oiram1993 Posted December 11, 2022 Posted December 11, 2022 On 12/11/2022 at 10:12 AM, sheson said: Read the first post which logs and debug log to upload when making posts. Since there are different videos for different DynDOLOD versions of the years, it is unclear what video you actually mean. A file not found message is self explanatory. The OS tells the program, that the file does not exist. meshes\architecture\falkreath\lod\farmhouse01_hlod.nif is not a vanilla path / Bethesda convention to a LOD model. Expand Yeah that's fair lol, should have been more thorough on my end. Uploaded the zip of the relevant logs, can't seem to target which of my mods is causing the issue/has the bad file pathway.
oiram1993 Posted December 11, 2022 Posted December 11, 2022 Figured it out, seems to be Unique Towns- Base Object Swapper. Re-installing mod with FOMOD option to install as individual ESPs instead of with BOS, hoping that resolves the issue.
sheson Posted December 11, 2022 Author Posted December 11, 2022 On 12/11/2022 at 10:26 AM, oiram1993 said: Yeah that's fair lol, should have been more thorough on my end. Uploaded the zip of the relevant logs, can't seem to target which of my mods is causing the issue/has the bad file pathway. Expand It supposed to notify much earlier about the error, so I will have to look into this for future versions. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. https://dyndolod.info/Generation-Instructions#Prerequisites Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean
Althro Posted December 11, 2022 Posted December 11, 2022 On 12/10/2022 at 7:25 PM, sheson said: https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-106/?do=findComment&comment=266132 https://www.amd.com/en/support/kb/release-notes/rn-rad-win-22-5-1 has a link to https://drivers.amd.com/drivers/WHQL-AMD-Software-Adrenalin-Edition-22.5.1-Win10-Win11-May10.exe, found via a simple google search. Expand Thank you for the driver link. The driver linked does have issues with black screening multi-monitor setups and faulty chromium based web browser video playback. However if it is only needed for lod gen, then simple roll back and forward will suffice.
Althro Posted December 11, 2022 Posted December 11, 2022 On 12/10/2022 at 7:25 PM, sheson said: https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-106/?do=findComment&comment=266132 https://www.amd.com/en/support/kb/release-notes/rn-rad-win-22-5-1 has a link to https://drivers.amd.com/drivers/WHQL-AMD-Software-Adrenalin-Edition-22.5.1-Win10-Win11-May10.exe, found via a simple google search. Expand Addendum. Windows is now auto-updating to the newer drivers with the most recent updates. This is regardless of if you are on Win 10 or 11.
ikonomov Posted December 12, 2022 Posted December 12, 2022 (edited) Assuming that the 3.0 LOD pack for Majestic Mountains is made for its newest version 4.02, is there a way to make https://www.nexusmods.com/skyrimspecialedition/mods/66844/ this mountain texture replacer work (recommended to be used with v1.84 of MM)? Edited December 12, 2022 by ikonomov
DoubleYou Posted December 12, 2022 Posted December 12, 2022 On 12/12/2022 at 2:08 AM, ikonomov said: Assuming that the 3.0 LOD pack for Majestic Mountains is made for its newest version 4.02, is there a way to make https://www.nexusmods.com/skyrimspecialedition/mods/66844/ this mountain texture replacer work (recommended to be used with v1.84 of MM)? Expand Pretty sure you can use it with that, and TexGen will update the texture to match.
sheson Posted December 12, 2022 Author Posted December 12, 2022 On 12/12/2022 at 2:08 AM, ikonomov said: Assuming that the 3.0 LOD pack for Majestic Mountains is made for its newest version 4.02, is there a way to make https://www.nexusmods.com/skyrimspecialedition/mods/66844/ this mountain texture replacer work (recommended to be used with v1.84 of MM)? Expand If you notice visual issues with the LOD models from the latest DynDOLOD V 3.0 LOD pack, use 1.1 from the file archive.
