Bluegunk Posted December 11, 2023 Posted December 11, 2023 Might someone be able to indicate where I have gone wrong, please? [Win 10, Skyrim AE 6.640, MO2]. I have Traverse the Uldenwald in my game. From the base of SSElodgen and Texgen, I originally ran Dyndolod with Uldenwald version 3.3 and the trees were a mess, and the Ulvenwald mod was the cause. My fault - I didn't notice the author's Dyndolod warning about 3.3. I thoroughly cleared the process and removed saves affected, and re-ran it with Ulvenwald 3.2.1. In game, all looked fine and Dyndolod successfully initialised. I saved the game, closed it down and did other things. On return, I started the game and loaded the save, and I found this, which is the same as what I got from the original Dyndolod run on Uldenwald 3.3. But I'd cleared the whole process and results from Dyndolod and the game. On reloading the save I found this - the weird stuff has gone: I confess I did not clear the Dyndolod Cache, but I'd read (I cannot recall where) that clearing the cache was no longer necessary. Anyhow, ideas and pointers to where I've gone wrong would be hugely appreciated. And if I can fix rather than re-run, that would be a bonus! Thank you!
sheson Posted December 11, 2023 Author Posted December 11, 2023 1 hour ago, Bluegunk said: Might someone be able to indicate where I have gone wrong, please? [Win 10, Skyrim AE 6.640, MO2]. I have Traverse the Uldenwald in my game. From the base of SSElodgen and Texgen, I originally ran Dyndolod with Uldenwald version 3.3 and the trees were a mess, and the Ulvenwald mod was the cause. My fault - I didn't notice the author's Dyndolod warning about 3.3. I thoroughly cleared the process and removed saves affected, and re-ran it with Ulvenwald 3.2.1. In game, all looked fine and Dyndolod successfully initialised. I saved the game, closed it down and did other things. On return, I started the game and loaded the save, and I found this, which is the same as what I got from the original Dyndolod run on Uldenwald 3.3. But I'd cleared the whole process and results from Dyndolod and the game. On reloading the save I found this - the weird stuff has gone: I confess I did not clear the Dyndolod Cache, but I'd read (I cannot recall where) that clearing the cache was no longer necessary. Anyhow, ideas and pointers to where I've gone wrong would be hugely appreciated. And if I can fix rather than re-run, that would be a bonus! Thank you! Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console. If the LOD patch was made for the current load order, there has be to a full model for the stuck LOD. If the LOD itself has a formID that points to a DynDOLOD plugin it is probably dynamic LOD. What you call base of SSELODGen means you used xLODGen to generate terrain LOD? What you call "mess" means there was only tree LOD billboards and no 3D tree LODs? Or is there anotehr reason that the author make such wrong isntrctions See https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells if you generated standard tree LOD or https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells if you generated ultra tree LOD. LOD only looks and works correctly for the load order it was generated for. If the load order changes afterwards, then LOD needs to be updated. Ignore long outdated and wrong third party instructions to delete the DynDOLOD cache. Stick to correct and up-to-date instructions at https://dyndolod.info There is no need to invent extra unnecessary steps. Tree/Object LOD meshes/textures do not affect or bake into saves or vice versa.
Bluegunk Posted December 11, 2023 Posted December 11, 2023 (edited) 20 minutes ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console. If the LOD patch was made for the current load order, there has be to a full model for the stuck LOD. If the LOD itself has a formID that points to a DynDOLOD plugin it is probably dynamic LOD. What you call base of SSELODGen means you used xLODGen to generate terrain LOD? What you call "mess" means there was only tree LOD billboards and no 3D tree LODs? See https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells if you generated standard tree LOD or https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells if you generated ultra tree LOD. LOD only looks and works correctly for the load order it was generated for. If the load order changes afterwards, then LOD needs to be updated. Ignore long outdated and wrong third party instructions to delete the DynDOLOD cache. Stick to correct and up-to-date instructions at https://dyndolod.info There is no need to invent extra unnecessary steps. Thank you for your quick reply. Logs and Debug are attached now. Apologies for forgetting them. What you call base of SSELODGen means you used xLODGen to generate terrain LOD? Yes to that What you call "mess" means there was only tree LOD billboards and no 3D tree LODs? Mess, as in the huge deformed rough tree models beside the normal ones (as in my first picture). As for the cache, I looked at the page you indicated, and it says nothing to answer my question. I take it that means I do not need to clear the Dyndolod cache in the Edit Scripts/ Dyndolod/ folder? Sorry to ask but I'm a little autistic and struggle with instructions. I viewed the game again. On first load up the large unfocussed leaves and tree models are there. If I reload the game save, they are all gone. It is this behaviour that puzzles me. PS the Debug file zipped is too big. Is there another route for you to see it? DynDOLOD_SSE_log.7z Edited December 11, 2023 by Bluegunk
