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Posted
2 minutes ago, sheson said:

You most likely need to add the same setting to DynDOLOD_SSE.INI for now until the next alpha version.

Then I'll do that, thank you very much for resolving this!

Posted (edited)

I've rerun DynDOLOD for the last couple days and noticed that my 3D tree lods are pretty much devoid of most color, or that's at least what it looks like from afar. Close up the color seems to be still there, there's just lots of white/grey layered over it and I'm puzzled as to where I could have messed up or where that even came from. I feel like I would have noticed this a lot sooner so the issue must be fairly recent but I have nothing of substance to say with certainty. 

I've checked the lod meshes in MO2, but the colors appear to be fine there. I wanna say it is only the treepineforest01,... treepineforest05 models that are affected, but I don't know really - it's harder to tell on a snowy tree model and what are the chances it's limited to just a region. Is specularity getting turnt into a solid color? I can only speculate (:

I have attached TexGen_SSE/_Debug.log as well as LODGen_SSE_Tamriel.log. Here (https://imgur.com/a/k9AYU2X) you can see two pictures of the issue and here (https://imgsli.com/MjI0Njk4) a comparison to a picture from 5 days ago. Take the imgsli with a grain of salt as the time of day in the old picture doesn't adhere to the requested standards, however (I believe) it is still fairly obvious the tree lods weren't nearly as grey as they are now.

LODGen_SSE_Tamriel_log.zip

Edited by KRZ
Posted

Thanks for the update whatever happened it was solved and my game looks great again! Apologies for the lack of proper documentation I'm new to submitting bug reports. Love all of the hard work you guys put in!

Posted
8 hours ago, KRZ said:

I've rerun DynDOLOD for the last couple days and noticed that my 3D tree lods are pretty much devoid of most color, or that's at least what it looks like from afar. Close up the color seems to be still there, there's just lots of white/grey layered over it and I'm puzzled as to where I could have messed up or where that even came from. I feel like I would have noticed this a lot sooner so the issue must be fairly recent but I have nothing of substance to say with certainty. 

I've checked the lod meshes in MO2, but the colors appear to be fine there. I wanna say it is only the treepineforest01,... treepineforest05 models that are affected, but I don't know really - it's harder to tell on a snowy tree model and what are the chances it's limited to just a region. Is specularity getting turnt into a solid color? I can only speculate (:

I have attached TexGen_SSE/_Debug.log as well as LODGen_SSE_Tamriel.log. Here (https://imgur.com/a/k9AYU2X) you can see two pictures of the issue and here (https://imgsli.com/MjI0Njk4) a comparison to a picture from 5 days ago. Take the imgsli with a grain of salt as the time of day in the old picture doesn't adhere to the requested standards, however (I believe) it is still fairly obvious the tree lods weren't nearly as grey as they are now.

LODGen_SSE_Tamriel_log.zip 551.7 kB · 0 downloads

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload.

Also upload E:\Launcher\Modding Tools\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of a full model that has affected LOD with more informative console.

Posted (edited)

 

1 hour ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload.

Also upload E:\Launcher\Modding Tools\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of a full model that has affected LOD with more informative console.

https://imgur.com/a/RWnYC8Y

https://modwat.ch/u/KRZ

I hope I didn't forget anything

LODGen_SSE_Tamriel_log.zip

Edited by KRZ
Posted

 

3 minutes ago, sheson said:

Also upload the DynDOLOD log and debug log. DynDOLOD_SSE_log.txt and DynDOLOD_SSE_Debug_log.txt.

https://mega.nz/file/cCtQWIiI#Uatk9W48xJ4j2LwIoFBRQHKeK_3bJJiwtB10VKTvzi4

Debug Log is 160mb?

Additional Info, if that is of relevance. I always copy paste my TexGen_SSE.ini, TexGen.ini, DynDOLOD_SSE.ini and DynDOLOD.ini (and my presets) from the previous version to avoid having to set up some stuff again. Could that be the culprit?

Posted
1 hour ago, KRZ said:

 

https://mega.nz/file/cCtQWIiI#Uatk9W48xJ4j2LwIoFBRQHKeK_3bJJiwtB10VKTvzi4

Debug Log is 160mb?

Additional Info, if that is of relevance. I always copy paste my TexGen_SSE.ini, TexGen.ini, DynDOLOD_SSE.ini and DynDOLOD.ini (and my presets) from the previous version to avoid having to set up some stuff again. Could that be the culprit?

