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Posted

Hello.

I'm sorry to bother asking for help, but I have a problem that I have spent over 20 hours trying to solve, I tried everything, read everything, and nothing works : (.

I'm trying to make my lod perfectly match my grass, in fact it does most of the time except for around 12:00 in-game time, I use Cabbage ENB, and Veydosebrom Regions, which utilizes complex grass. Here on this gallery https://imgbox.com/g/JUVuyKsZ5E the first picture taken around 12:00 in-game time shows how the grass lod doesn't match, it is too dark, but on every other time as you can see in the other pictures it matches perfectly. I'm baking HD Grass on texgen using 0 direct light and 202 ambient light, on Dyndolod ini I set ComplexGrassBrightness to 0.500, I tinkered with ComplexGrassBacklightMask from 0 to 100 it didn't solve the problem. 

Any help is greatly appreciated, thank you.

 

 

Posted
10 minutes ago, kindperson said:

Hello.

I'm sorry to bother asking for help, but I have a problem that I have spent over 20 hours trying to solve, I tried everything, read everything, and nothing works : (.

I'm trying to make my lod perfectly match my grass, in fact it does most of the time except for around 12:00 in-game time, I use Cabbage ENB, and Veydosebrom Regions, which utilizes complex grass. Here on this gallery https://imgbox.com/g/JUVuyKsZ5E the first picture taken around 12:00 in-game time shows how the grass lod doesn't match, it is too dark, but on every other time as you can see in the other pictures it matches perfectly. I'm baking HD Grass on texgen using 0 direct light and 202 ambient light, on Dyndolod ini I set ComplexGrassBrightness to 0.500, I tinkered with ComplexGrassBacklightMask from 0 to 100 it didn't solve the problem. 

Any help is greatly appreciated, thank you.

 

 

First, as the OP states, any posts here require the relevant log files.

It's not clear from your images where LOD grass begins. Use tll in the console as a reference (and the very first image) in image sets like this. This toggles LOD off/on. If you are referring to the dark-ish grass in the mid distance of the first image, this appears to be full grass, IMO. The LOD grass matches further back. I would guess it to be a cloud shadow (or some other shadow effect). You can test it by toggling cloud shadows in ENB or by changing similar settings in the ENB GUI.

Posted
2 hours ago, kindperson said:

Hello.

I'm sorry to bother asking for help, but I have a problem that I have spent over 20 hours trying to solve, I tried everything, read everything, and nothing works : (.

I'm trying to make my lod perfectly match my grass, in fact it does most of the time except for around 12:00 in-game time, I use Cabbage ENB, and Veydosebrom Regions, which utilizes complex grass. Here on this gallery https://imgbox.com/g/JUVuyKsZ5E the first picture taken around 12:00 in-game time shows how the grass lod doesn't match, it is too dark, but on every other time as you can see in the other pictures it matches perfectly. I'm baking HD Grass on texgen using 0 direct light and 202 ambient light, on Dyndolod ini I set ComplexGrassBrightness to 0.500, I tinkered with ComplexGrassBacklightMask from 0 to 100 it didn't solve the problem. 

Any help is greatly appreciated, thank you.

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

https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), ...  Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

You might want to try different billboards for the LOD grass, see https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards

Posted
10 hours ago, whamy03 said:

Any idea what's causing the Assertion Failure?

The requirements to participate the DynDOLOD 3 Alpha test are not met.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt (if it exists) to upload when making posts.

Use search as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search

See https://dyndolod.info/Messages/Exceptions#Assertion-failure

Posted

Thank Zeus for this forum. I spent most of my morning trying to figure out why I couldn't get this to work. After hours figuring out that I just didn't know enough, followed by my adhd wouldn't let me pay attention to everything, followed by I am a linux noob, I finally got it to work and played all of 30 minutes before having to take on my big boy chores.
So thank you all for making this and putting this forum with all of the answers in it if you search for them.
I think I had more fun learning about Linux, wine, and how mods work, then I actually would have playing the game for the 100th time.

Posted

I'm getting pretty frequent CTDs when attempting to access the map in Skyrim SE. I've already disabled auto-saving, and that helped tremendously for a time, but now they're back, and crash logger is still pointing to DynDOLOD.esm. I ran a SSEEdit auto clean on it and that actually helped for a little while as well, but now it's back to every time I try and open the map. Here's the full crash report at pastebin. Any ideas? Anything else I can provide that would help?

Posted
10 hours ago, andr3w1sh said:

I'm getting pretty frequent CTDs when attempting to access the map in Skyrim SE. I've already disabled auto-saving, and that helped tremendously for a time, but now they're back, and crash logger is still pointing to DynDOLOD.esm. I ran a SSEEdit auto clean on it and that actually helped for a little while as well, but now it's back to every time I try and open the map. Here's the full crash report at pastebin. Any ideas? Anything else I can provide that would help?

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

DynDOLOD does not show in any of the stacks in the provided crash log from Crashlogger. It is only listed in the list of plugins and modules together with all the other plugins and modules. The crash might be related to the mentioned water shader, but that is hard to tell with the call stack being empty. No other crash logs were provided.

https://dyndolod.info/FAQ#ILS-or-CTD
Ignore nonsensical suggestions that autosaves need to be disabled because of papyrus scripts not completing or similar made up stories about plugins being "known to cause CTD" when fast traveling or changing locations because of scripting etc. This is not how anything works. If disabling autosaves would be required to prevent CTD, manual saves would have the same issue and it would actually be widely known, would have been reported, troubleshooted, analyzed, fixed, had known workarounds and/or be part of every modding guide since over a decade.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

Posted
11 hours ago, bjaurelio said:

I am having an issue in Whiterun where some of the LODs appear missing as if DynDOLOD 3 expects it to be obscured. I tried to insert the images from URL, but it wouldn't let me. Here's a link to the two images.

https://imgur.com/a/skyrim-dyndolod-3-issue-EnzLUBn

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

See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
You probably want to check Parent > child copies.

Posted
10 hours ago, PRieST said:

Just curious as I'm about to start a new generation, is it possible to name any ETA for the next release?

Probably within 0 to 4 weeks.

  • Thanks 1
Posted

I was able to isolate the problem, after using billboards with backlight then matching the backlight intensity perfectly so both sides look the same, and further testing each enb effect individually, I noticed the grass lod only darkens when the sun reaches the top position on it's arc around 12:00, so I stopped messing around with the lods and enb, I turned off EVLaS, that solved the problem instantly resulting in perfecly matching lod no matter the lighting condition on the scene, EVLaS on EVLaS off

Is there anyway to fix how EVLaS is interacting with the grass lod

Thank you

Posted
13 minutes ago, kindperson said:

I was able to isolate the problem, after using billboards with backlight then matching the backlight intensity perfectly so both sides look the same, and further testing each enb effect individually, I noticed the grass lod only darkens when the sun reaches the top position on it's arc around 12:00, so I stopped messing around with the lods and enb, I turned off EVLaS, that solved the problem instantly resulting in perfecly matching lod no matter the lighting condition on the scene, EVLaS on EVLaS off

Is there anyway to fix how EVLaS is interacting with the grass lod

Thank you

I'm not sure, but EVLaS provides shadows when sunlight (or sky lighting) is occluded by double-sided meshes. You can see this under some of the dirt cliffs in your first screenshot. The darker grass could be shadows caused by whatever sky/fog mesh you are using (shadows on the terrain but not the LOD grass).

Sheson may know if my hypothesis is inaccurate/impossible (I'd like know either way).

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