sheson Posted December 11, 2023 Author Posted December 11, 2023 15 minutes ago, Bluegunk said: Thank you for your quick reply. Logs and Debug are attached now. Apologies for forgetting them. What you call base of SSELODGen means you used xLODGen to generate terrain LOD? Yes to that What you call "mess" means there was only tree LOD billboards and no 3D tree LODs? Mess, as in the huge deformed rough tree models beside the normal ones (as in my first picture). As for the cache, I looked at the page you indicated, and it says nothing to answer my question. I take it that means I do not need to clear the Dyndolod cache in the Edit Scripts/ Dyndolod/ folder? Sorry to ask but I'm a little autistic and struggle with instructions. I viewed the game again. On first load up the large unfocussed leaves and tree models are there. If I reload the game save, they are all gone. It is this behaviour that puzzles me. PS the Debug file zipped is too big. Is there another route for you to see it? DynDOLOD_SSE_log.7z 407.29 kB · 1 download Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to use a file service to upload large files. When I refer to https://dyndolod.info I mean all instructions and pages. In this case https://dyndolod.info/Generation-Instructions and https://dyndolod.info/Help/Ultra-Tree-LOD seems most relevant. There is no mention or instructions on the website (or in the DynDOLOD 2.x documentation) to delete the cache folder. The documentation only includes required or necessary steps. Always use the latest version. Pay attention to all log messages. https://dyndolod.info/Messages In this case these 2 might be relevant: https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32 https://dyndolod.info/Messages/Billboard-For-Model-Does-Not-Contain-Texture Generate all billboards with TexGen before running DynDOLOD and install the TexGen output as a mod so it overwrites everything else. Since you generated ultra tree LOD, see https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells
Bluegunk Posted December 12, 2023 Posted December 12, 2023 18 hours ago, sheson said: In this case these 2 might be relevant: Ah, thank you. I understand what I've done wrong now. I do try to read all the information, but I confess I struggle with it because I have poor concentration. Many thanks for your help, Sheson, I truly value it.
koushkinn Posted December 16, 2023 Posted December 16, 2023 Thanks to this amazing new mod : Skyrim VR ESL Support Skyrim VR support light plugin. I unmerged my mods and can run my Skyrim VR with a total 348 plugin now, but running dyndolod and textgen gaive me this error : Error: Too many full modules. Is it possible to force Dyndolod and Textgen to run without the plugin limit like the SE version ?
sheson Posted December 16, 2023 Author Posted December 16, 2023 36 minutes ago, koushkinn said: Thanks to this amazing new mod : Skyrim VR ESL Support Skyrim VR support light plugin. I unmerged my mods and can run my Skyrim VR with a total 348 plugin now, but running dyndolod and textgen gaive me this error : Error: Too many full modules. Is it possible to force Dyndolod and Textgen to run without the plugin limit like the SE version ? Moved to the DynDOLOD 3 Alpha thread. The next alpha version will support Skyrim VR ESL
MITSUYOMI Posted December 16, 2023 Posted December 16, 2023 Hello, Im trying to create a 3d lod resource file for Ulvenwald and I seem to be having desaturated or lighter textures for LODs. I have attached a picture of the specific tree (left - full model and right - 3d lod model).
sheson Posted December 16, 2023 Author Posted December 16, 2023 1 hour ago, MITSUYOMI said: Hello, Im trying to create a 3d lod resource file for Ulvenwald and I seem to be having desaturated or lighter textures for LODs. I have attached a picture of the specific tree (left - full model and right - 3d lod model). Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with affected LOD with more informative console.
MITSUYOMI Posted December 17, 2023 Posted December 17, 2023 13 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a full model with affected LOD with more informative console. Hello, this is the link for the logs and the screenshots i've packed them on a zip file. https://ufile.io/tss6zj9h.
sheson Posted December 17, 2023 Author Posted December 17, 2023 48 minutes ago, MITSUYOMI said: Hello, this is the link for the logs and the screenshots i've packed them on a zip file. https://ufile.io/tss6zj9h. LOD does not receive or cast shadows, so when comparing a full model to LOD, check the full tree without shadows. What version of Ulvenwald is being used? Upload meshes\dyndolod\lod\trees\treepineforestsnow04_9e655edcpassthru_lod.nif Also upload E:\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds
MITSUYOMI Posted December 17, 2023 Posted December 17, 2023 (edited) I am using the latest version, Ulvenwald 3.3. https://ufile.io/x78r3yj7 Here are the files. I tried decreasing the crown brightness during generation, but it did not seem to help. Edited December 17, 2023 by MITSUYOMI
sheson Posted December 17, 2023 Author Posted December 17, 2023 4 hours ago, MITSUYOMI said: Hello, this is the link for the logs and the screenshots i've packed them on a zip file. https://ufile.io/tss6zj9h. You probably want to face and smooth the normals and then update the tangent spaces (in NifSkope), so they are closer to the full model. Before that you might also need to flip some of the double sided faces to face up to the sky. In Blender/3DSMax. If it is still too bright then, darken the vertex colors directly in the LOD model from full white to a grey scale to control individual brightness per LOD model. You can use SNIFF for that, for example replace full white FFFFFFFF with F0F0F0FF 1
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