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Posted (edited)
  On 9/22/2021 at 10:34 AM, Unilythe said:

Never mind, I got it. Writing this all down was a rubber duck experience for me I suppose. I need to fix the object bounds by recalculating it in the creation kit. Lots of Verdant grasses have 0's on all the object bound values, so I guess that causes these issues. First I'm going to test setting MinGrassModelVolume=0 and MinGrassModelHeight=0 to see if that indeed fixes the problem.

Expand  

Alright, I suppose this is a known thing already, but indeed Verdant doesn't play nice with DynDOLOD 3's grass LOD's because of the missing object bounds, as was implied about many grass mods in the first post.

Now that I have working grass LOD the result is amazing. It's a shame that both my weather mods and ENB cause my grass to change color quite significantly compared to the LOD, but I read this is a known thing as well. It is what it is. I suppose it's a choice between grass LOD and weather mods/ENB for now.

Edited by Unilythe
Posted
  On 9/22/2021 at 4:26 PM, Unilythe said:

Alright, I suppose this is a known thing already, but indeed Verdant doesn't play nice with DynDOLOD 3's grass LOD's because of the missing object bounds, as was implied about many grass mods in the first post.

Now that I have working grass LOD the result is amazing. It's a shame that both my weather mods and ENB cause my grass to change color quite significantly compared to the LOD, but I read this is a known thing as well. It is what it is. I suppose it's a choice between grass LOD and weather mods/ENB for now.

Expand  

You can adjust the grass lighting in TexGen for overall brightness of grass billboards specifically. I have found that setting ambient from default 160 to 145 works well with ENB (depends on ENB settings).

Even better is to ALSO adjust the grass lighting by channel for upper/lower in DynDOLOD_SSE.ini. Increase red and decrease blue for upper, and subtract at least 0.010 from all of them. For lower, decrease red a bit and also subtract about 0.010 from all three. Then regen. You will find that this looks much better. Weather can still potentially cause minor issues with matching, but playing with these settings resolves it almost completely.

Posted
  On 9/22/2021 at 2:25 PM, sheson said:

DynDOLOD adjusts the alpha threshold and mipmaps when adding textures to the tree or object LOD atlas.

LOD has a fixed alpha threshold of 128.

If a LOD model is added to an object LOD mesh and it uses a source texture directly instead of the texture atlas for whatever reason, then in fact it uses that unmodified source texture in all its glory with the  fixed alpha threshold of 128.

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Ok so because these are Hybrid LODs am I correct in my understanding that they use the full texture for their crowns rather than an Atlas?

If so, how do I go about resolving this in the textures so that the Hybrids lods blend into the Billboard lods?

Posted (edited)
  On 9/15/2021 at 4:02 PM, Arrocito said:

Hey, I keep getting this error while trying to run texgen and the only time I can fully run it is will a vanilla setup otherwise I keep getting this error. Hopeing it s a simple fix but Ive never had this issue in the past.

 

I get a "Can not copy resource from textures\ect. to the output folder, the system cannot find the path specified"

 

Any help would be appreciated.

 

 

TexGen_SSE_log.rar 26.73 kB · 4 downloads TexGen_SSE_Debug_log.rar 59.28 kB · 2 downloads

Expand  

I'm sure you have the same problem as mine, which I've asked in the few pages before. You probably missing the required necessary plugins. Could be nice to know what is the "etc" in your error.

 

Here is the answer from @sheson

  On 9/12/2021 at 9:27 PM, sheson said:

If you want to continue an existing save game, make sure the update is possible.

In any case, if the texture exists at the path it will be found. So i an update is not possible, you can copy any other texture to that path/filename. It won't be really used for LOD since the older version do have the new farmhouses that require that texture.

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Also, in my case, it was due to Beyond Reach is outdated, so I updated it and the mesh has been updated, so the issue went away.

 

P/s: Today due to some mods, I had to re-run DynDOLOD again, and I STRONGLY recommended to completely disable OpenCities and ALL the related patches, as well as clean all the plugins with SSEdit. Otherwise, I got many different errors which I honestly have no idea how to resolve. 

