Jump to content

Recommended Posts

Posted
  On 9/16/2022 at 5:06 PM, Squonkalicious said:

I'm not sure what happened during my lod generation, but trees added by Blubbos Pine tree replacer have MASSIVE floating lod, and I have no idea what caused it. I ran Dyndolod again and it still happened :( Worst case scenario, is there anyway of removing just that lod file without running dyndolod again?

20220916134051_1.jpg

Expand  

Looks like 'blank' trunk textures

Posted
  On 9/16/2022 at 5:06 PM, Squonkalicious said:

I'm not sure what happened during my lod generation, but trees added by Blubbos Pine tree replacer have MASSIVE floating lod, and I have no idea what caused it. I ran Dyndolod again and it still happened :( Worst case scenario, is there anyway of removing just that lod file without running dyndolod again?

20220916134051_1.jpg

Expand  

What DynDOLOD version are you using?

LOD can only be added for references that exist. LOD is generated with the LOD assets found in the load order.

Posted
  On 9/16/2022 at 6:57 PM, Squonkalicious said:

i dont have a bugreport.txt or a debug_log.txt :(
here is the link for the mod though, both files. https://www.nexusmods.com/skyrimspecialedition/mods/70462

Expand  

The debug log is saved right after the log is appended to the normal log file. Are sure there is none? Did the last session complete successfully and was there no error when saving/closing?

Did you remove all the third party billboards and generated them with TexGen instead?  https://dyndolod.info/Generation-Instructions#Prerequisites and https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards

You should clean plugins with deleted reference as explained in the summary and https://dyndolod.info/Messages/Deleted-Reference

Posted
  On 9/16/2022 at 7:07 PM, sheson said:

The debug log is saved right after the log is appended to the normal log file. Are sure there is none? Did the last session complete successfully and was there no error when saving/closing?

Did you remove all the third party billboards and generated them with TexGen instead?  https://dyndolod.info/Generation-Instructions#Prerequisites and https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards

You should clean plugins with deleted reference as explained in the summary and https://dyndolod.info/Messages/Deleted-Reference

Expand  

Yeah, the last generation was successful and the one that is in there is from a failed one when i had a weird plugin (which i removed from my load order.)

I cleaned all my plugins before, but I didnt remove the third party billboards, so I will try that.

Posted
  On 9/16/2022 at 7:16 PM, Squonkalicious said:

Yeah, the last generation was successful and the one that is in there is from a failed one when i had a weird plugin (which i removed from my load order.)

I cleaned all my plugins before, but I didnt remove the third party billboards, so I will try that.

Expand  

Did you generate standard or ultra tree LOD?

If problem persists after that generation, upload new log and debug log (it really should be there)  and also ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt and ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Posted
  On 9/16/2022 at 8:18 PM, Squonkalicious said:

I generated Ultra tree lod.

When i ran dyndolod again without the third party lods, the entire programme was full of "missing texture" stuff

https://ufile.io/0b809piw

https://ufile.io/eoazwham

https://ufile.io/ezf1rdkc

https://ufile.io/ws98a0hu

https://ufile.io/zckmudvr

Expand  

Run TexGen before running DynDOLOD.

The initial DynDOLOD_SSE_log.txt you uploaded also had lots file not found errors. As explained in the documentation pay attention to all all log message and the summary at the end.
https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages. The ones for Beyond Skyrim are expected.

For some strange reason you gave 3 different links for the same DynDOLOD_SSE_log.txt uploaded.

The uploaded logs are incomplete and seem to end after 6:29 minutes. Did you stop the generation?

The reason the LOD of some trees is so large is because the 3D tree LOD model included in the LOD sets its scale on the root node  like that. Download the attached versions and replace the files in the mod Blubbos trees for Daves Trees Addon mod  in the meshes\DynDOLOD\LOD\trees\ folder. Then generate LOD with them.

Blubbos trees for Daves Trees Addon.7zFetching info...

