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Posted
7 hours ago, sheson said:

https://dyndolod.info/FAQ#Enire-LOD-missing
Increase terrain LOD, object LOD or tree LOD distances in the DynDOLOD SkyUI MCM Settings.
Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations.

Make sure to follow the LOD generation instructions of A Clear Map of Skyrim properly.

I've followed the ACMOS instructions to the letter - I've had that in my load order for quite a while and always adjust DynDOLOD_SSE.ini (by enabling Level32) and the mesh rules accordingly before my first run with a new DynDOLOD 3 update.

I can disable the changes to my load order and go back to the output from my last run (on Alpha 173) and everything shows up normally.

So I'm at a loss for what's going on here. What I can say is that I am 100% sure that I have made all necessary DynDOLOD_SSE.ini adjustments, mesh rule adjustments, etc for my load order, my terrain manager settings in SkyrimPrefs.ini have not changed in years and are showing up properly in the MCM, and the only things that have changed in my load order since previous successful DynDOLOD runs are a grass mod swap, one added mod, and a couple of updates to mods I was already using. I even went back to exactly the same load order that I had with my last successful run (complete with the old versions of the mods I updated) and got the same results as with my new load order on Alpha 182 - no static object LOD shows up in game at all. I took a cursory look through the logs and didn't see any obvious issues. Definitely a head-scratcher for me because I don't see any other users here reporting the same issue and I can't find the cause myself.

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Posted
22 minutes ago, ObiWanBulgogi00 said:

I've followed the ACMOS instructions to the letter - I've had that in my load order for quite a while and always adjust DynDOLOD_SSE.ini (by enabling Level32) and the mesh rules accordingly before my first run with a new DynDOLOD 3 update.

I can disable the changes to my load order and go back to the output from my last run (on Alpha 173) and everything shows up normally.

So I'm at a loss for what's going on here. What I can say is that I am 100% sure that I have made all necessary DynDOLOD_SSE.ini adjustments, mesh rule adjustments, etc for my load order, my terrain manager settings in SkyrimPrefs.ini have not changed in years and are showing up properly in the MCM, and the only things that have changed in my load order since previous successful DynDOLOD runs are a grass mod swap, one added mod, and a couple of updates to mods I was already using. I even went back to exactly the same load order that I had with my last successful run (complete with the old versions of the mods I updated) and got the same results as with my new load order on Alpha 182 - no static object LOD shows up in game at all. I took a cursory look through the logs and didn't see any obvious issues. Definitely a head-scratcher for me because I don't see any other users here reporting the same issue and I can't find the cause myself.

Doublecheck your merges and sysnthsis are up-to-date for the new load order.

D:\Game Mod Working Folders\Skyrim SE\LOD WORKING\DynDOLOD 3.00-68518-Alpha-182-1728598274\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt
D:\Game Mod Working Folders\Skyrim SE\LOD WORKING\DynDOLOD 3.00-68518-Alpha-182-1728598274\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
Upload Tamriel.4.0.0.bto, Tamriel.8.0.0.bto, Tamriel.16.0.0.bto and Tamriel.32.0.0.bto from the Meshes\Terrain\Tamriel\Objects\ folder.
Post an in-game screenshot showing the issue.
Post a screenshot of the DynDOLOD SkyUI MCM Settings page.
Post a screenshot of xEdit showing all of the Tamriel worldspace record 0000003C most right column in Occlusion.esp

Posted (edited)

I've followed STEP 2.3 to the letter twice. The first time it worked, but then my nvme died. This time, I have no cities visible in the world map. No Whiterun, no Solitude, not even Riverwood. The only structures on my world map are trees, the manor at Goldenglow Estate, the bridge to Windhelm, and High Hrothgar. Solstheim has a similar issue; I can only see Nchardak on the world map, and Blackreach has nearly nothing as well. I've ensured all the INIs have the required settings, but that's all about I'm knowledgeable in. I've reattempted LOD generation multiple times with the same result. Please help me fix this.

I zipped the logs up to my dropbox because I can't acces ufile for some reason.

Edited by Relzyrx
added one more map structure
Posted (edited)

how do i stop trees from appearing on the map? also may i ask why are my tree 3d lods not matched in saturation with the full model?

SkyrimSE 2024-10-30 23-37-18.png

 

10 hours ago, mostwanted11 said:

how do i stop trees from appearing on the map? also may i ask why are my tree 3d lods not matched in saturation with the full model?

