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Posted

Hi
I had an issue where all the dyndolls disappeared in the game after running dyndolod. I tried setting Level32=1 to fix it by following the guide, but dyndolod generation is running for over 10 hours. It didn't stop. Because I just finished the falskaar world.
This didn't happen when I used the previous version. What did I miss?
I don't use seasons.

https://mega.nz/file/qV5C3DKK#xhLNIL-aE4WvZXTsWS68nVcPeD3ysbw7t0jU09HiG8U

This is a debuglog, but it is too large, so I am uploading it here.

Posted
  On 3/14/2025 at 3:58 AM, aazz said:

Hi
I had an issue where all the dyndolls disappeared in the game after running dyndolod. I tried setting Level32=1 to fix it by following the guide, but dyndolod generation is running for over 10 hours. It didn't stop. Because I just finished the falskaar world.
This didn't happen when I used the previous version. What did I miss?
I don't use seasons.

https://mega.nz/file/qV5C3DKK#xhLNIL-aE4WvZXTsWS68nVcPeD3ysbw7t0jU09HiG8U

This is a debuglog, but it is too large, so I am uploading it here.

Expand  

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload when making posts.
Also upload DynDOLOD_SSE_ModelsUsed_Falskaar.txt, DynDOLOD_SSE_Object_Report.txt and LODGen_SSE_Falskaar_log.txt from the logs folder.
Upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Falskaar.txt

See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size

Might be related to grass LOD. What is the total file size of the grass cache files for Falskaar?

Posted (edited)
  On 3/14/2025 at 7:25 AM, sheson said:

번째 게시물을 읽고/또는 https://dyndolod.info/Official- DynDOLOD -Support-Forum#Post-Logs  DynDOLOD 로그를 게시할 때 업로드합니다. 또한 로그 폴더에서 DynDOLOD_SSE_ModelsUsed_Falskaar.txt, DynDOLOD_SSE_Object_Report.txt 및 LODGen_SSE_Falskaar_log.txt를 업로드합니다. .. \ DynDOLOD \Edit Scripts \ Export\LODGen_SSE_Export_Falskaar.txt 를 업로드합니다.
 

https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size 참조하세요  .

Grass LOD 와 관련이 있을 수 있습니다. Falskaar의 Grass 캐시 파일의 총 파일 크기는 얼마입니까 ?

Expand  

I tried running it again about 3 times and it worked properly after about 2 hours on the 3rd time. The cause is... I don't know.
The size of Falskaar's grass cache files is 160m
I checked it in the game and the lod looks great. Thank you for your help.

It ran fine, but if you need it I can upload falskaar's log.

Edited by aazz
Posted

Greetings, ive a an error and no idea how to fix it. "Error; Item not found while processing Skyrim.esm [REF:0003AB7A](Places RoadStraight02 [STAT:0001C435] in BattleBornFarmExterior[CELL:000095F8] /Tamtriel "Himmelsrand" [WRLD:0000003CF] at 8,-2))

Posted
  On 3/14/2025 at 1:50 PM, LuLovesU said:

Greetings, ive a an error and no idea how to fix it. "Error; Item not found while processing Skyrim.esm [REF:0003AB7A](Places RoadStraight02 [STAT:0001C435] in BattleBornFarmExterior[CELL:000095F8] /Tamtriel "Himmelsrand" [WRLD:0000003CF] at 8,-2))

Expand  

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts.

Use the Click on this link for additional explanations and help for this message link of the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, which should open the page https://dyndolod.info/Messages/Exceptions. Scroll down to Item not found:
Always use the latest version of DynDOLOD/TexGen as explained above.
This is a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.

Posted

Hey guys havent seen anybody mention this one. When activating Bake normal-maps option there is also an option next to it called Bake specular which defaults to off. Do I need to enable it or leave it off? Also how much fps does grass options cost? I mainly want to play around 90 fps and dont want grass LOD if its gonna eat 20 or more fps.