Edited by Tung
update answer
Posted
  On 9/22/2021 at 4:26 PM, Unilythe said:

Alright, I suppose this is a known thing already, but indeed Verdant doesn't play nice with DynDOLOD 3's grass LOD's because of the missing object bounds, as was implied about many grass mods in the first post.

Now that I have working grass LOD the result is amazing. It's a shame that both my weather mods and ENB cause my grass to change color quite significantly compared to the LOD, but I read this is a known thing as well. It is what it is. I suppose it's a choice between grass LOD and weather mods/ENB for now.

Expand  

Try disabling or tuning down image based lighting settings in ENB.

  On 9/22/2021 at 6:44 PM, AiElias said:

Ok so because these are Hybrid LODs am I correct in my understanding that they use the full texture for their crowns rather than an Atlas?

If so, how do I go about resolving this in the textures so that the Hybrids lods blend into the Billboard lods?

Expand  

Typically the reason why a shape does not use the texture atlas is because its UV is outside of 0.0 and 1.0.

There is no blending between LOD models, LOD Levels or LOD assets types.

  On 9/22/2021 at 8:21 PM, Tung said:

P/s: Today due to some mods, I had to re-run DynDOLOD again, and I STRONGLY recommended to completely disable OpenCities and ALL the related patches, as well as clean all the plugins with SSEdit. Otherwise, I got many different errors which I honestly have no idea how to resolve. 

Expand  

Read the DynDOLOD manual how to generate LOD for Open Cities in two passes. First pass without it for object and tree LOD. Second part with it for dynamic LOD.

If help is required to solve the cause of errors, provide necessary information and ask for help how to solve them.

Posted
  On 9/22/2021 at 8:42 PM, sheson said:

Try disabling or tuning down image based lighting settings in ENB.

Expand  

Jup, that fixed biggest part of the color shift caused by ENB, although it also removed most of the ENB effects. Vivid weathers also changes the grass color quite a bit, apparently. I'm just going to play with grass LODs like this for a while and see if I notice it enough to be bothersome.

Posted (edited)
  On 9/22/2021 at 2:51 PM, sheson said:

Stop errors stop the process because LOD generation can not be successfully completed.
Errors are problems that need to be fixed.
Warnings are problems that should be fixed.

No information was provided. So it is unclear what error message or problem is talked about. Read the first post.

Expand  

 

Dear sheson,

 

Included Logs https://ufile.io/f/pjvxe

 

Skyrim VR

TexGenX64

DynDOLODX64

All I am trying to compile the following.

Screenshot-1.png

 

First run errors will point to People Of Skyrim (tpos_complete02_RTCWG.esp) then abort.

If I disable People of Skyrim then re-compile it will error name Unofficial Skyrim Special Edition Patch then abort...

If I disable that and re-compile it will Error on DawnGuard then abort. This is DynDOLOD only that ERRORS not TexGen that's fine.

I have even XEDIT and cleaned all the above MODS ( even though I didn't have to do any of that ever before). I tried all manor of options OFF/ON - LOW MEDIUM and HIGH and adjusting mod order and I use LOOT.

If I done something my end to affect LOD generation to error like this I really do not know (hoping its that simple solution).

I been trying to figure it out since last Sunday, I love to hear off other VR users using Version 3 and hearing there experiences..

 

Thanks for reading.

 

 

 

 

 

Edited by Jayombi
Posted
  On 9/23/2021 at 1:50 PM, Jayombi said:

Dear sheson,

Included Logs https://ufile.io/f/pjvxe

 

Skyrim VR

TexGenX64

DynDOLODX64

All I am trying to compile the following.

Screenshot-1.png

 

First run errors will point to People Of Skyrim (tpos_complete02_RTCWG.esp) then abort.

If I disable People of Skyrim then re-compile it will error name Unofficial Skyrim Special Edition Patch then abort...

If I disable that and re-compile it will Error on DawnGuard then abort. This is DynDOLOD only that ERRORS not TexGen that's fine.

