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Posted
1 minute ago, Farsveinn said:

Thanks. i will have a look at it in the combing couple days.

To verify, if you disable static object LOD so that only the animated dynamic LOD waterfalls remains, they do not flicker?

Posted
On 2/6/2024 at 12:44 PM, 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 with more informative console.
The cover should be dynamic LOD and thus be a clickable reference.

Double check if the LOD comes back after visiting the full cell.

It was my mistake.  I think it was caused by running the generation two times for Open Cities Skyrim, not knowing that it is not needed anymore with newer DynDOLOD versions.  I discovered other issues as well before I found the new instructions page for OCS.  Everything seems to work as flawless as it ever has.  Thank you sheson for everything that you do for our favorite games.

Posted (edited)
On 2/6/2024 at 12:44 PM, 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 with more informative console.
The cover should be dynamic LOD and thus be a clickable reference.

Double check if the LOD comes back after visiting the full cell.

I need to correct myself again.  The issue seems to persist even after starting a completely new game with a newly (and I hope correctly) generated DynDOLOD.
Logs
screenshot
location screenshot

Edit: Seems to not be isolated to just this Dragon Mount, the one at Kynesgrove also shows unopened in the DynDOLOD, but opened when the cell loads.  Tried re-visiting those locations to reload the cells and there is no change.

Edited by ikonomov
Posted
3 hours ago, ikonomov said:

I need to correct myself again.  The issue seems to persist even after starting a completely new game with a newly (and I hope correctly) generated DynDOLOD.
Logs
screenshot
location screenshot

Edit: Seems to not be isolated to just this Dragon Mount, the one at Kynesgrove also shows unopened in the DynDOLOD, but opened when the cell loads.  Tried re-visiting those locations to reload the cells and there is no change.

Can you click the dirt cover with console open and get its reference form id? If so make a screenshot.

Or does it go away when disabling all LOD with tll in console?

Posted

Video

In addition to my post, maybe this will help. It looks like those side waterfalls are just not switching to the dyndilod correctly. The center waterfall is visible from any distance, and the others are just off by a long distance. :)

 

 

Posted
4 hours ago, Farsveinn said:

Video

In addition to my post, maybe this will help. It looks like those side waterfalls are just not switching to the dyndilod correctly. The center waterfall is visible from any distance, and the others are just off by a long distance. :)

As we already determined the problem is with the static object LOD waterfall model. They are not using the right model or need an updated one. I will have time to look at them  and create/update the model tomorrow/weekend. The dynamic LOD and static object LOD of certain waterfalls overleaping for a bit is "normal" for technical reasons.

Posted
3 hours ago, godescalcus said:

When trying to run DynDOLOD, I now have a blocking error with an activator for a Legacy of The Dragonborn display, xEdit doesn't detect anything wrong. Could this issue originate elsewhere than the record itself?

image.thumb.png.167283d37b70a081a7efb8760196ee46.png

Logs: https://mega.nz/file/N94TBIRC#DJVcavPsCgkrlcfKmst6uxmgV9rycNFaIZVunRkci2I

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text how to use the Copy message to clipboard link and to paste the text instead of making screenshots.

No bugreport.txt was created, correct?

What mod is Weapons Armours LOTD Merge.esp from or can you upload it?
It is possible this is a bug.

Posted
2 hours ago, leostevano said:

Sheson, I have a really weird situation. Somehow texgen and dyndolod doesnt generate TreeAspen04 for me, so no LOD for that tree. But no error were thrown during or after generation.

Log : https://ufile.io/9amwiuzg

Screenshot
https://pasteboard.co/7PODWRaNITwW.png

https://pasteboard.co/Okm4Qt2FoVMx.png

https://pasteboard.co/kpimglVB5TSQ.png

https://stepmodifications.org/forum/topic/12589-skyrim-se-missing-trees/#comment-208340

https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-167/page/111/#comment-249837

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
The volume of the model is the result of v( (X2 - X1)2 + (Y2 - Y1)2 + (Z2 - Z1)2 ) and needs to be greater or equal to the Min[Tree|Grass]ModelVolume setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini.

TexGen INI defines MinTreeModelVolume=512

From the TexGen debug log:
<Debug: Ignoring Meshes\landscape\trees\treeaspen04.nif bounds volume 487.956970214844, height 303 Skyrim.esm TreeAspen04 [TREE:0005FADA]>

487 is less than 512, so it is ignored.

Posted
1 minute ago, sheson said:

https://stepmodifications.org/forum/topic/12589-skyrim-se-missing-trees/#comment-208340

https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-167/page/111/#comment-249837

From the TexGen debug log:
<Debug: Ignoring Meshes\landscape\trees\treeaspen04.nif bounds volume 487.956970214844, height 303 Skyrim.esm TreeAspen04 [TREE:0005FADA]>

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
The volume of the model is the result of v( (X2 - X1)2 + (Y2 - Y1)2 + (Z2 - Z1)2 ) and needs to be greater or equal to the Min[Tree|Grass]ModelVolume setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini.

TexGen INI defines MinTreeModelVolume=512

 

okay, so I just need to lower it in the INI then?

One more thing, when I check the content of dyndolod resources, no nifs/textures for TreeAspen04, is that intended?

Posted
10 minutes ago, leostevano said:

okay, so I just need to lower it in the INI then?

One more thing, when I check the content of dyndolod resources, no nifs/textures for TreeAspen04, is that intended?

Clicking the links I posted and actually reading the posts/explanations that open already answer these questions.

It is normal that no one created a billboard for TreeAspen04. That is usually because there is no vanilla tree LOD for that particular tree either, it is too small.

The TreeAspen04 full model is a small branch/bush and not really a tree. Like all the other bushes and shrubs it is simply to insignificant (its volume too small) to have tree LOD billboards generated by default.

The vanilla game and DynDOLOD deliberately do not provide LOD assets for small bushes and other small objects. Optional grass LOD is the exception.

The chapter https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards also explains how to force billboard generation for a specific tree base record without changing the volume/height filters.

Posted
2 minutes ago, sheson said:

Clicking the links I posted and actually reading the posts/explanations that open already answer these questions.

It is normal that no one created a billboard for TreeAspen04. That is usually because there is no vanilla tree LOD for that particular tree either, it is too small.

The TreeAspen04 full model is a small branch/bush and not really a tree. Like all the other bushes and shrubs it is simply to insignificant (its volume too small) to have tree LOD billboards generated by default.

The vanilla game and DynDOLOD do not provide LOD assets for small bushes and brushes.

The chapter https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards also explains how to force billboard generation for a specific tree base record without changing the volume/height filters.

Alright, thanks for the help Sheson.

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