z929669 Posted December 12, 2022 Posted December 12, 2022 On 12/11/2022 at 9:32 PM, Althro said: Addendum. Windows is now auto-updating to the newer drivers with the most recent updates. This is regardless of if you are on Win 10 or 11. Expand Set your drivers and disable this ridiculous behavior using GP (or registry):
Mousetick Posted December 13, 2022 Posted December 13, 2022 DynDOLOD Alpha 106 1. Seeing Dragonsreach window glow LOD "through" the tower roofs. LODs generated without Glow windows. Sorry for the postage stamp shots, forgot to use free camera. Is the window glow expected even though 'Glow windows' option is off? Is the glow expected not to be obstructed by objects in front of it? 2. I seem to have the same problem as discussed here but that discussion went nowhere. Thin, 1-pixel thick apparently, and short lines appearing on top of trees LODs, sometimes one line, sometimes two in a cross depending on viewing distance and angle I guess. Visible on different tree models (e.g. dead vs. not dead). Again sorry for the hard to see shots, but if I get any closer even in free camera mode they become invisible. Any idea what might be causing this? Full logs here: https://drive.google.com/file/d/1LEfGV8BFFUbhPUlXNgrjP0bhpJaYTqVI/view Thanks.
sheson Posted December 13, 2022 Author Posted December 13, 2022 On 12/13/2022 at 4:25 AM, Mousetick said: DynDOLOD Alpha 106 1. Seeing Dragonsreach window glow LOD "through" the tower roofs. LODs generated without Glow windows. Sorry for the postage stamp shots, forgot to use free camera. Is the window glow expected even though 'Glow windows' option is off? Is the glow expected not to be obstructed by objects in front of it? 2. I seem to have the same problem as discussed here but that discussion went nowhere. Thin, 1-pixel thick apparently, and short lines appearing on top of trees LODs, sometimes one line, sometimes two in a cross depending on viewing distance and angle I guess. Visible on different tree models (e.g. dead vs. not dead). Again sorry for the hard to see shots, but if I get any closer even in free camera mode they become invisible. Any idea what might be causing this? Full logs here: https://drive.google.com/file/d/1LEfGV8BFFUbhPUlXNgrjP0bhpJaYTqVI/view Thanks. Expand 1. Same happens with the vanilla glow. That is how decals work. It is either that or z-fighting. 2. MipMap artifact. Can happen if the height of a texture on the atlas is not multiple of 4 or power of 2. It is not necessarily the billboard texture itself but another that causes odd positions of following textures. Upload..DynDOLOD3\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt and ..Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 1
ikonomov Posted December 13, 2022 Posted December 13, 2022 On 12/12/2022 at 6:42 AM, sheson said: If you notice visual issues with the LOD models from the latest DynDOLOD V 3.0 LOD pack, use 1.1 from the file archive. Expand Actually I just realized that when using xLODGen I probably don't need the LOD pack, but just to confirm, is there a reason to use it when generating the terrain meshes and textures using xLODGen? Thank you
sheson Posted December 13, 2022 Author Posted December 13, 2022 On 12/13/2022 at 2:37 PM, ikonomov said: Actually I just realized that when using xLODGen I probably don't need the LOD pack, but just to confirm, is there a reason to use it when generating the terrain meshes and textures using xLODGen? Thank you Expand Obviously the LOD pack for DynDOLOD 3 does not affect terrain or terrain LOD. If it did it would be mentioned.
Mousetick Posted December 13, 2022 Posted December 13, 2022 On 12/13/2022 at 7:41 AM, sheson said: 1. Same happens with the vanilla glow. That is how decals work. It is either that or z-fighting. Expand Ok, that's good, better that than ugly z-fighting. But what I'm not understanding is: why is the glow visible at all? I didn't select the 'Glow windows' option on the DynDOLOD generation panel. Is Dragonsreach an exception? On 12/13/2022 at 7:41 AM, sheson said: Upload..DynDOLOD3\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt and ..Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds Expand Here: https://drive.google.com/file/d/1FFzKzPkyZ5zTrbtupbCgxKhdek_KTfLm/view At a glance looking at ObjectAtlasMap, LOD textures have power-of-2 dimensions. But I didn't check every single one (659 total) or verify their height is divisible by 4. Thanks.
sheson Posted December 13, 2022 Author Posted December 13, 2022 On 12/13/2022 at 3:17 PM, Mousetick said: Ok, that's good, better that than ugly z-fighting. But what I'm not understanding is: why is the glow visible at all? I didn't select the 'Glow windows' option on the DynDOLOD generation panel. Is Dragonsreach an exception? Here: https://drive.google.com/file/d/1FFzKzPkyZ5zTrbtupbCgxKhdek_KTfLm/view At a glance looking at ObjectAtlasMap, LOD textures have power-of-2 dimensions. But I didn't check every single one (659 total) or verify their height is divisible by 4. Thanks. Expand That seems to look fine. Find out the form id of the tree base record so we can lookup which billboard it is using. Also upload ..\DynDOLOD3\Logs\DynDOLOD_SSE_Object_Report.txt 1
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