Also when I start DynDOLOD i get these 3 plus bunch of Warning : Textures do not match

<Warning: Large references found in non master plugin Majestic Mountains - Creation Club Landscape Patch.esp Tamriel "Skyrim" [WRLD:0000003C]>
<Warning: Large references found in non master plugin CoMAP - Shrines and Altars.esp DLC2SolstheimWorld "Solstheim" [WRLD:04000800]>
<Warning: Large references found in non master plugin Embers XD.esp DLC1HunterHQWorld "Dayspring Canyon" [WRLD:02001DB8]>

And my world map displays water very sharply and incorecctly on some places

  • primem0ver changed the title to A suggestion (about Unresolved Form IDs)
Posted

I stumbled across an issue with my TexGen preview of a particular complex grass. This is the only grass preview that seems to 'squeeze' the normal into the rendering.

The source texture dimensions are identical between the following two similar grasses. The NIFs are very similar as well, and so are the plugin records. The TexGen billboard text files are likewise similar, so I am perplexed as to why this is happening. It translates into the billboards and the final texture atlas. Please advise.

lupinpu (good) lupinpu_0000084d.txt

image.png

lupinb (bad) lupinb_0000084c.txt

image.png

image.png

TexGen_SSE_Debug_log.7zFetching info...

Note that I reran TexGen using [Rebuild Atlas] for this session in order to test some different TexGen settings, and I noticed the issue when I was comparing the results of the new DynDOLOD_Tamriel.dds against the original.

They both had this issue, and I assumed they were snow grasses that had a bad alpha or diffuse background and was surprised to discover this was the lupinb with the squished normal.

Posted

The FPS cost of LOD is specific to the DynDOLOD settings used, the hardware, and the drivers. There's no way to presume the cost of grass LOD in your situation. Your best bet is to generate only grass LOD and compare the FPS hit without grass LOD.

The textures mismatch warnings report facts about LOD models using different textures than the corresponding full models. Sometimes this matters, and sometimes it doesn't.

The warnings you posted are just reporting large references in case you notice issues with blinking/z-fighting of these objects in the game. These three particular warnings can be ignored.

Keep in mind that these are not errors. They are just warnings to help troubleshoot LOD issues found in the game (they are often benign).

Your map water issues sound like you generated terrain LOD with too high Quality values (higher numbers = lower quality). Use the mouse to hover over settings for tooltips.

Without logs, it's all guesswork.

Posted
  On 3/17/2025 at 12:35 PM, brajkss said:

Hey guys havent seen anybody mention this one. When activating Bake normal-maps option there is also an option next to it called Bake specular which defaults to off. Do I need to enable it or leave it off? Also how much fps does grass options cost? I mainly want to play around 90 fps and dont want grass LOD if its gonna eat 20 or more fps.

Also when I start DynDOLOD i get these 3 plus bunch of Warning : Textures do not match

<Warning: Large references found in non master plugin Majestic Mountains - Creation Club Landscape Patch.esp Tamriel "Skyrim" [WRLD:0000003C]>
<Warning: Large references found in non master plugin CoMAP - Shrines and Altars.esp DLC2SolstheimWorld "Solstheim" [WRLD:04000800]>
<Warning: Large references found in non master plugin Embers XD.esp DLC1HunterHQWorld "Dayspring Canyon" [WRLD:02001DB8]>

And my world map displays water very sharply and incorecctly on some places

Expand  

Regarding xLODGen, at the moment there is no difference in the result result if baking speculars for terrain LOD in Skyrim. It would require a custom shader to utilize it.

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

https://dyndolod.info/Messages/Large-References-Found-In-Non-Master-Plugin
Large reference data defined in non master flagged plugins (ESM) is not used by the game.
This is most likely an unintentional wild edit.
The data can be removed from the worldspace record with xEdit. Uncheck Hide "never shown" in the xEdit Options, General tab in order to have the Large References data shown.
The data unnecessarily uses file space and might increase game loading times and/or processing times in xEdit.
If large reference data lists references in other plugins that are also not overwritten by the current plugin, then the data may have accidently been copied from another plugin when the worldspace space record was copied as overwrite.

See https://dyndolod.info/Help/Grass-LOD#Performance
The actual performance impact depends on the load order, hardware, settings etc. The only way to find out is to test.

See https://dyndolod.info/Help/xLODGen#Generating-Terrain-LOD-Meshes
Typically use a Quality of 0 to 10 for LOD32 and set Optimize Unseen to 550 to improve coastlines on the map.