Follow https://dyndolod.info/Updating#New-DynDOLOD-Version when updating.

Download this test version https://mega.nz/file/AR5gnJZS#prYl4sWtUHTHG6Kp2Xcupf34O0-lwdbe0YePLF5m4hg and replace DynDOLODx64.exe.

Enable expert mode, start DynDOLODx64.exe and click Rebuild Atlas https://dyndolod.info/Help/Expert-Mode#Rebuild-Atlas, so it will generate new atlas textures.
Install them (you can merge with existing output replace the old texture) and test if the LOD is OK now.

Posted (edited)

Looking good! I'll run around some more to see whether I find anything but the trees I've sent before are definitely fixed. Visual Confirmation: https://imgur.com/a/RWnYC8Y It's the same pictures as before, but I've added "LOD Fixed" showing the same trees with the updated atlas.

Additionally I have not found any issues after looking at a few locations, so I think this has been resolved. May I know what had went wrong or if it'll be part of the changelog that'll be sufficient as well :)

Edited by KRZ
Posted
16 minutes ago, KRZ said:

Looking good! I'll run around some more to see whether I find anything but the trees I've sent before are definitely fixed. Visual Confirmation: https://imgur.com/a/RWnYC8Y It's the same pictures as before, but I've added "LOD Fixed" showing the same trees with the updated atlas.

Additionally I have not found any issues after looking at a few locations, so I think this has been resolved. May I know what had went wrong or if it'll be part of the changelog that'll be sufficient as well :)

The next alpha will include the fix of mipmaps sometimes being too bright.

Posted
1 minute ago, sheson said:

The next alpha will include the fix of mipmaps sometimes being too bright.

Cool, then I thank you for the quick fix and the explanation!

Posted

I ve got error with latest DynDOLOD Alpha 159 while generating LOD.

Error :

Spoiler

[Main Instruction]
Error: Integer overflow while processing Dawnguard.esm [REFR:020028A9] (places IcePileM02 [STAT:000CC75E] in GRUP Cell Temporary Children of FalmerTempleExterior01 [CELL:02000CDB] (in DLC01FalmerValley "Val oublié" [WRLD:02000BB5] at -3,-3))

00.png

Posted
1 hour ago, HiTMAN31X said:

I ve got error with latest DynDOLOD Alpha 159 while generating LOD.

[Main Instruction]
Error: Integer overflow while processing Dawnguard.esm [REFR:020028A9] (places IcePileM02 [STAT:000CC75E] in GRUP Cell Temporary Children of FalmerTempleExterior01 [CELL:02000CDB] (in DLC01FalmerValley "Val oublié" [WRLD:02000BB5] at -3,-3))

Moved to the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt to upload when making posts.

Posted

Reposting for visibility due to accidentally "answering" my question by adding a note

Unsure as to what mod is causing purple trees/buildings. Some persisting even at close range, using LOD texture instead of real one

 

https://streamable.com/avtcmg
https://streamable.com/tzju1k

 

Above are videos displaying the issue

 

Below is a link to my dyndolod and texgen output files that created this

https://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJC

 

My main confusion here is what textures/mods are causing the issues where dyndolod is unable to properly generate the textures? Additionally Im a bit confused because Ive never seen LOD textures override main ones and persist at close range. To my knowledge for example Ryns whiterun city limits shouldnt have any issues with its stonewall texture but as you can see in the video its coming out purple.

 

If any additional logs are helpful let me know and I will provide them

Posted
1 hour ago, zebras11 said:

Reposting for visibility due to accidentally "answering" my question by adding a note

Unsure as to what mod is causing purple trees/buildings. Some persisting even at close range, using LOD texture instead of real one

 

https://streamable.com/avtcmg
https://streamable.com/tzju1k

 

Above are videos displaying the issue

 

Below is a link to my dyndolod and texgen output files that created this

https://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJChttps://file.io/IkSmartsotJC

 

My main confusion here is what textures/mods are causing the issues where dyndolod is unable to properly generate the textures? Additionally Im a bit confused because Ive never seen LOD textures override main ones and persist at close range. To my knowledge for example Ryns whiterun city limits shouldnt have any issues with its stonewall texture but as you can see in the video its coming out purple.

 

If any additional logs are helpful let me know and I will provide them

Moved to the DynDOLOD 3 Alpha thread.

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions, always use the latest version.

https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells
Generate tree LOD for the new load order or use ultra tree LOD to avoid these and other issues.

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