I have even XEDIT and cleaned all the above MODS ( even though I didn't have to do any of that ever before). I tried all manor of options OFF/ON - LOW MEDIUM and HIGH and adjusting mod order and I use LOOT.

If I done something my end to affect LOD generation to error like this I really do not know (hoping its that simple solution).

I been trying to figure it out since last Sunday, I love to hear off other VR users using Version 3 and hearing there experiences..

 

Thanks for reading. 

Expand  

Use modwat.ch instead of posting screenshots of load orders.

Installing mods made for a different game version and hoping for the best is not going to work. Either install versions made for the game version you are using or install/create the required patches to make it compatible. I suggest to follow a basic modding guide, also to learn about these  basic modding requirements.

The Unofficial Skyrim Special Edition Patch is not compatible with other game versions than Skyrim Special Edition, obviously.
It requires a patch like Skyrim VR - USSEP 4.2.2 and SSE 1.5.97 Compatibility Patch for example.

With Skyrim VR patched with  SSE updates, most plugins and mods made for Skyrim Special Edition should work fine/better and not have unresolved errors anymore related to Skyrim Special Edition updates.

Posted
  On 8/29/2021 at 12:44 PM, sheson said:

No idea where you got that mega URL from. Use the links from the first post.

Expand  

I just mean holy cow doesn't work for me when I use MO2. Seems to be a dead link to it. I've downloaded dyndolod to import it within MO2 manually as usual but suddenly decided to worship the cow. But MO2 said the link to the cow is dead if I try! What can I do? Did I try to take a joke serious naivly thinking of freedom of religions?

Posted
  On 9/23/2021 at 3:10 PM, Feuerkl1nge said:

I just mean holy cow doesn't work for me when I use MO2. Seems to be a dead link to it. I've downloaded dyndolod to import it within MO2 manually as usual but suddenly decided to worship the cow. But MO2 said the link to the cow is dead if I try! What can I do? Did I try to take a joke serious naivly thinking of freedom of religions?

Expand  

That is a rather cryptic way of saying that the FOMOD xml in DynDOLOD Resource SE Alpha 3 has a wrong file source for the holy cow.

Fixed in DynDOLOD Resources SE 3.00 Alpha-13

Posted

The download link for the DynDOLOD Resources you have is this:

https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=227680&nmm=1&game_id=1704

That forces me into a Vortex type download and puts it into my MO2 download directory making me search for it. All the other manual download links in Nexus allow me to choose the location. I suggest changing the nmm=1 to nmm=0 in the link which fixes that.

https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=227680&nmm=0&game_id=1704

 

Posted
  On 9/23/2021 at 3:30 PM, Glanzer said:

The download link for the DynDOLOD Resources you have is this:

That forces me into a Vortex type download and puts it into my MO2 download directory making me search for it.

Expand  

The mod manager download directory is where DynDOLOD Resources are supposed to be downloaded to so they can be installed as any other mod.

If you want to make it more complicated use the mega link or go to the Nexus file page.

Posted
  On 9/23/2021 at 2:14 PM, sheson said:

Use modwat.ch instead of posting screenshots of load orders.

Installing mods made for a different game version and hoping for the best is not going to work. Either install versions made for the game version you are using or install/create the required patches to make it compatible. I suggest to follow a basic modding guide, also to learn about these  basic modding requirements.

The Unofficial Skyrim Special Edition Patch is not compatible with other game versions than Skyrim Special Edition, obviously.
It requires a patch like Skyrim VR - USSEP 4.2.2 and SSE 1.5.97 Compatibility Patch for example.

With Skyrim VR patched with  SSE updates, most plugins and mods made for Skyrim Special Edition should work fine/better and not have unresolved errors anymore related to Skyrim Special Edition updates.

Expand  

Thanks for coming back to me.