Posted (edited)
  On 9/16/2022 at 10:38 AM, sheson said:

Is there anything preventing you from reading this https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME?

If you want to provide  information which settings you used, then provide the actual settings you used. I have no connection to third party wikis, guides or information nor do I know what they contain.

If you compared/checked a couple BTO containing the expected object LOD, then there is no need to upload the DynDOLOD output. The object LOD meshes and textures work fine:

test.jpg

The problem is then not with the output files itself. Either the output is not installed, the game does not load the object LOD meshes or does not show them. Those reasons are not directly connected to DynDOLOD / LOD generation.

The known things to do that are short LOD distances or maybe DLL plugins like the Season of Skyrim. Maybe the LOD files are too large for your game setup and the game has resource issue loading them, though in that case I would rather crashes. If it is none of that, I suggest to double check the mod manager and or file access issues.

Your screenshot did not show any problems with terrain LOD so there is no need to check or upload terrain LOD meshes.
You did not report TexGen errors and there weren't any errors in the DynDOLOD log about missing TexGen output or LOD textures. You screenshot does not show missing texture. There is no need check or upload the TexGen.

Expand  

I did read the guide on HITME, and I don't understand how to fix these from reading it.

I'm not talking about a 3rd party Wiki, I'm talking about the Steps Guide for SSE, the new screen shots for xLODGen, TexGen, DynDOLOD

Step Skyrim Special Edition Guide (stepmodifications.org)

These are the settings I used from those screen shots.

XLODGen LOD32 — Freeimage.host

TexGen 2.1.0 QHD — Freeimage.host

DynDOLOD 2.1.0 QHD — Freeimage.host

Then in the DynDOLOD_SSE.ini this is the only change I made; GrassGID=gid

Rhetorically speaking of, if these are the only changes I made, the screen shot settings and just GrassGID, going from Alpha95 to 97, I don't understand, why the trees and grass aren't rendering.

I'm not making any changes that should be breaking anything, if I was, shouldn't I also have the same problem in Alpha95? Alpha95 works just fine for me.

 

  On 9/16/2022 at 3:10 PM, z929669 said:

The Step guide (wiki) settings are specific to the Step mod list and will not necessarily be optimal for your mod list. DynDOLOD's defaults are based on optimization against vanilla (the 'standard'). This wouldn't cause missing LOD grass/trees though. I just wanted to clarify that the 'wiki' visual settings are not the vanilla standards shipping with the DynDOLOD configs.

Make sure your grass cache is actually GID and not CGID, and ensure that you are ticking 'Ultra' for trees. Otherwise, you may be using traditional tree LOD with fTreeLoadDistance=0 in skyrimPrefs INI

EDIT: but your screens show that you are not even generating mountain LOD, so you should check the reasons sheson stated and possibly your DynDOLOD output (plugins enabled, asset conflicts)

Expand  

I understand the Wiki

I have fTreeLoadDistance=0.0000

My cache is GID, I am using Ultra Trees.

Is there a Mountain LOD option in DynDOLOD? I don't recall seeing any.

Let me back up the conversation, why would it be suspected of me, that I need to make any specific changes now with Alpha97 to get it work, as if I don't have everything correct already? Because if this was true, then shouldn't Alpha95 not be working for me as well? What I mean is that, the only differences I see needing to be changed, are from the new screen shots is all.

We're making this seem like I have a lot of things incorrect that now need changing, and I don't see that just going from Alpha95 to Alpha97 is now a huge list of things needing to be changed?

So, to summarize Alpha95 works, and the only things I've done different between 95 and 97, I changed the new settings for xLODGen, TexGen, DynDOLD, so shouldn't Alpha97 now work, or there are some other changes that need to be made?

So I'm sitting here saying, I only changed the settings for xLODGen, TexGen, DynDOLD, and now this doesn't work, and this doesn't make sense.

THANKS

P.S. Is there a copy of Alpha96 I can test to see if it works?

Edited by mooit

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.