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Posted
22 minutes ago, markuskarttunen said:

Apologies for the late answer. Linked here is a .7z containing the logs requested, a folder called "example mod" with the LOD model, the model it represents and a small plugin with the LOD references ready if you need to test in on your end. Also included three generated object .BTOs, 4, 8 and 16.x.x, where 8 and 16 work as expected but the 4.x.x shader is left as default.

Thank you for taking the time and if you need any more logs or assets to take a look at, please let me know!

Add "passthru" to the filename (for example mountainpeak02BRpassthru_lod_0.nif) so the shaders settings (as much as possible) for all shapes of a NIF are left intact or add "passthru" to the BSTriShape Name (for example MountainPeak02:1 PassThru) to target a specific shape only in a NIF. The "auto passthru" gets overruled for LOD Level 4 because of reasons. Since the LOD model has only one shape, either way is fine, but in case you decide to separate the glow like in the full model, then keep the filename and just add "passthru" to the appropriate BSTriShape. Do it for all LOD models equally.

See intro of https://dyndolod.info/Help/3D-Tree-LOD-Model and then "Shape Names" near the bottom.

Let me know in case this still does not work or causes unforseen issues.

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Posted
9 minutes ago, sheson said:

Add "passthru" to the filename so the shaders settings (as much as possible) for all shapes of a NIF are left intact or add "passthru" to the BSTriShape Name for to target specific shapes in a NIF. The "auto passthru" gets overruled for LOD Level 4 because of reasons. Since the LOD model has only one shape, either way is fine, but in case you decide to separate the glow like in the full model, then keep the filename and just add "passthru" to the appropriate BSTriShape. Do it for all LOD models equally.

See intro of https://dyndolod.info/Help/3D-Tree-LOD-Model and then "Shape Names" near the bottom.

Let me know in case this still does not work or causes unforseen issues.

That works perfectly, thank you so much!

Posted

hello sheson
There is a small problem with grass lod creation, so I am writing this to see if there is any way to solve it.

 

https://imgur.com/xCIuvV6

 

Here's a screenshot. 
Only at certain times (12:00 to 16:00 in the screenshot) does the grass become that dark.
I think it might be a problem with the nat weather or Cabbage ENB that I am using.
The problem is that the grass lod comes out perfectly except during this time.

To solve this problem, I keep modifying the direct and ambient values of texgen, but it doesn't work.
I keep trying to modify the ComplexGrassBacklightMask value in DynDOLOD_SSE.ini, but there is no answer, so I am leaving a question to see if there is a way to solve the problem.

Posted
4 hours ago, aazz said:

hello sheson
There is a small problem with grass lod creation, so I am writing this to see if there is any way to solve it.

 

https://imgur.com/xCIuvV6

 

Here's a screenshot. 
Only at certain times (12:00 to 16:00 in the screenshot) does the grass become that dark.
I think it might be a problem with the nat weather or Cabbage ENB that I am using.
The problem is that the grass lod comes out perfectly except during this time.

To solve this problem, I keep modifying the direct and ambient values of texgen, but it doesn't work.
I keep trying to modify the ComplexGrassBacklightMask value in DynDOLOD_SSE.ini, but there is no answer, so I am leaving a question to see if there is a way to solve the problem.

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

Changing a diffuse textures appearance is not really going to change how the engine/shaders light things at different times of day.

https://dyndolod.info/Help/Grass-LOD#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.

If the engine/shader can not affect (grass) LOD the same way it affects full LOD, then you might have to turn off or reduce effects that change full grass lighting to keep consistency with LOD.

https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards
You might want to experiment with the normal vector direction of whatever NIF is used for the grass LOD billboard. Compare the double sided 4 triangles ones used for "normal" full grass to the single sided ones used for complex grass with Nifkope. It might help bending the normal vector straight upwards so they receive more light when the duirect light/sun is above.

Posted
On 12/6/2024 at 1:00 AM, sheson said:

A clean save is made after loading the game in an interior without the DynDOLOD plugins in the load order as explained in https://dyndolod.info/Help/Clean-Save
You have not explained what the problem creating a clean save without DynDOLOD plugins in the load order is.

