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Posted (edited)

I'm  having a bit of a problem with alpha 180 that I can't figure out. I (re)generated my grass cache but I'm not able to enable the option to generate grass lods and I'm not seeing what I'm missing. I verified the settings in grasscontrol, but can't locate the settings on the dyndolod side from DynDOLOD-Grass-Mode, I suppose since I'm not able to enable the setting for grass lods. The only thing odd I've noticed, and it's probably just the print, is that the error is "..cgid not found" and "[00:12] [ResourcesChecks] <Debug: Found 0 ..cgid grass cache files>" from the debug log seem to indicate dyndolod is looking for something like *..cgid" and not "*.cgid". There's ~21k .cgid files in \data\grass, so the files are definitely there. Any pointers towards what I'm missing will be appreciated. Debug log is here: https://drive.google.com/file/d/1PwnTGDSRu2FuZsx0XKBFO9GbWNg2V62u/view?usp=drive_link

Edited by narphous
Posted
  On 9/10/2024 at 12:33 PM, narphous said:

I'm  having a bit of a problem with alpha 180 that I can't figure out. I (re)generated my grass cache but I'm not able to enable the option to generate grass lods and I'm not seeing what I'm missing. I verified the settings in grasscontrol, but can't locate the settings on the dyndolod side from DynDOLOD-Grass-Mode, I suppose since I'm not able to enable the setting for grass lods. The only thing odd I've noticed, and it's probably just the print, is that the error is "..cgid not found" and "[00:12] [ResourcesChecks] <Debug: Found 0 ..cgid grass cache files>" from the debug log seem to indicate dyndolod is looking for something like *..cgid" and not "*.cgid". There's ~21k .cgid files in \data\grass, so the files are definitely there. Any pointers towards what I'm missing will be appreciated. Debug log is here: https://drive.google.com/file/d/1PwnTGDSRu2FuZsx0XKBFO9GbWNg2V62u/view?usp=drive_link

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You changed the GrassGID=cgid setting in the C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to GrassGID=.cgid
Restore the default INI setting so it looks for *.cgid files instead of *..cgid.

https://dyndolod.info/Help/Grass-LOD#Settings
With No Grass In Objects full grass can be rendered past the active cells, so grass LOD can either start right beyond the active exterior cells (uGridsToLoad), which has better for performance - or beyond the large reference distance (uLargeRefLODGridSize). The DynDOLODGrassMode/DynDOLOD-Grass-Mode 1 or 2 setting controls the distance of full grass respectively to make sure it renders to the edge where the grass LOD starts.
Set the same desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode/DynDOLOD-Grass-Mode in the settings file. While the DynDOLODGrassMode/DynDOLOD-Grass-Mode setting can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes.

Posted (edited)
  On 9/10/2024 at 2:27 PM, sheson said:

You changed the GrassGID=cgid setting in the C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to GrassGID=.cgid
Restore the default INI setting so it looks for *.cgid files instead of *..cgid.

https://dyndolod.info/Help/Grass-LOD#Settings
With No Grass In Objects full grass can be rendered past the active cells, so grass LOD can either start right beyond the active exterior cells (uGridsToLoad), which has better for performance - or beyond the large reference distance (uLargeRefLODGridSize). The DynDOLODGrassMode/DynDOLOD-Grass-Mode 1 or 2 setting controls the distance of full grass respectively to make sure it renders to the edge where the grass LOD starts.
Set the same desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode/DynDOLOD-Grass-Mode in the settings file. While the DynDOLODGrassMode/DynDOLOD-Grass-Mode setting can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes.

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This is the entry from C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini:

; set to gid in case cgid grass cache files have been renamed or copied
; instead of renaming consider using https://www.nexusmods.com/skyrimspecialedition/mods/101095
; vanilla gid files will not work
GrassGID=cgid

So it doesn't seem to be that. And I don't have any recollection of ever changing that setting. Really, I stick to the GUI because I've learned that messing about in ini files I don't understand is the path to madness. But just in case, here's my ini..

DynDOLOD_SSE.iniFetching info...

Edited by narphous
Posted
  On 9/10/2024 at 4:59 PM, narphous said:

This is the entry from C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini:

; set to gid in case cgid grass cache files have been renamed or copied
; instead of renaming consider using https://www.nexusmods.com/skyrimspecialedition/mods/101095
; vanilla gid files will not work
GrassGID=cgid

So it doesn't seem to be that. And I don't have any recollection of ever changing that setting. Really, I stick to the GUI because I've learned that messing about in ini files I don't understand is the path to madness. But just in case, here's my ini..

DynDOLOD_SSE.ini 22.49 kB · 0 downloads

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Uh...actually the log says Warning: File not found C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini was not found, so it uses a wrong default (that will be fixed in the next version). Sorry, I missed that earlier.

The OS is reporting to the tool that the file does not exist. Could be UAC or Antivirus related. A reboot might clear file access issues.
Consider adding and starting DynDOLOD from the mod manager.

Posted (edited)
  On 9/10/2024 at 6:55 PM, sheson said:

Uh...actually the log says Warning: File not found C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini was not found, so it uses a wrong default (that will be fixed in the next version). Sorry, I missed that earlier.

The OS is reporting to the tool that the file does not exist. Could be UAC or Antivirus related. A reboot might clear file access issues.
Consider adding and starting DynDOLOD from the mod manager.

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OK, I did load profile > DynDOLOD_SSE.ini and now I get a message that dyndoload found  20720  grass .cgid files and 0 grass billboards. Let me try rebuilding from texgen as well and see what results I get.

Update: I knew I'd did a stupid... I forgot to check the HD grass and HD trees in texgen. All working now.

