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Posted

Sheson, just reporting back that everything seems to be working great on my end...nothing appearing nor disappearing outside Solitude anymore (though I personally wasn't bothered by any other city, it was just the surrounding mountainside + trees rising up behind Solitude was a particularly unavoidable annoyance). 

Also, I think my issue with the junipers is that I wasn't checking "visible when distant" on my rule as I didn't think they had vanilla lod and so my rule of "full, billboard4, billboard1" wasn't producing any billboards even past lod level 4.  I plan to test this assumption with a run tonight.

Posted (edited)

I think I see the issue, Sheson. I downloaded a gildergreen tree replacer mod recently, and it seems to include leaves.dds/_n.dds. i did upload that log, initally in the second most recent post, btw.

Edited by chemistofgor
Posted
38 minutes ago, MisterMorden said:

Sheson, just reporting back that everything seems to be working great on my end...nothing appearing nor disappearing outside Solitude anymore (though I personally wasn't bothered by any other city, it was just the surrounding mountainside + trees rising up behind Solitude was a particularly unavoidable annoyance). 

Also, I think my issue with the junipers is that I wasn't checking "visible when distant" on my rule as I didn't think they had vanilla lod and so my rule of "full, billboard4, billboard1" wasn't producing any billboards even past lod level 4.  I plan to test this assumption with a run tonight.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#VWD-Visible-When-Distant explains what the flag controls.

The VWD flag determines if the rule is applied or not depending on LOD asset existing or not.

Posted
6 minutes ago, chemistofgor said:

I think I see the issue, Sheson. I downloaded a gildergreen tree replacer mod recently, and it seems to include leaves.dds/_n.dds. i did upload that log, initally in the second most recent post, btw.

Where is the debug log for DynDOLOD?

What is the URL of the mod?

Posted (edited)
5 minutes ago, sheson said:

Where is the debug log for DynDOLOD?

What is the URL of the mod?

https://www.nexusmods.com/skyrimspecialedition/mods/97680

LODGen_SSE_Tamriel_log.txt

this is the log that mentioned leaves/leaves_n

didnt see anything on the page about not having it active in lod generation. should be as simple as renaming the textures/rerouting the mesh paths

Edit: can confirm tamriel is generating lods now. also, apparently texgen really does complete in 3 minutes now! wow! you're a god dang miracle worker my friend.

 

Edited by chemistofgor
Posted
12 minutes ago, chemistofgor said:

https://www.nexusmods.com/skyrimspecialedition/mods/97680

LODGen_SSE_Tamriel_log.txt

this is the log that mentioned leaves/leaves_n

didnt see anything on the page about not having it active in lod generation. should be as simple as renaming the textures/rerouting the mesh paths

Edit: can confirm tamriel is generating lods now. also, apparently texgen really does complete in 3 minutes now! wow! you're a god dang miracle worker my friend.

Where is the DynDOLOD debug log?

As explained many times before, disabling mods is a troubleshooting step and not a fix. Preventing a problem from happening by disabling something does not fix the actual cause of the problem. The changes of the mod are now not reflected in the LOD patch.

According to your logs, TexGen already completed in about 3 minutes.

Posted

yes, it did complete that quickly. i was simply applauding the improvements that allowed it to do so! :) I am friends with the mod author of the gildergreen replacer and we are working on a solution on our end

Posted
5 minutes ago, chemistofgor said:

yes, it did complete that quickly. i was simply applauding the improvements that allowed it to do so! :) I am friends with the mod author of the gildergreen replacer and we are working on a solution on our end

Where is the DynDOLOD debug log?

Why do you believe you can or should even attempt to fix problems in the tools?

Posted
6 minutes ago, chemistofgor said:

it's not the tools, it looks like the author accidentally used the same texture paths that dyndolod is supposed to create. it was a mistake on their end, from my understanding.

Where is the DynDOLOD debug log?

This is not how any of this works. 

I did a quick generation with vanilla + G.I.R.T.H. - Gildergreen Is Really Thicc HD 4k version and there were no errors.

Posted (edited)

i do not have a debug log for dyndolod. i apologize, man, i'm just trying to help. as soon as i disabled that mod, because that is what this log said was the issue: LODGen_SSE_Tamriel_log.txt it started working just fine. i assumed it must have been the problem.

