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Posted (edited)

DynDOLOD 3a157 - Not a problem report

From https://dyndolod.info/Changelog:

  Quote

- DynDOLOD.exe - fixed not using combining worldspaces data for terrain underside generation
- DynDOLOD.exe - added TerrainUnderside[Min|Max][X|Y]_[Worldspace] cell coordinates INI settings to limit area of terrain underside

Expand  

This is Christmas early! Thank you Santa Sheson :)

I'm currently tied up with other things so it will be a little while before I can try out the fix and enjoy the results, but I'm looking forward to it. In the meantime, I had some questions about the TerrainUnderside[Min|Max][X|Y]_[Worldspace] settings in DynDOLOD_[GAME MODE].ini:

  • Could you clarify the purpose of these settings. Are they simply intended to optimize out areas where terrain shadow casting is not needed or is there more to them than that?

In DynDOLOD_SSE.ini, the settings for DLC2SolstheimWorld are:

; exclude terrain north and south of the playable area
;TerrainUndersideMinX_DLC2SolstheimWorld=
TerrainUndersideMaxX_DLC2SolstheimWorld=63
TerrainUndersideMinY_DLC2SolstheimWorld=-2
TerrainUndersideMaxY_DLC2SolstheimWorld=26

I understand they limit the underside to roughly between the southern and northern edges of the island, but I don't understand why there is no lateral restriction on the western side of the island where there is just water.

  • Does [Worldspace] refer ONLY to the worldspace for which the underside is being generated (i.e. the destination worldspace selected in the UI), or does it refer to ANY occurrence of the worldspace (i.e. either as the source or destination worldspace when combining for LOD)?

For example, when combining DLC2SolstheimWorld (source) into Tamriel (destination), do the settings above apply?

Thanks.

Edited by Mousetick
Posted
  On 12/6/2023 at 11:57 AM, Mousetick said:

DynDOLOD 3a157 - Not a problem report

From https://dyndolod.info/Changelog:

This is Christmas early! Thank you Santa Sheson :)

I'm currently tied up with other things so it will be a little while before I can try out the fix and enjoy the results, but I'm looking forward to it. In the meantime, I had some questions about the TerrainUnderside[Min|Max][X|Y]_[Worldspace] settings in DynDOLOD_[GAME MODE].ini:

  • Could you clarify the purpose of these settings. Are they simply intended to optimize out areas where terrain shadow casting is not needed or is there more to them than that?

In DynDOLOD_SSE.ini, the settings for DLC2SolstheimWorld are:

; exclude terrain north and south of the playable area
;TerrainUndersideMinX_DLC2SolstheimWorld=
TerrainUndersideMaxX_DLC2SolstheimWorld=63
TerrainUndersideMinY_DLC2SolstheimWorld=-2
TerrainUndersideMaxY_DLC2SolstheimWorld=26

I understand they limit the underside to roughly between the southern and northern edges of the island, but I don't understand why there is no lateral restriction on the western side of the island where there is just water.

  • Does [Worldspace] refer ONLY to the worldspace for which the underside is being generated (i.e. the destination worldspace selected in the UI), or does it refer to ANY occurrence of the worldspace (i.e. either as the source or destination worldspace when combining for LOD)?

For example, when combining DLC2SolstheimWorld (source) into Tamriel (destination), do the settings above apply?

Thanks.

Expand  

The purpose is to minimize artifacts visible in Solstheim because of no objects covering up the terrain LOD.

The reason for (almost) not restricting east/west is because of potential mods adding landmass above water.

The settings should only apply for the terrain underside used in the named worldspace.

  • Thanks 1
Posted (edited)

HI, I tried to launch texgen exe I'm trying to find any informations on the website and the correct file to download (on nexus the alpha does not appear to be any different than the previous one) for the latest version of dyndolod that is not gonna tell me that  it has expired !

 

There's a NG file wich I guess has to be implemented after installing the alpha but from the nexus page once unzip and  trying to create a short cut on vortex' s dashboard and launching texgen it is still showing that it has expired !

Thanks

 

 

 

Edited by halcyon2023
Posted
  On 12/6/2023 at 9:00 PM, halcyon2023 said:

HI, I tried to launch texgen exe I'm trying to find any informations on the website and the correct file to download (on nexus the alpha does not appear to be any different than the previous one) for the latest version of dyndolod that is not gonna tell me that  it has expired !

 

There's a NG file wich I guess has to be implemented after installing the alpha but from the nexus page once unzip and  trying to create a short cut on vortex' s dashboard and launching texgen it is still showing that it has expired !

Thanks

Expand  

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

See https://dyndolod.info/Downloads

Posted

After 45 minutes of downloading and unzipping the very same files vortex agreed to start texgen for whatever reason now i'm trying to fix the dyndolod section where it canno't find most of the files from the 486 mods installed and stop the process without completing it...

Posted
  On 12/6/2023 at 9:49 PM, halcyon2023 said:

After 45 minutes of downloading and unzipping the very same files vortex agreed to start texgen for whatever reason now i'm trying to fix the dyndolod section where it canno't find most of the files from the 486 mods installed and stop the process without completing it...

Expand  

If your computer does something different while you redo the exact same steps, that has absolutly nothing to do with DynDOLOD or the download archives.

