Jonado Posted March 11 Posted March 11 On 3/9/2024 at 5:42 PM, sheson said: Replace this file with the one attached ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_texture_replace.txt This should take care of the duplicate rotor automatically next time you generate LOD. Thanks! I don't plan to regenerate LOD in a while, but will tell you if it doesn't work when I have done so (but checking the contents of the file, I don't see why it wouldn't).
BuddyKidd Posted March 12 Posted March 12 (edited) What would keep the Large reference bugs workarounds and the Downgrade FarGrid references to NearGrid options from showing up? There is a blank space where they should be. I am using DynDOLOD 3.00-68518-Alpha-167. *Nevermind. It was because I didn't have DynDOLOD DLL NG and Script enabled. Edited March 12 by BuddyKidd
Blackread Posted March 14 Posted March 14 (edited) I haven't managed to complete the troubleshooting for the on load crashes yet, still working on it. But I wanted to ask for some clarification about how texture transparency works with LODs. The dyndolod website states the following: Quote LOD does not support alpha blending of textures. It can either be transparent or not and the threshold is typically 128. In case a full model texture uses alpha or a different threshold, consider creating a dedicated object LOD texture with the threshold in mind. If the full model texture uses alpha, will the parts of the texture below the threshold always be transparent, even if the LOD model in question doesn't have a NiAlphaProperty in the block that uses said texture? So if I don't want the texture to be transparent at all, is the only way to make a dedicated object LOD texture without alpha? Edited March 14 by Blackread
sheson Posted March 15 Author Posted March 15 10 hours ago, Blackread said: The dyndolod website states the following: If the full model texture uses alpha, will the parts of the texture below the threshold always be transparent, even if the LOD model in question doesn't have a NiAlphaProperty in the block that uses said texture? So if I don't want the texture to be transparent at all, is the only way to make a dedicated object LOD texture without alpha? Object LOD has hardcoded alpha testing with a threshold of 128. If you do not want something to have transparency, the alpha channel needs to be removed from the texture.
Blackread Posted March 15 Posted March 15 51 minutes ago, sheson said: Object LOD has hardcoded alpha testing with a threshold of 128. If you do not want something to have transparency, the alpha channel needs to be removed from the texture. Excellent, thank you.
skyrimfreak360 Posted March 17 Posted March 17 Hi Sheson, obviously I can't extract DynDOLOD to the following paths; Program Files, Program Files (x86), User, Documents, Desktop, Download. But I'm also unable to have DynDOLOD work by creating a new folder for the C Drive or putting it in my Games Drive... This is my first time trying to start up DynDOLOD so getting guidance from someone like you or any moderators here will be great.
sheson Posted March 17 Author Posted March 17 49 minutes ago, skyrimfreak360 said: Hi Sheson, obviously I can't extract DynDOLOD to the following paths; Program Files, Program Files (x86), User, Documents, Desktop, Download. But I'm also unable to have DynDOLOD work by creating a new folder for the C Drive or putting it in my Games Drive... This is my first time trying to start up DynDOLOD so getting guidance from someone like you or any moderators here will be great. Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen or DynDOLOD log and debug to upload when making posts. If there is a message, use the Copy message to clipboard and paste the message as explained in the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\.
xbk123 Posted March 17 Posted March 17 Just quick question. After lod generation I dont have lod for main building of goldenhills plantation. Windmill there is visible from distance but main house pop up only up close. Latest version of dyndolod and requirements, no overhauls of the area.
sheson Posted March 17 Author Posted March 17 2 hours ago, xbk123 said: Just quick question. After lod generation I dont have lod for main building of goldenhills plantation. Windmill there is visible from distance but main house pop up only up close. Latest version of dyndolod and requirements, no overhauls of the area. 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. https://dyndolod.info/FAQ#Something-does-not-have-LOD You did not ask a question. The answers are: The paid mod adds a new full model but does not contain a LOD model. The next version of the free DynDOLOD Resources SE will include a LOD model.
Jonado Posted March 18 Posted March 18 On 3/4/2024 at 2:59 AM, Jonado said: Here is a link to the logs (not sure why the debug log ended up so large): https://www.dropbox.com/scl/fi/ef90b9t3zloufid6620xn/Logs.7z?rlkey=nnt7uh9ohtanmkzlqktnsttdx&dl=0 I found some other LOD issues from the same generation. For some reason, I am getting a total mismatch for the LOD model for sbluepalacegate.nif during winter (but during the other seasons it looks fine). I am using a custom form swap for this object during winter, but the replacement is using the same mesh. I tried using mesh mask rules to get LOD for this building, perhaps I screwed something up? The generated object LOD mesh can be found here, please tell me if you need anything else: https://www.dropbox.com/scl/fi/yui7f3dhiqo5y62eylu30/Tamriel.4.-16.24.WIN.bto?rlkey=fohj4dpjul471rmn3e4i13afh&dl=0 Moreover, Mistveil Keep is not showing up on the map, and I have no idea what is causing it. It is getting level 4 and level 8 LOD, but not level 16 LOD. I am using Open Cities, but I don't know why that would matter. As far as I can tell, the generated DynDOLOD files are not touching the object, nor its worldspace references.
lordabraxas Posted March 18 Posted March 18 Getting this error when trying to run TextGen to create LOD. Have no clue how to resolve
z929669 Posted March 19 Posted March 19 2 hours ago, lordabraxas said: Getting this error when trying to run TextGen to create LOD. Have no clue how to resolve Do not post logs as text. Instead, upload the logs as instructed in the OP.
sheson Posted March 19 Author Posted March 19 12 hours ago, Jonado said: I found some other LOD issues from the same generation. For some reason, I am getting a total mismatch for the LOD model for sbluepalacegate.nif during winter (but during the other seasons it looks fine). I am using a custom form swap for this object during winter, but the replacement is using the same mesh. I tried using mesh mask rules to get LOD for this building, perhaps I screwed something up? The generated object LOD mesh can be found here, please tell me if you need anything else: https://www.dropbox.com/scl/fi/yui7f3dhiqo5y62eylu30/Tamriel.4.-16.24.WIN.bto?rlkey=fohj4dpjul471rmn3e4i13afh&dl=0 Moreover, Mistveil Keep is not showing up on the map, and I have no idea what is causing it. It is getting level 4 and level 8 LOD, but not level 16 LOD. I am using Open Cities, but I don't know why that would matter. As far as I can tell, the generated DynDOLOD files are not touching the object, nor its worldspace references. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Post a useful screenshot of the full model(s) with more informative console and of the LOD model(s) as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt https://dyndolod.info/Mods/Open-Exterior-Cities
davidwest1766 Posted March 19 Posted March 19 Hello, Getting black LOD on some trees in the forgotten vale. I'll let the pictures do the talking. Really at a loss as to what to do here. https://imgur.com/a/zsYj7Cz https://ufile.io/yoxoamv5
sheson Posted March 19 Author Posted March 19 16 hours ago, davidwest1766 said: Hello, Getting black LOD on some trees in the forgotten vale. I'll let the pictures do the talking. Really at a loss as to what to do here. https://imgur.com/a/zsYj7Cz https://ufile.io/yoxoamv5 The debug log in the archive has 0 file size. Check if textures\terrain\lodgen\seasonal landscapes - unfrozen.esp\winteraspen05sum_000fcf3b.dds and/or winteraspen05sum_000fcf3b_1.dds is black, too. If the textures were generated by TexGen, check if generating the billboards with this test version https://mega.nz/file/wNoSTCwC#kGPtekW-Nl5H6uPaASv2dMbiRGeinp5inSbQbxMXYmw fixes the black textures and report back.
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