Edited by chemistofgor
Posted
Just now, chemistofgor said:

i do not have a debug log for dyndolod

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
The log and debug log are saved when the program shuts down Do not interrupt the shut down process so it can write the log files. If there are no logs or debug logs because the tool is being terminated prematurely, check the Windows Event log for related messages. Add RealTimeLog=1 under [TexGen] or [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI respectively. Then execute the tool again to generate a debug log in the Logs folder in real time and upload that.

Posted
11 hours ago, Ran said:

Hoping you can point me in the right direction or give me a few ideas to try.  I am using SkyrimVR and the last working copy of NG DLL's that I could use was Alpha 5.  When using any past that (6, 7, or 8), I CTD right before the SkyrimVR load screen.  If I load ENB, the CTD is after the ENB splash screen and before the VR load screen.  I removed all mods except SKSEVR, Crash Logger, VR Address Library, VRIK, Dyndolod Resources & DLL NG #, with the same CTD.  I reinstalled MS C++ and Runtime 6, disabled antivirus. reset NVIDIA profiler to default values and ran a Windows memory test. Still CTD.  If I disable the DLL NG and start, everything is fine.  I also have a crashdump log that I added to the combined logs.

Thanks in advance for the help,

Combined logs.txt 34.25 kB · 1 download

It seems commonlibsse-ng is not fully including all things from commonlibvr for player character events - or maybe there is a deeper problem. This is going to take a while to sort out.

I might provide an update for Alpha-6 (that is a different problem is easily fixed) in the interim and it still can be used with current DynDOLOD Alpha versions.

Posted
4 hours ago, chemistofgor said:

i do not have a debug log for dyndolod. i apologize, man, i'm just trying to help. as soon as i disabled that mod, because that is what this log said was the issue: LODGen_SSE_Tamriel_log.txt it started working just fine. i assumed it must have been the problem.

Download DynDOLOD 3 Alpha-132
Generating with it should let LODGen then be able to generate object LOD without problem.

 

3D tree LOD assets included in the mod have a couple problems that should be fixed:

<Warning: File not found textures\landscape\trees\leaves_n2k.dds. Used by meshes\dyndolod\lod\trees\wrtempletreesapling01_e75a46ffpassthru_lod.nif Gildergreen Is Really Thicc HD.esp TreeWRTempleSapling01 [TREE:000461D7]>
<Warning: File not found textures\landscape\trees\branches_n2k.dds. Used by meshes\dyndolod\lod\trees\wrtempletree02_f3e8c380passthru_lod.nif Gildergreen Is Really Thicc HD.esp TreeWRTemple02 [TREE:000461C9]>

This should probably be textures\landscape\trees\leaves_n.dds and textures\landscape\trees\branches_n.dds instead. https://dyndolod.info/Messages/File-Not-Found-Textures

Also WRTempleTreeSapling01_E75A46FFpassthru_lod.nif seems define a glow map texture erroneously.

 

<Warning: Root block is NiNode in meshes\dyndolod\lod\trees\wrtempletreesapling01_e75a46ffpassthru_lod.nif Gildergreen Is Really Thicc HD.esp TreeWRTempleSapling01 [TREE:000461D7]>
<Warning: Root block is NiNode in meshes\dyndolod\lod\trees\wrtempletree02_f3e8c380passthru_lod.nif Gildergreen Is Really Thicc HD.esp TreeWRTemple02 [TREE:000461C9]>
<Warning: Root block is NiNode in meshes\dyndolod\lod\trees\wrtempletree01_9e62d585passthru_lod.nif Gildergreen Is Really Thicc HD.esp TreeWRTemple01 [TREE:00023611]>

The root node should be BSFadeNode. This prevents the tree from being showing in Tamriel by dynamic LOD. https://dyndolod.info/Messages/Root-Block

 

<Warning: Textures do not match for "Scene Root:1": textures\landscape\trees\branches.dds in wrtempletree02.nif -> textures\landscape\trees\trunk.dds in wrtempletree02_f3e8c380passthru_lod.nif for Gildergreen Is Really Thicc HD.esp TreeWRTemple02 [TREE:000461C9]>

The 3D shape names should match between the full model and the 3D LOD model.

 

Also the LOD models do not need the BSXFlags Havok/Articulated since they do not have those features. If all BSXFlags are unset, the BSXFlags block can be removed.

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