ni1by2 Posted May 6 Posted May 6 Hi Sheson - I messaged over the weekend, I was the guy who had DynDOLOD running for 17 hours and output at 424 GB. I said I would come back and tell you how it went - in the end, I couldnt get it to run as 7Zip was taking an hour just to zip the damn thing. I re-ran everything from scratch, using more sensible settings for Grass LOD, and now my uncompressed DynDOLOD output folder is only 296GB The game runs buttery smooth, and the grass LOD looks great. However, I have one issue - the Map just shows Terrain, there are no objects - see this example. That would be Whiterun, which should be next to the river, but clearly it isnt there. The game is fine otherwise. I know I should upload the log and the debug log - thing is, I did another run of Execute Lodgon on a worldspace, so the log for the main run is overwritten. Any ideas, or should I just redo from scratch? Attaching the log.txt anyways in case it is any help. DynDOLOD_SSE_log.txt
alyklli Posted May 6 Posted May 6 When I try running textgen through mo2, I keep getting a [00:00] Background Loader: [Fallout4 - Textures1.ba2] Loading Resources. [00:00] Background Loader: Fatal: <Exception: Unknown archive version 0x00000007> [00:07] Background Loader: finished Please help! I've been stuck on this since saturday!
DoubleYou Posted May 6 Posted May 6 1 hour ago, alyklli said: When I try running textgen through mo2, I keep getting a [00:00] Background Loader: [Fallout4 - Textures1.ba2] Loading Resources. [00:00] Background Loader: Fatal: <Exception: Unknown archive version 0x00000007> [00:07] Background Loader: finished Please help! I've been stuck on this since saturday! The Next Gen update changed the archive version. TexGen hasn't been update to support it yet. Until then, you can use the BA2 Archive Version Patcher to downgrade the version of the archives.
z929669 Posted May 7 Posted May 7 6 hours ago, ni1by2 said: Hi Sheson - I messaged over the weekend, I was the guy who had DynDOLOD running for 17 hours and output at 424 GB. I said I would come back and tell you how it went - in the end, I couldnt get it to run as 7Zip was taking an hour just to zip the damn thing. I re-ran everything from scratch, using more sensible settings for Grass LOD, and now my uncompressed DynDOLOD output folder is only 296GB The game runs buttery smooth, and the grass LOD looks great. However, I have one issue - the Map just shows Terrain, there are no objects - see this example. That would be Whiterun, which should be next to the river, but clearly it isnt there. The game is fine otherwise. I know I should upload the log and the debug log - thing is, I did another run of Execute Lodgon on a worldspace, so the log for the main run is overwritten. Any ideas, or should I just redo from scratch? Attaching the log.txt anyways in case it is any help. DynDOLOD_SSE_log.txt 203.24 kB · 1 download Assuming you have installed ACMoS and chose the DynDOLOD LOD32 option in the FOMOD installer, you would also need to set Level32=1 in DynDOLOD_SSE.ini. Generate LOD. IMPORTANT - In the DynDOLOD GUI, you must click one of the [High] / [Medium] / [Low] buttons to bring in mesh rules for A Clear Map of Skyrim and any other mod with custom mesh rule presets. Make sure you set the '/' rule to use Level0 at LOD32. To get proper terrain with this mod, read the mod's description on nexus to use the Road Generator for terrain LOD.