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

https://dyndolod.info/Messages

Posted (edited)

Hello, is 3a157 not backwards compatible with dll NG? I am still on 1.5.97 (BOBW) so I figured updating shouldn't be an issue, however when running texgen I can create only a hand full of working diffuse or normal maps. Instead most will just look like shown in the picture.

1.png

2.png

Edited by KRZ
Added another picture
Posted

https://ufile.io/f/pomst 

 

Hello everyone, I've recently downgraded to 1.5.97 due to the update and ever since then I've been having issues with my meshes/textures. From being invisible(solitude arch road for example, although still walkable) to what i can only explain as Christmas in Skyrim with my (mostly) tree, regular and grass lod, although the problem does go into walls/surfaces. The LOD is completely multicolored as shown in the pictures in the link. 

Just to clarify I have (99%sure) reverted all of my skse plugins to 1.5.97 versions and i seem to have no other issues in the game minus this LOD/texture issue. I followed the guide from the unofficial downgrade patcher perfectly (I swear, I have been looking at it for two days almost)

The issue shows up when I add mods, vanilla skyrim looks and runs perfectly and checking the LOD in texgen renders the LOD perfectly. However, when I load fabled forests and NOTHING ELSE but fabled forests and the updated dec 6 dyndolod resources and DLL ( 1.5.97 version from old files) my tree LOD goes nuts and can't decide which color to be (staticy multicolored trees). This also happens to seemingly every LOD as seen in the pictures although the affects are different, but its definitely not rendering correctly i assume. The Multicolored textures happen to a lot of things though, too many to add. 

I know it's something on my end since texgen shows this error and throws a bunch of file not found errors my way for a bunch of landscape textures and much more(if needed i will run the texgen and upload results)

I can't seem to pin down which mod it is and I have never had this issue up until yesterday. I have generated LOD hundreds of times with no issue, althogh never grass until yesterday as well so grass lod issue is probably lack of knowledge on my end. Anyways, sorry for the long read but I've spent almost 2 days trying to figure out why this is happening and I have come up with nothing. Thanks!

 

Also sometimes I can't read so if i need to post this somewhere else please lmk and my apologies.

modlist.txtFetching info... loadorder.txtFetching info...

Posted
  On 12/7/2023 at 12:21 AM, KRZ said:

Hello, is 3a157 not backwards compatible with dll NG? I am still on 1.5.97 (BOBW) so I figured updating shouldn't be an issue, however when running texgen I can create only a hand full of working diffuse or normal maps. Instead most will just look like shown in the picture.

1.png

2.png

Expand  

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

DynDOLOD DLL NG and Scripts are files to be used with the game.

Check the full textures that are used by these models are OK. 

Posted
  On 12/7/2023 at 6:40 AM, izzybinbizzy said:

https://ufile.io/f/pomst 

 

Hello everyone, I've recently downgraded to 1.5.97 due to the update and ever since then I've been having issues with my meshes/textures. From being invisible(solitude arch road for example, although still walkable) to what i can only explain as Christmas in Skyrim with my (mostly) tree, regular and grass lod, although the problem does go into walls/surfaces. The LOD is completely multicolored as shown in the pictures in the link. 

Just to clarify I have (99%sure) reverted all of my skse plugins to 1.5.97 versions and i seem to have no other issues in the game minus this LOD/texture issue. I followed the guide from the unofficial downgrade patcher perfectly (I swear, I have been looking at it for two days almost)

The issue shows up when I add mods, vanilla skyrim looks and runs perfectly and checking the LOD in texgen renders the LOD perfectly. However, when I load fabled forests and NOTHING ELSE but fabled forests and the updated dec 6 dyndolod resources and DLL ( 1.5.97 version from old files) my tree LOD goes nuts and can't decide which color to be (staticy multicolored trees). This also happens to seemingly every LOD as seen in the pictures although the affects are different, but its definitely not rendering correctly i assume. The Multicolored textures happen to a lot of things though, too many to add. 

I know it's something on my end since texgen shows this error and throws a bunch of file not found errors my way for a bunch of landscape textures and much more(if needed i will run the texgen and upload results)

I can't seem to pin down which mod it is and I have never had this issue up until yesterday. I have generated LOD hundreds of times with no issue, althogh never grass until yesterday as well so grass lod issue is probably lack of knowledge on my end. Anyways, sorry for the long read but I've spent almost 2 days trying to figure out why this is happening and I have come up with nothing. Thanks!

 

Also sometimes I can't read so if i need to post this somewhere else please lmk and my apologies.

modlist.txt 54.14 kB · 1 download loadorder.txt 51.6 kB · 0 downloads

Expand  

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

The TexGen log you uploaded shows starting the tool and then closing it without doing anything. The log does not contain any error messages.

Posted
  On 12/7/2023 at 10:00 AM, KRZ said:

My bad, there you go. IF it should include me running TexGen, I can do that, but what's the point - it looks scuffed even before that.

TexGen_SSE_log.zip 124.74 kB · 0 downloads

Expand  

As explained, the logs should contain the entire last meaningful generation session.

Check the full textures that are used by these models are OK. For example:
textures\dlc01\architecture\dawnguard\DStoneWall01.dds
textures\landscape\Snow01.dds

Posted
  On 12/7/2023 at 10:12 AM, KRZ said:

Done, attached it to the previous response.

Expand  

Check the full textures that are used by these models are OK. For example:
textures\dlc01\architecture\dawnguard\DStoneWall01.dds
textures\landscape\Snow01.dds

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