I did. For some reason, even though DynDOLOD is disabled (somehow), following the other instructions doesn't result in a clean save.

Posted
9 hours ago, NoCleverness said:

I did. For some reason, even though DynDOLOD is disabled (somehow), following the other instructions doesn't result in a clean save.

No logs or an actual problem description has been provided.

it is not clear what "DynDOLOD is disabled (somehow)" is means. Disabling/Removing the DynDOLOD output in the mod manager is typically a straight forward thing to do. The game will typically report that the plugins are missing and ask to load anyways.

It is no clear what "doesn't result in a clean save" means. In this context a clean save means it was made without any DynDOLOD plugins and scripts being loaded. The save will be extra clean from every old DynDOLOD data after removing unattached instances and undefined elements as explained in https://dyndolod.info/Help/Clean-Save.

Posted (edited)
3 hours ago, sheson said:

No logs or an actual problem description has been provided.

it is not clear what "DynDOLOD is disabled (somehow)" is means. Disabling/Removing the DynDOLOD output in the mod manager is typically a straight forward thing to do. The game will typically report that the plugins are missing and ask to load anyways.

It is no clear what "doesn't result in a clean save" means. In this context a clean save means it was made without any DynDOLOD plugins and scripts being loaded. The save will be extra clean from every old DynDOLOD data after removing unattached instances and undefined elements as explained in https://dyndolod.info/Help/Clean-Save.

Found out what was wrong. I mistook the window that asks if you want to enable missing plugins for the one that asks if you want to load with missing plugins. I was able to make a clean save, and I'll try to replicate the crash to see if it worked.

EDIT: Nope, still got an error that DynDOLOD can't load _NG_Worlds.txt

EDIT 2: Even after a complete purge of my Data folder and a DynDOLOD installation from scratch, it still can't load _NG_Worlds

Edited by NoCleverness
Posted
2 hours ago, NoCleverness said:

Found out what was wrong. I mistook the window that asks if you want to enable missing plugins for the one that asks if you want to load with missing plugins. I was able to make a clean save, and I'll try to replicate the crash to see if it worked.

EDIT: Nope, still got an error that DynDOLOD can't load _NG_Worlds.txt

EDIT 2: Even after a complete purge of my Data folder and a DynDOLOD installation from scratch, it still can't load _NG_Worlds

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

As explained before, the message can not load DynDOLOD_NG_Worlds.txt typically means that DynDOLOD DLL NG and Scripts was installed after generated the LOD patch. You can not use DynDOLOD output that was generated without DynDOLOD DLL NG and Scripts present at generation time and then just install DynDOLOD DLL NG and Scripts. Install all requirements and finalize the load order before generating LOD. Generate a LOD patch from scratch for the current load order. Do not change the load order after generating LOD or follow the instructions how to update properly.

Read and follow https://dyndolod.info/Installation-Instructions how top properly install DynDOLOD and its requirements and https://dyndolod.info/Generation-Instructions how to generate TexGen and DynDOLOD output.

Posted
2 hours ago, sheson said:

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

As explained before, the message can not load DynDOLOD_NG_Worlds.txt typically means that DynDOLOD DLL NG and Scripts was installed after generated the LOD patch. You can not use DynDOLOD output that was generated without DynDOLOD DLL NG and Scripts present at generation time and then just install DynDOLOD DLL NG and Scripts. Install all requirements and finalize the load order before generating LOD. Generate a LOD patch from scratch for the current load order. Do not change the load order after generating LOD or follow the instructions how to update properly.

Read and follow https://dyndolod.info/Installation-Instructions how top properly install DynDOLOD and its requirements and https://dyndolod.info/Generation-Instructions how to generate TexGen and DynDOLOD output.

Followed the instructions to the letter, and it's still giving errors. Immediately after saying that it initialized correctly, it says "cannot find  in DynDOLOD_Worlds" and "cannot find master data in DynDOLOD_." Here are the logs from the latest attempt.

Posted
2 hours ago, NoCleverness said:

Followed the instructions to the letter, and it's still giving errors. Immediately after saying that it initialized correctly, it says "cannot find  in DynDOLOD_Worlds" and "cannot find master data in DynDOLOD_." Here are the logs from the latest attempt.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to also enable and upload the papyrus and the DynDOLOD.log from the DynDOLOD.DLL.