 

my level 8 billboard4 lods are matched though

 

SkyrimSE_dPbn1T1ta3.jpg

Edited by mostwanted11
Posted
10 hours ago, Relzyrx said:

I've followed STEP 2.3 to the letter twice. The first time it worked, but then my nvme died. This time, I have no cities visible in the world map. No Whiterun, no Solitude, not even Riverwood. The only structures on my world map are trees, the manor at Goldenglow Estate, the bridge to Windhelm, and High Hrothgar. Solstheim has a similar issue; I can only see Nchardak on the world map, and Blackreach has nearly nothing as well. I've ensured all the INIs have the required settings, but that's all about I'm knowledgeable in. I've reattempted LOD generation multiple times with the same result. Please help me fix this.

I zipped the logs up to my dropbox because I can't acces ufile for some reason.

If you have a problem following a third party guide, then you should be ask the author, forum etc. of its author.

You set Level32=1 to generate object LOD level 32 files for the map.
Some mesh mask rules set Full or a LevelX for Level 32, while the last \ rule still sets None for Level32
Every full model for which a matching  LOD model exists that relies on the last \, will not have LOD on the map.

Posted
10 hours ago, mostwanted11 said:

how do i stop trees from appearing on the map? also may i ask why are my tree 3d lods not matched in saturation with the full model?

SkyrimSE 2024-10-30 23-37-18.png

my level 8 billboard4 lods are matched though

SkyrimSE_dPbn1T1ta3.jpg

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot with more informative console of a full model and its corresponding LOD close up.

See https://dyndolod.info/Mods/Maps-And-Map-Mods and https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map

See https://dyndolod.info/FAQ#Billboard-tree-LOD-does-not-match-close-up-full-model-trees, https://dyndolod.info/Help/Ultra-Tree-LOD#Billboard-Brightness and https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness

Posted

Sorry i forgot to mention i modified the pineatlas.dds needles to be a bit more "vibrant", any modification to it seems to ruin the 3d lod. So I had to generate dyndolod without the modified dds overnight. Would the logs from that output work or do I need to upload the logs with the modified dds? If that's indeed the case, can I just upload logs from a smaller worldspace with the same problem such as Sovngarde?

Posted
7 hours ago, sheson said:

If you have a problem following a third party guide, then you should be ask the author, forum etc. of its author.

You set Level32=1 to generate object LOD level 32 files for the map.
Some mesh mask rules set Full or a LevelX for Level 32, while the last \ rule still sets None for Level32
Every full model for which a matching  LOD model exists that relies on the last \, will not have LOD on the map.

That was actually only my most recent attempt. I had set the \ rule to level3 in the past, with the same result.

Posted
2 hours ago, mostwanted11 said:

Sorry i forgot to mention i modified the pineatlas.dds needles to be a bit more "vibrant", any modification to it seems to ruin the 3d lod. So I had to generate dyndolod without the modified dds overnight. Would the logs from that output work or do I need to upload the logs with the modified dds? If that's indeed the case, can I just upload logs from a smaller worldspace with the same problem such as Sovngarde?

If you have an issue with LOD assets generated by TexGen and/or the LOD patch generated by DynDOLOD, upload those logs and debug logs form those generations. A single worldspace should be sufficient to show the problem with a specific tree. Make screenshots of the full model with more informative console and of its corresponding LOD in the game. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum.

Posted
45 minutes ago, Relzyrx said:

That was actually only my most recent attempt. I had set the \ rule to level3 in the past, with the same result.

No logs and no screenshots were provided. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum.

Replies are based on the provided information or lack thereof.

No object LOD representation for something on the map means, either the reference is dynamic or no LOD assets exist for it or the matching rule defines None for the LOD level used by the map.

What asset is defined and used for which LOD Level for base record is reported in C:\Modding\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Posted
36 minutes ago, sheson said:

If you have an issue with LOD assets generated by TexGen and/or the LOD patch generated by DynDOLOD, upload those logs and debug logs form those generations. A single worldspace should be sufficient to show the problem with a specific tree. Make screenshots of the full model with more informative console and of its corresponding LOD in the game. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum.

https://imgur.com/a/bSuO85Q

https://ufile.io/jfo47578

Posted
17 minutes ago, mostwanted11 said:

You do not seem to use the latest Happy Little Trees 3D LOD - Quality 2.1.0 but an older version.
You may want to test with the latest version to check if anything is different before making any further tests or modifications.

