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Posted (edited)
  On 6/12/2021 at 4:12 PM, sheson said:

FAQ: DynDOLOD: Not seeing all worlds in the selection box
A: Some worlds added by plugins are filtered out by default, because generating LOD for them might not be useful or requires special attention. Remove the worldspace name from the filter file ..DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_[GAMEMODE]_worldspace_ignore.txt. Search for the mod, plugin or the worldspace name on https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ for more information

From first post of Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.96, added about 4 years ago:
Bruma, see this post and this thread
If you want to generate (tree) LOD for the new worldspace, you will need to edit ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE]_worldspace_ignore.txt and remove/change the line "BSHeartland (Tamriel) - bsheartland.esm". Just adding an X in front would be enough for it to show in the world selection drop down again.

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Thank you!  RTFM, as usual............ 

Edited by Zanderat
Posted

Hi sheson,

I would like to ask how we can combine 2 different tree mods (not touching the same trees) when one has 3D hybrid LOD and the other not?

I am talking in particular about combining the mods A Little Tree Mod WIP and Aspens Ablaze with Aspens Ablaze Add-On - DynDOLOD 3.

Both have different TexGen and DynDOLOD (tree mesh rule) settings suggested by their authors.

How do we get around combining these rules? For DynDOLOD generation do we keep the tree mesh rules as suggested by T4 (since it touches a lot more tree models) and we add separate rules for each aspen tree touched by z following his general tree mesh rule suggestion but for each aspen tree individually or there is a way to group rules i.e. per-mod-basis?

What happens to TexGen generation as also there both authors seems to suggest different settings?

 

Thanks for your time and reply! :)

Posted
  On 6/14/2021 at 2:09 PM, Astakos said:

Hi sheson,

I would like to ask how we can combine 2 different tree mods (not touching the same trees) when one has 3D hybrid LOD and the other not?

I am talking in particular about combining the mods A Little Tree Mod WIP and Aspens Ablaze with Aspens Ablaze Add-On - DynDOLOD 3.

Both have different TexGen and DynDOLOD (tree mesh rule) settings suggested by their authors.

How do we get around combining these rules? For DynDOLOD generation do we keep the tree mesh rules as suggested by T4 (since it touches a lot more tree models) and we add separate rules for each aspen tree touched by z following his general tree mesh rule suggestion but for each aspen tree individually or there is a way to group rules i.e. per-mod-basis?

What happens to TexGen generation as also there both authors seems to suggest different settings?

 

Thanks for your time and reply! :)

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I responded on Nexus (sheson may have additional advice)

Posted
  On 6/14/2021 at 2:09 PM, Astakos said:

Hi sheson,

I would like to ask how we can combine 2 different tree mods (not touching the same trees) when one has 3D hybrid LOD and the other not?

I am talking in particular about combining the mods A Little Tree Mod WIP and Aspens Ablaze with Aspens Ablaze Add-On - DynDOLOD 3.

Both have different TexGen and DynDOLOD (tree mesh rule) settings suggested by their authors.

How do we get around combining these rules? For DynDOLOD generation do we keep the tree mesh rules as suggested by T4 (since it touches a lot more tree models) and we add separate rules for each aspen tree touched by z following his general tree mesh rule suggestion but for each aspen tree individually or there is a way to group rules i.e. per-mod-basis?

What happens to TexGen generation as also there both authors seems to suggest different settings?

 

Thanks for your time and reply! :)

Expand  

This is the DynDOLOD 3 alpha thread for experienced users to test things and to report problems.
This version of DynDOLOD is not feature complete. It also has bugs that will be fixed in the  next version as they are discovered and reported.

If you have a specific question about a setting, hover above it for the hint and open the contextual "Help" to read more about the options and settings.
Feel free to ask specific questions in this thread/forum in case more information is required or something is unclear.

Generally I do not provide modding guidelines for different mods or entire load orders beyond what is written in the manual. It is up to the user to test and find the best settings for their load orders and preferences.

In the future there most likely will be comprehensive modding guides from tirelessly working people that contain settings and which assets from which mods to use for whatever results the author wants to achieve / personal preference. It is typically best to ignore 3rd party posts that just show/tell users specific settings without explaining why they need changing and instead make informed decisions.

For example, brightness settings are obviously specific for a load order depending on mods, ENB, weather etc. and personal preference.

Note that features and settings can change between alpha versions. So 3rd party stuff might become outdated very quickly.

As is explained in ..\DynDOLOD3\docs\trees.ultra\DynDOLOD-Trees.html, the ultra tree LOD generation uses 3D tree LOD models and billboards depending on their availability and the settings of the mesh rules.

"By default DynDOLOD.exe falls back to use tree LOD billboards for all trees it doesn't find a 3D static object LOD in Meshes\DynDOLOD\lod\trees\*passthru_lod.nif for."