Posted
  On 3/18/2025 at 4:46 AM, z929669 said:

I stumbled across an issue with my TexGen preview of a particular complex grass. This is the only grass preview that seems to 'squeeze' the normal into the rendering.

The source texture dimensions are identical between the following two similar grasses. The NIFs are very similar as well, and so are the plugin records. The TexGen billboard text files are likewise similar, so I am perplexed as to why this is happening. It translates into the billboards and the final texture atlas. Please advise.

lupinpu (good) lupinpu_0000084d.txt

image.png

lupinb (bad) lupinb_0000084c.txt

image.png

image.png

TexGen_SSE_Debug_log.7z 185.22 kB · 1 download

Note that I reran TexGen using [Rebuild Atlas] for this session in order to test some different TexGen settings, and I noticed the issue when I was comparing the results of the new DynDOLOD_Tamriel.dds against the original.

They both had this issue, and I assumed they were snow grasses that had a bad alpha or diffuse background and was surprised to discover this was the lupinb with the squished normal.

Expand  

The two grasses use different full textures. The mod the complex grass texture comes from was not mentioned. I assume it is Cathedral landscapes Complex Grass for ENB.

The reason it is not detected is because the lower left corner is not a plain normal vector 0.0, 0.0, 1.0. However that requirement by TexGen is wrong. It just needs to be a valid normal vector. Will be fixed next version.

In the meantime you can just paint the corner R=127, G=127, B=255.

Posted
  On 3/18/2025 at 8:09 AM, sheson said:

The two grasses use different full textures. The mod the complex grass texture comes from was not mentioned. I assume it is Cathedral landscapes Complex Grass for ENB.

The reason it is not detected is because the lower left corner is not a plain normal vector 0.0, 0.0, 1.0. However that requirement by TexGen is wrong. It just needs to be a valid normal vector. Will be fixed next version.

In the meantime you can just paint the corner R=127, G=127, B=255.

Expand  

Yes, it's Cathedral landscapes Complex Grass for ENB, and I didn't think to check that. Thanks for figuring it out. I will update the mod with this fix as well.

Posted

https://dyndolod.info/Official-DynDOLOD-Support-Forum

  On 3/18/2025 at 8:34 PM, Jayombi said:

Just a casual shout out to fellow users here and asking if they have the same blue windows seen outside RIFTEN.

https://postimg.cc/FdbpYcC3

Expand  

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

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console.

What rudimentary troubleshooting have you done that makes you believe this has something to do with DynDOLOD? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

Posted

I have a question about adding grass LODs to previous output

I have a previously generated DynDOLOD output that does not include grass LODs. I want to add grass LODs while keeping them as a separate output so they can be toggled on or off. Based on the documentation, this seems possible.

Question:
With my existing DynDOLOD output installed, should I:

  1.     Select all worlds in DynDOLOD, enable grass LODs, run LODGen first, install that output, and then Rebuild Atlas, or
  2.     Select all worlds, enable grass LODs, and generate everything?

Which approach is correct, or is there a better method?

Posted
  On 3/20/2025 at 7:50 AM, dreadflopp said:

I have a question about adding grass LODs to previous output

I have a previously generated DynDOLOD output that does not include grass LODs. I want to add grass LODs while keeping them as a separate output so they can be toggled on or off. Based on the documentation, this seems possible.

Question:
With my existing DynDOLOD output installed, should I:

  1.     Select all worlds in DynDOLOD, enable grass LODs, run LODGen first, install that output, and then Rebuild Atlas, or
  2.     Select all worlds, enable grass LODs, and generate everything?

Which approach is correct, or is there a better method?

Expand  

https://dyndolod.info/Help/Grass-LODhttps://dyndolod.info/Updating

LOD for grass is part of object LOD and can not really be separate.

If you already have an existing LOD mod you want to keep but also be able to switch back to, make a copy of it into a new LOD mod.
Deactivate the old LOD mod to be kept as is and activate the new LOD mod to be updated.
Start DynDOLOD, select the desired worldspaces, check grass LOD and generate as usual.
Merge the new output into the new LOD mod. Overwrite existing files.

  • Thanks 1

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