You modified textures\landscape\trees\northern hemispheres\pineatlas.dds of HLT mod.
The 3D tree LOD uses meshes\dyndolod\lod\trees\treepineforest05_187f28fcpassthru_lod.nif, which should be the "quality" version of HLT 3D LOD.
Both the full model and the 3D tree LOD model use the same texture.
For object LOD the texture is copied onto the object LOD atlas. Any difference between the full model and LOD is probably due to different mipmapping of the textures.

https://dyndolod.info/Help/3D-Tree-LOD-Model
Note that by default mipmaps of textures that are added to the tree LOD or object LOD texture atlas are ignored and instead are generated from the largest resolution with an alpha-to-coverage algorithm so that small details do not fade into full transparency the further away they are. To use the mipmaps of the original texture defined by the LOD model, add the term UseMipMaps to the BSTriShape/NiTriShape name. This should preferably be done for all LOD models using this texture. Use an unique filename for such textures, so there are no problems with other mods modifying the same vanilla filenames.

You can also try the "noatlas" keyword so the LOD uses the exact same full texture as the full model. See https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names

If it just brightness of a handful of 3D LOD models, you could also darken/brighten their vertex colors a bit so they match for your setup better.

Posted (edited)
1 hour ago, sheson said:

You do not seem to use the latest Happy Little Trees 3D LOD - Quality 2.1.0 but an older version.
You may want to test with the latest version to check if anything is different before making any further tests or modifications.

You modified textures\landscape\trees\northern hemispheres\pineatlas.dds of HLT mod.
The 3D tree LOD uses meshes\dyndolod\lod\trees\treepineforest05_187f28fcpassthru_lod.nif, which should be the "quality" version of HLT 3D LOD.
Both the full model and the 3D tree LOD model use the same texture.
For object LOD the texture is copied onto the object LOD atlas. Any difference between the full model and LOD is probably due to different mipmapping of the textures.

https://dyndolod.info/Help/3D-Tree-LOD-Model
Note that by default mipmaps of textures that are added to the tree LOD or object LOD texture atlas are ignored and instead are generated from the largest resolution with an alpha-to-coverage algorithm so that small details do not fade into full transparency the further away they are. To use the mipmaps of the original texture defined by the LOD model, add the term UseMipMaps to the BSTriShape/NiTriShape name. This should preferably be done for all LOD models using this texture. Use an unique filename for such textures, so there are no problems with other mods modifying the same vanilla filenames.

You can also try the "noatlas" keyword so the LOD uses the exact same full texture as the full model. See https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names

If it just brightness of a handful of 3D LOD models, you could also darken/brighten their vertex colors a bit so they match for your setup better.

thanks for the insight, should i add those flags to the crown portion? i actually have no idea how to do any of that

 

EDIT: ok i figured it out and its matched now thanks a bunch, but do you know how to edit textures without compromising mipmaps in the future? when i generated mipmaps it still had the issue :/

Edited by mostwanted11
Posted
1 hour ago, mostwanted11 said:

thanks for the insight, should i add those flags to the crown portion? i actually have no idea how to do any of that

EDIT: ok i figured it out and its matched now thanks a bunch, but do you know how to edit textures without compromising mipmaps in the future? when i generated mipmaps it still had the issue :/

What you want to read/look into is "alpha to coverage" and to paint the transparent parts (especially edges to opaque pixels) with the same/matching color.

Posted

With Dyndolod Alpha 182, I always have C00000005 error when try to create lod for DLC2SolstheimWorld

Here is the log zip file 

I have both updated the .net framework and .net core 6 runtime and tried to hide/unhide LODGenx64Win

The window event shows an error like this

Faulting application name: LODGenx64.exe, version: 3.0.31.0, time stamp: 0xfe202107
Faulting module name: clr.dll, version: 4.8.9277.0, time stamp: 0x66d138c8
Exception code: 0xc0000005
Fault offset: 0x000000000009d7ff
Faulting process id: 0x0xB924
Faulting application start time: 0x0x1DB2C34993DBE94
Faulting application path: D:\Modding\DynDOLOD\Edit Scripts\LODGenx64.exe
Faulting module path: C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clr.dll
Report Id: 0f84d5e8-f60b-49ca-bcb2-a7893fa26a90
Faulting package full name: 
Faulting package-relative application ID: 

Logs.zip

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