Edited by narphous
Posted
  On 9/11/2024 at 6:56 PM, leostevano said:

Sheson, i have an issue with texgen output causing buggy glow.

image.thumb.png.d81047336f998d4badca45ddfef5891b.png 

full logs : https://ufile.io/uthes8n3 

the texture : wrwindows01_g.rar

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Provide a useful screenshots of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. Do not waste time making videos of things that can be explained in a couple sentences or to provide information that a screenshot provides more easily as explained below. Nobody has time to watch minutes of shaky videos with bad lighting just to find the couple frames that have the required information.

How else do you expect the glow to look? Post a screenshot without TexGen output to show the difference.

Posted
  On 9/11/2024 at 9:23 PM, sheson said:

Provide a useful screenshots of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. Do not waste time making videos of things that can be explained in a couple sentences or to provide information that a screenshot provides more easily as explained below. Nobody has time to watch minutes of shaky videos with bad lighting just to find the couple frames that have the required information.

How else do you expect the glow to look? Post a screenshot without TexGen output to show the difference.

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Unfortunately i don't know why but my windows snippet doesn't work for me to take a screen shot with more informative console, and I still cant figure out how to fix this.

With texgen output :

https://postimg.cc/xq7wb3XR

Without texgen output

https://postimg.cc/qz39c6nd

Posted

I've been trying to run Dyndolod since yesterday (last complete Dyndolod Output was on 10 Sep). For some reason, Dyndolod started to crash during 'Processing Tamriel Textures [22K+]', about 2 minutes into the generation. 

I don't see any debug reports in Logs, only Object Report, Reverse List, Tree Export, Tree LOD, Three Report, Dynamic LOD and Object LOD.

The only mods I've added since 10 Sept was Lanterns of Skyrim II, Sepolcri - a complete Burial Sites Overhaul, WizKid's Hunter Camp Overhaual, WizKid's Carriages and Signs, and Cities of the North - Morthal, Dawnstar, Falkreath and COTN - Half-Moon Mill Add-On. As well as SSE Parallax Shader Fix and Terrain Parallax Blending Fix.

TexGen runs without issue.

I have 32GB of RAM on my computer, so I don't think that it's a memory issue. My Dyndolod is up to date, so is my resources, I am using SKSE/Papyrus instead of Dyndolod NG.

Please help?

Posted
  On 9/12/2024 at 3:24 AM, leostevano said:

Unfortunately i don't know why but my windows snippet doesn't work for me to take a screen shot with more informative console, and I still cant figure out how to fix this.

With texgen output :

https://postimg.cc/xq7wb3XR

Without texgen output

https://postimg.cc/qz39c6nd

Expand  

There is no need or reason to use a tool to take screenshots.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
How to take a screenshot in Skyrim.

What mod/plugin overwrites the reference and/or base record? What mod replaces the used model or glow textures?
Is this the only building that is affected?

Posted
  On 9/12/2024 at 5:37 AM, sheson said:

There is no need or reason to use a tool to take screenshots.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
How to take a screenshot in Skyrim.

What mod/plugin overwrites the reference and/or base record? What mod replaces the used model or glow textures?
Is this the only building that is affected?

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So far I've only noticed it on this glow map. Also when previewed on MO2, strangely the texgen output is brighter on the dark part compared to the original (Rustic Windows).

image.thumb.png.e6c0dcacc06f5a7100de21024155d98c.png

Posted
  On 9/12/2024 at 4:38 AM, Asphaleia said:

I've been trying to run Dyndolod since yesterday (last complete Dyndolod Output was on 10 Sep). For some reason, Dyndolod started to crash during 'Processing Tamriel Textures [22K+]', about 2 minutes into the generation. 

I don't see any debug reports in Logs, only Object Report, Reverse List, Tree Export, Tree LOD, Three Report, Dynamic LOD and Object LOD.

The only mods I've added since 10 Sept was Lanterns of Skyrim II, Sepolcri - a complete Burial Sites Overhaul, WizKid's Hunter Camp Overhaual, WizKid's Carriages and Signs, and Cities of the North - Morthal, Dawnstar, Falkreath and COTN - Half-Moon Mill Add-On. As well as SSE Parallax Shader Fix and Terrain Parallax Blending Fix.

TexGen runs without issue.

I have 32GB of RAM on my computer, so I don't think that it's a memory issue. My Dyndolod is up to date, so is my resources, I am using SKSE/Papyrus instead of Dyndolod NG.

Please help?

Expand  

See the answers form https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures and the list of suggestions.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool can not write the log and debug log because you are terminating it.

Posted
  On 9/12/2024 at 5:47 AM, sheson said:

Report if a mod that replaces textures\architecture\whiterun\wrwindows01_g.dds
Make sure MO2 archiving parsing is enabled.

Confirm, the issue does not happen when just hiding that texture from the TexGen output while leaving the rest active.

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The comparison picture I've provided is with the said glow map hidden with MO2, yes. Mods in my LO that have the texture is Skyland overwritten by Rustic Windows overwritten by texgen output. Besides them only vanilla has it inside a BSA.

Posted
  On 9/12/2024 at 5:57 AM, leostevano said:

The comparison picture I've provided is with the said glow map hidden with MO2, yes. Mods in my LO that have the texture is Skyland overwritten by Rustic Windows overwritten by texgen output. Besides them only vanilla has it inside a BSA.

Expand  

Replace ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt
Just running TexGen should be enough.
If satisfied, for completeness also rebuild the atlas in the DynDOLOD expert mode. https://dyndolod.info/Help/Expert-Mode#Rebuild-Atlas

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