Posted

@sheson

Strange situation here. I suspect user error of some kind, but just in case, I want to confirm that it is NOT possible for TexGen output to place rendered trunk billboards into:

..\Textures\DynDOLOD\render\billboards\dyndolod\lod\trees\

Rather than

..\textures\dyndolod\lod\trees\

If possible, I need to convey how to prevent.

Thanks

 

EDIT: ... it just occurred to me that I am running some of your dev EXEs, including one for TexGenx64.exe ... This may be why. I recall you may have corrected this for me but unsure if it is in the latest DynDOLOD alpha package in the OP

 

CRC (my version): 1B08A497

CRC in OP Mega download: 25439778

I just included the trunk billboards to the 3D trees file in a small update, so should be good until next version is ready.

Posted

Attempting this, just need to know order:

  1. DynDOLOD Resources
  2. EVT (with custom tree barks and foilage)
  3. TexGen Output
  4. Grass Cache
  5. DynDOLOD Output

Is this right?

Posted
  On 6/14/2021 at 11:40 PM, z929669 said:

@sheson

Strange situation here. I suspect user error of some kind, but just in case, I want to confirm that it is NOT possible for TexGen output to place rendered trunk billboards into:

..\Textures\DynDOLOD\render\billboards\dyndolod\lod\trees\

Rather than

..\textures\dyndolod\lod\trees\

If possible, I need to convey how to prevent.

Thanks

 

EDIT: ... it just occurred to me that I am running some of your dev EXEs, including one for TexGenx64.exe ... This may be why. I recall you may have corrected this for me but unsure if it is in the latest DynDOLOD alpha package in the OP

 

CRC (my version): 1B08A497

CRC in OP Mega download: 25439778

I just included the trunk billboards to the 3D trees file in a small update, so should be good until next version is ready.

Expand  

Correct, the output path of rendered billboards will be fixed in the next version.

  On 6/15/2021 at 3:30 AM, ShmooZ said:

Attempting this, just need to know order:

  1. DynDOLOD Resources
  2. EVT (with custom tree barks and foilage)
  3. TexGen Output
  4. Grass Cache
  5. DynDOLOD Output

Is this right?

Expand  

The order of the grass cache does not matter since it has no conflicts, obviously.
Refer to the installation instructions of EVT, however no billboards should be installed when testing the DynDOLOD alpha.

Posted

Hello,

I'm trying to generate my LODs using the newest version of Dyndolod 3.00 alpha 33 but for some reason I keep getting this error:

Access violation at address 000000000042B6F7 in module 'DynDOLODx64.exe'. Read of address FFFFFFFFFFFFFFFF

i have attached the bug report.

Let me know if you need any other info.

 

bugreport.txtFetching info...

Posted
  On 6/15/2021 at 7:05 AM, unheiligen said:

Hello,

I'm trying to generate my LODs using the newest version of Dyndolod 3.00 alpha 33 but for some reason I keep getting this error:

Access violation at address 000000000042B6F7 in module 'DynDOLODx64.exe'. Read of address FFFFFFFFFFFFFFFF

i have attached the bug report.

Let me know if you need any other info.

 

bugreport.txt 90.6 kB · 1 download

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Read the first post which log files to include when making posts.

Posted
  On 6/15/2021 at 10:32 AM, unheiligen said:

Sorry Sheson my bad, attaching the log file.

though I dont have a dyndolod _debug.log

If you need anything else let me know.

Thanks

 

DynDOLOD_SSE_log.txt 191.67 kB · 1 download bugreport.txt 91.4 kB · 1 download

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Obviously, there seems to be a problem with loading Meshes\dungeons\dwemer\facades\combined\dwefacadetowerpt.nif

Let me know which mod replaces it.

Posted
  On 6/15/2021 at 11:33 AM, unheiligen said:

That mod would be Parallax Mesh Patch Collection.

Its weird since i didn't have that mod enabled on MO2. It was installed but since it caused a crash on certain places I disabled it.

I uninstalled it this time.

Re-ran dyndolod various times and still getting the error

bugreport.txt 86.07 kB · 0 downloads DynDOLOD_SSE_log.txt 575.39 kB · 0 downloads

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Obviously, the log shows a different file that can not be loaded: Meshes\cotn\dawnstar\dawnstarwalkway.nif

Maybe files got corrupted while downloading, unpacking or while being written to or being read from from the disk into memory.

Posted

First off... my apologies for not including the required documents.  Several attempts to copy the DynDOLOD_SSE_Debug_log.txt and DynDOLOD_SSE_log.txt to Pastebin and Google docs have failed... they just keep freezing up and I'm not sure why (having never used either of them before).  I'm having a small problem though... it seems DynDOLOD is overwriting textures for one mod in my LO.  I'm using Windstad Exterior Additions and the guard walls as well as the foundation for the guard house are white (not purple).  They look fine from a distance with DynDOLOD enabled but turn white as I approach.  If I disable DynDOLOD and TexGen, the textures are normal.  Aside from regenerating TexGen and DynDOLOD and excluding that mod, is there anything else I can do?

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