sheson Posted May 7 Author Posted May 7 8 hours ago, ni1by2 said: Hi Sheson - I messaged over the weekend, I was the guy who had DynDOLOD running for 17 hours and output at 424 GB. I said I would come back and tell you how it went - in the end, I couldnt get it to run as 7Zip was taking an hour just to zip the damn thing. I re-ran everything from scratch, using more sensible settings for Grass LOD, and now my uncompressed DynDOLOD output folder is only 296GB The game runs buttery smooth, and the grass LOD looks great. However, I have one issue - the Map just shows Terrain, there are no objects - see this example. That would be Whiterun, which should be next to the river, but clearly it isnt there. The game is fine otherwise. I know I should upload the log and the debug log - thing is, I did another run of Execute Lodgon on a worldspace, so the log for the main run is overwritten. Any ideas, or should I just redo from scratch? Attaching the log.txt anyways in case it is any help. DynDOLOD_SSE_log.txt 203.24 kB · 2 downloads Read the first posts and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. The log you uploaded just shows DynDOLOD being started and closed though. Make screenshots in broad daylight as explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots This looks like you have installed A Clear Map of Skyrim and Other Worlds with the option to use object LOD Level 32 for map without generating it according to its instructions. For now I suggest to simply set uLockedObjectMapLOD=16 in its A Clear Map of Skyrim.ini for a test or quick fix. In case of such large output, do not use the automatic zip option, Just save and exit and copy or move files to the mod folder. 1
PRieST Posted May 7 Posted May 7 (edited) I have a question regarding the DynDOLOD resources. Specific it is for this mesh: "\meshes\lod\windhelm\whouterwallstatue01_lod_0.nif" I am using some different texture replacer (Noble Skyrim HD) for windhelm and one of them is coloring the statues more brownish. Full Model of WHOuterWall01.nif: https://ibb.co/vPw9v6t LOD Model WHOuterWallc01_lod.nif: https://ibb.co/xsscLy0 LOD Model WHOuterWallStatue01_lod.nif: https://ibb.co/9bLJCDs How exactly could I change (with nifskope or a mesh rule) that the statue lod is using the proper lod texture (maybe not from the atlas, because it's not matching - well way too white)? Or does it even get used? How could I find that out? Because if I am looking at the created .bto files, there is no statue alone. Edited May 7 by PRieST
Farsveinn Posted May 7 Posted May 7 Hi, just wanted to let you know that I also have a similar problem with full 3d when installing the Water Effects Brightness and Reflection Fix. But this problem is not present in 99% of users. I tested this on vanilla skyrim without mods and with the default ini file and it's pretty funny. It got me so frustrated that I started digging into the mods and comparing their changes. The problem was in the SLSF2_No_Fade flag, so I can also fix my waterfall lodes problem. But I'm just curious, what the heck is that flag? I couldn't find a description on google.
sheson Posted May 7 Author Posted May 7 2 hours ago, Farsveinn said: Hi, just wanted to let you know that I also have a similar problem with full 3d when installing the Water Effects Brightness and Reflection Fix. But this problem is not present in 99% of users. I tested this on vanilla skyrim without mods and with the default ini file and it's pretty funny. It got me so frustrated that I started digging into the mods and comparing their changes. The problem was in the SLSF2_No_Fade flag, so I can also fix my waterfall lodes problem. But I'm just curious, what the heck is that flag? I couldn't find a description on google. Not sure what "full 3D" is supposed to mean. If you change waterfalls full models, then different LOD models are being used. Full model waterfalls sometimes use "decals" for the foam, so it always renders in front of the waterfall body mesh. If the no fade flag is set, it means the decals never fade (disappear the further away you are). It means, the decal will always render an be drawn in front of everything in the area, including terrain, mountains rocks etc. that enclose the waterfall. 1
Farsveinn Posted May 7 Posted May 7 I was referring to models like fxwaterfallbodytall02.nif, Water Effects Brightness and Reflection Fix and patch for Realistic Water Two use a SLSF2_No_Fade flag for them. There are 2 identical waterfall models in the screenshot, but the top one is flickering. The original Realistic Water Two doesn't have this flag and the waterfalls are fine. So yes, I'll just remove it from this model and it will fix this bug (but it's strange that it only occurs to me and some other people). I know this was an off-topic question, I just don't know any more people knowledgeable on this subject. So I wanted to clarify, can I try to experiment and remove this flag from the fxwaterfallbodytall02_1AF8A0C0_dyndolod_lod.nif model, since after your recommendation I got the opposite effect and now the static waterfall is ok but dynamic LOD flickering? if it helped me with that problem, it will help me with this one, since the visual bug is the same. Thank you for your reply. Cheers.