It is unclear if you are starting a new game or loading an existing save. Test with a new game, like coc riverwood from main menu console.

The uploaded DynDOLOD logs show that DynDOLOD output was generated with DynDOLOD DLL NG and Scripts installed.
However, the message most likely means there are old DynDOLOD plugins are active in the load order that were generated without DynDOLOD DLL NG and Scripts being active. This message can not really show when starting a new game with the plugins from the generation shown in the log. Make sure there are no old DynDOLOD plugins in the load order, also not renamed ones and that the output from the log is overwriting everything.

I suggest to follow a modding guide to learn how to mod properly with a mod manager like MO2.

Posted
1 hour ago, TwistedModding said:

Is there a chance that you will update the BOS support to allow for scale changes with the LOD as well?  https://www.nexusmods.com/skyrimspecialedition/mods/134727?tab=description this mod now exists which makes forests feel much more real; however, the scale changes with BOS get ignored by DynDOLOD

https://dyndolod.info/Mods/Base-Object-Swapper#Chance
Any randomized swaps defined with Chance are ignored by default. Any LOD will be generated for the original reference or base record.
Set SwapsChance=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini in case all these references or base records should be ignored for LOD.

https://dyndolod.info/How-LOD-Works
These LOD types are basically discrete combined super meshes that each cover a large number of cells that are loaded at fixed positions. These super meshes are a fixed snapshot of the load order at LOD generation time.

It is technically not possible to generate matching LOD meshes for things that are changing once the game loads. Simplified, the size of everything is hardcoded into the LOD meshes.

Posted
3 hours ago, sheson said:

However, the message most likely means there are old DynDOLOD plugins are active in the load order that were generated without DynDOLOD DLL NG and Scripts being active. This message can not really show when starting a new game with the plugins from the generation shown in the log. Make sure there are no old DynDOLOD plugins in the load order, also not renamed ones and that the output from the log is overwriting everything.

I deleted my entire Data folder and started from scratch. There is no possible way that there was an old, pre-NG plugin active. I probably will start a new game and test Riverwood, just to be sure.

Posted
7 hours ago, NoCleverness said:

I deleted my entire Data folder and started from scratch. There is no possible way that there was an old, pre-NG plugin active. I probably will start a new game and test Riverwood, just to be sure.

Requested logs were not uploaded. It is still unclear if a new game was started or a save was loaded.

The plugins generated with DynDOLOD DLL NG and Scripts active do not use any papyrus scripts that print messages like "DynDOLOD can not find * in DynDOLOD_Worlds" and "DynDOLOD can not find master data in". Only plugins that were generated without DynDOLOD DLL NG and Scripts in the load order use a papyrus script that prints those messages. If there was no old plugin in the data folder, then maybe another tool made copies of records from an old DynDOLOD plugin. Do not create patches after generating LOD, make them beforehand as explained in the generation instructions.

Since you gave up troubleshooting and deleted the data folder, I suggest to follow a modding guide that explains how to properly setup the game and how to use a mod manager like MO2.

Posted (edited)
7 hours ago, sheson said:

Requested logs were not uploaded. It is still unclear if a new game was started or a save was loaded.

The plugins generated with DynDOLOD DLL NG and Scripts active do not use any papyrus scripts that print messages like "DynDOLOD can not find * in DynDOLOD_Worlds" and "DynDOLOD can not find master data in". Only plugins that were generated without DynDOLOD DLL NG and Scripts in the load order use a papyrus script that prints those messages. If there was no old plugin in the data folder, then maybe another tool made copies of records from an old DynDOLOD plugin. Do not create patches after generating LOD, make them beforehand as explained in the generation instructions.

Since you gave up troubleshooting and deleted the data folder, I suggest to follow a modding guide that explains how to properly setup the game and how to use a mod manager like MO2.

I did upload the logs. They're in a ufile link above. If you mean the papyrus log, here are a few.

Papyrus.0.log Papyrus.1.log

Edited by NoCleverness

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