I must emphasise I been using your great mod for a long time, many revisions eventually transcending to your current Version 3. During that journey I always used The Unofficial Skyrim Special Edition Patch. I have tried the last confirmed VR compatible version and also tried the Patched revision you suggested above. But I had at the time other issues and went back eventually to just using the Unofficial Skyrim Special Edition current version 4.2.5b last released June and stayed with it.

Not sure you have had the pleasure to try VR but USSEP 4.2.5b does work in VR, with very little issue as the VR version of Skyrim is based on the SSE engine with some bare minimum tweaks here and there for VR use. I was with little problem able to generate LOD with your DynDOLOD and play fine right up till revision Alpha 44 (you can check my download history to know how many revisions I was able to use without issue). But you must have implemented other type's of checking protocols (check for injected worldspace maybe ? ) as I was unable to generate LOD in current versions of your DynDOLOD with out it aborting due to errors, alas all the recent posts and scratching of head.

But to conclude I have followed your advice above and resorted back to use the Skyrim VR - USSEP 4.2.2 and SSE 1.5.97 Compatibility Patch .. I am puzzled why we use this that seems to recompile the ESM's into SSE mode. But if that's the case why do we use the '-tes5vr' for VR then ?..

Either case ecstatically I am happy to say it helped the process to complete the LOD generation !... So I am one happy peep once more with that as that's all I wanted from the set go.

Logically I am still bamboozled why things broke but its working now so thank you immensely.

 

 

 

 

 

 

Posted
  On 9/23/2021 at 4:58 PM, Jayombi said:

Thanks for coming back to me.

I must emphasise I been using your great mod for a long time, many revisions eventually transcending to your current Version 3. During that journey I always used The Unofficial Skyrim Special Edition Patch. I have tried the last confirmed VR compatible version and also tried the Patched revision you suggested above. But I had at the time other issues and went back eventually to just using the Unofficial Skyrim Special Edition current version 4.2.5b last released June and stayed with it.

Not sure you have had the pleasure to try VR but USSEP 4.2.5b does work in VR, with very little issue as the VR version of Skyrim is based on the SSE engine with some bare minimum tweaks here and there for VR use. I was with little problem able to generate LOD with your DynDOLOD and play fine right up till revision Alpha 44 (you can check my download history to know how many revisions I was able to use without issue). But you must have implemented other type's of checking protocols (check for injected worldspace maybe ? ) as I was unable to generate LOD in current versions of your DynDOLOD with out it aborting due to errors, alas all the recent posts and scratching of head.

But to conclude I have followed your advice above and resorted back to use the Skyrim VR - USSEP 4.2.2 and SSE 1.5.97 Compatibility Patch .. I am puzzled why we use this that seems to recompile the ESM's into SSE mode. But if that's the case why do we use the '-tes5vr' for VR then ?..

Either case ecstatically I am happy to say it helped the process to complete the LOD generation !... So I am one happy peep once more with that as that's all I wanted from the set go.

Logically I am still bamboozled why things broke but its working now so thank you immensely.

Expand  

Something seemingly "working" does not mean it doesn't have errors. Run xEdit's error check on the load order. It will check all records.

If you want to use mods/plugins made for SSE with VR without problems, then VR needs to contain all the records and assets from SSE.

-TES5VR is a game mode identifier for the tools. It most importantly defines which Windows registry key and INI paths and filenames to use. It does not change records in plugins.

Posted (edited)

North Of Skyrim near Solitude.

Screen-Shot341.png

Screen-Shot343.png

Noticing some water LOD is absent detail and can at certain angles look like large empty box like areas when looking north out to the SEA of Ghosts.

Swim closer it disappears so local textures and meshes seem okay.

Wondered if you had any ideas what would cause this. Another mod editing the same cells maybe ? 

 

Also I tried the glow windows etc. option during process for a change but get over lap window textures.

Options used :

Screenshot-2.png

 

 

Specific example at Solitude - Blue Palace

Screen-Shot344.png

Screen-Shot345.png

Windows are like this when DynDOLOD.ESP is enabled. Some as seen in the picture above have this window texture over the top of the original Rustic Window Texture.

Thanks.

Edited by Jayombi

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