sheson Posted May 7 Author Posted May 7 33 minutes ago, Farsveinn said: I was referring to models like fxwaterfallbodytall02.nif, Water Effects Brightness and Reflection Fix and patch for Realistic Water Two use a SLSF2_No_Fade flag for them. There are 2 identical waterfall models in the screenshot, but the top one is flickering. The original Realistic Water Two doesn't have this flag and the waterfalls are fine. So yes, I'll just remove it from this model and it will fix this bug (but it's strange that it only occurs to me and some other people). I know this was an off-topic question, I just don't know any more people knowledgeable on this subject. So I wanted to clarify, can I try to experiment and remove this flag from the fxwaterfallbodytall02_1AF8A0C0_dyndolod_lod.nif model, since after your recommendation I got the opposite effect and now the static waterfall is ok but dynamic LOD flickering? if it helped me with that problem, it will help me with this one, since the visual bug is the same. Thank you for your reply. Cheers. You can set or unset the No_Fade flag as you see fit. Post a before/after screenshot. Does the coloring/brightness still match at further distances? whouterwallstatue01_lod_0.nif
sheson Posted May 7 Author Posted May 7 10 hours ago, PRieST said: I have a question regarding the DynDOLOD resources. Specific it is for this mesh: "\meshes\lod\windhelm\whouterwallstatue01_lod_0.nif" I am using some different texture replacer (Noble Skyrim HD) for windhelm and one of them is coloring the statues more brownish. Full Model of WHOuterWall01.nif: https://ibb.co/vPw9v6t LOD Model WHOuterWallc01_lod.nif: https://ibb.co/xsscLy0 LOD Model WHOuterWallStatue01_lod.nif: https://ibb.co/9bLJCDs How exactly could I change (with nifskope or a mesh rule) that the statue lod is using the proper lod texture (maybe not from the atlas, because it's not matching - well way too white)? Or does it even get used? How could I find that out? Because if I am looking at the created .bto files, there is no statue alone. Mesh rules do not affect which textures are used. The LOD models is just badly/archaic set up the way it references just some more or less random wall texture from the rendered object LOD texture. Use this whouterwallstatue01_lod_0.nif instead, which will be included in the next DynDOLOD Resources version. It uses the full texture and thus should work with texture replacer and texture sets without having to do anything.
PRieST Posted May 7 Posted May 7 1 hour ago, sheson said: Mesh rules do not affect which textures are used. The LOD models is just badly/archaic set up the way it references just some more or less random wall texture from the rendered object LOD texture. Use this whouterwallstatue01_lod_0.nif instead, which will be included in the next DynDOLOD Resources version. It uses the full texture and thus should work with texture replacer and texture sets without having to do anything. Thank you (for the explanation), will use that nif until next release.
Helsin277 Posted May 7 Posted May 7 Hey guys, I'm having a little problem with my vanilla 3D pine tree lods, it all have a darker top for some reason. Some help would be much appreciated. problem: https://imgur.com/a/MsAnyKS
z929669 Posted May 8 Posted May 8 1 hour ago, Helsin277 said: Hey guys, I'm having a little problem with my vanilla 3D pine tree lods, it all have a darker top for some reason. Some help would be much appreciated. problem: https://imgur.com/a/MsAnyKS This happens with some mods, including EVT, and it's related to normal faces of the branch meshes. Certain textures enhance the issue, so as a first measure, I would try textures from a variety of sources to see what works best, and determine what it is about those textures that may contribute to the problem. Then, if I really wanted to use textures that are problematic, I can try to reformat them to work. As a second and far more complex measure to fix the issue, alter the dark branch meshes.
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