sheson, I have been searching for info on grass color  (I have read the instructions for grass top and bottom shadow)
I searched on Folkvangr nexus for thread for settings for dyndolod 3, they use rudy enb with cathedraal weathers and folkvangr and reported 
 

These were the settings posted in folkvangr forum by a user for DynDOLOD_SSE.ini but I rerun dyndolod (and texgen again first just for good measure) but my grass is still a shade of white as pictured:
https://imgur.com/a/3LzGLZn

Sorry if the answer is obvious, i have been searching this forum and google/reddit for answers and rerun dyndolod 3x times so far with different settings and can't see any change on the ini settings provided, the grass is always white like the screenshots so I must be missing something exceedingly obvious or something is wrong 

Are you saying changing these settings had no effect or that these values someone else posted do not work for your load order?

If it is the first, then make sure the newly generated BTO meshes with the new values are overwriting everything.
If you just execute LODGen in expert mode, you need to change the values in the export file first as explained in the second post. Then once you have fond good values, update the INI for the next normal LOD generation.

If it is the latter, then you will need to find values that work for your load order, through testing probably.

Posted
7 minutes ago, sheson said:

Are you saying changing these settings had no effect or that these values someone else posted do not work for your load order?

If it is the first, then make sure the newly generated BTO meshes with the new values are overwriting everything.
If you just execute LODGen in export mode, you need to change the values in the export file first as explained in the second post. Then once you have fond good values, update the INI for the next normal LOD generation.

If it is the latter, then you will need to find values that work for your load order, through testing probably.

I used those values as a example because that person has the same grass, weather and enb that I use (sorry for lack of clarification on that)
I have tried multiple different values for the grass brightness over 3 different rebuilds so far and regenerated dyndolod output from scratch (both texgen and dyndolod after deleting previous outputs, just so I know it is all 100% fresh after dyndolod/edits scripts/dyndolod/dyndolod_sse.ini edits have been applied)
It's just that if there is any noteable difference between the default settings and around 0.600~ for the rgb values I am not seeing them, even with each rebuild the grass in the tundra looks white

Posted
2 hours ago, saintNoojiez said:

I used those values as a example because that person has the same grass, weather and enb that I use (sorry for lack of clarification on that)
I have tried multiple different values for the grass brightness over 3 different rebuilds so far and regenerated dyndolod output from scratch (both texgen and dyndolod after deleting previous outputs, just so I know it is all 100% fresh after dyndolod/edits scripts/dyndolod/dyndolod_sse.ini edits have been applied)
It's just that if there is any noteable difference between the default settings and around 0.600~ for the rgb values I am not seeing them, even with each rebuild the grass in the tundra looks white

Use a save game to take screenshots in the exact same conditions to compare. If the changes do not show, then either  you are not editing the correct INI or values (check the generated export file contains the desired values) or the newly generated output files are not being used.

Posted

 

3 hours ago, sheson said:

Use a save game to take screenshots in the exact same conditions to compare. If the changes do not show, then either  you are not editing the correct INI or values (check the generated export file contains the desired values) or the newly generated output files are not being used.

Which exported file contains the information on the desired values? My grass lods are still white, I have regenerated several times and I am certain that I am not missing any steps. TexGen and DynDOLOD don't give any errors, I am editing the dyndolod/edits scripts/dyndolod/dyndolod_sse.ini with the rgb values (it is the only installation of dyndolod on my PC, but I double checked the paths in MO2 to make sure I am using the correct install)
I am clearing dyndolod and texgen output folders inside the dyndolod install folder before regenerating, and have gone to the extremes of setting each r and g and b value to 1 instead of 0.x but still the grass lod is white in game, I can provide more screens but they're all the same (coc whiterun from main menu, tfc to view northern transition from loaded grid to lod)

Posted
8 minutes ago, saintNoojiez said:

 

Which exported file contains the information on the desired values? My grass lods are still white, I have regenerated several times and I am certain that I am not missing any steps. TexGen and DynDOLOD don't give any errors, I am editing the dyndolod/edits scripts/dyndolod/dyndolod_sse.ini with the rgb values (it is the only installation of dyndolod on my PC, but I double checked the paths in MO2 to make sure I am using the correct install)
I am clearing dyndolod and texgen output folders inside the dyndolod install folder before regenerating, and have gone to the extremes of setting each r and g and b value to 1 instead of 0.x but still the grass lod is white in game, I can provide more screens but they're all the same (coc whiterun from main menu, tfc to view northern transition from loaded grid to lod)

From the second post:

To test different GrassBrightnessTop or GrassBrightnessBottom settings, change GrassLargeReference in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldpace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files.

When generating LOD normally, the values from the INI are used when adding these lines to the export file when it is created from scratch.

Posted

I follow the steps exactly, grass r g b value in lodgen_SSE_Export_Tamriel.txt reflected the last build (changed again for the sake of testing, turned back down to 0.8 and grasslargereference=true), open dyndolod in expert mode and click execute lodgen button. when it was set to false grass was loading at the edge of loaded grids as intended, after the change grasslargereference there was a gap between the loaded cells and a bit further off which is the intended effect and shows me it is working and I am editing the correct files, but the grass colour won't change. Maybe beginning to think that it's an issue with my load order, but there are no loose files are overwriting the grass mod, I am not sure what is going on

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