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Posted

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. 

Onloadingsave.thumb.jpg.8bbc2d957eed887cc4b1431d34156ca8.jpg

On reloading the save I found this - the weird stuff has gone:

Onreloadingsave.thumb.jpg.3c3dacb531ab969782104adaca2609e7.jpg

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!

Posted
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. 

Onloadingsave.thumb.jpg.8bbc2d957eed887cc4b1431d34156ca8.jpg

On reloading the save I found this - the weird stuff has gone:

Onreloadingsave.thumb.jpg.3c3dacb531ab969782104adaca2609e7.jpg

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.

Posted (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 by Bluegunk
Posted
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

Posted
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.

Posted

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 ?

Posted
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

Posted

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). image.thumb.png.62e1105ca7c6f303bb47292e57eccb94.png

Posted
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). image.thumb.png.62e1105ca7c6f303bb47292e57eccb94.png

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.

Posted
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.

Posted
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

Posted
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

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