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Posted
  On 5/11/2022 at 2:14 AM, broncofan0211 said:

Hi Sheson, I'm trying to generate Grass LOD's with Dyndolod 3 (I tried on Alpha 88, Alpha 89 and Alpha 90) for a new grass mashup called QW's Grass Patch 2. It combines Folkvangr, Origins of Forest, and Cathedral 3d Pines. But the grass lod's didn't work. I've got DyndolodGrassMode = 1 in NGIO. Also I "Recalc Bounds" in CK for Folkvangr. I used QW's 1st grass patch (using Veydosebrom, Cathedral Pines, and Folkvangr) and never had a problem. Here are the logs from Alpha 90. Please let me know if you need other logs, or if you can see where I messed something up. Thanks!

DynDOLOD_SSE_log.txt 1.84 MB · 1 download LODGen_SSE_Tamriel_log.txt 42.36 kB · 1 download TexGen_SSE_log.txt 290.5 kB · 1 download

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Go through the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List one by one.

  On 5/10/2022 at 7:41 PM, DarthVitrial said:

Crashed on processing Falskaar with Alpha 90 (as well as latest Scripts and resources). (Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 17465) while processing Falskaar.esm [REFR:1900DBA9] (places TreePineForest01 [TREE:0001306D] in GRUP Cell Temporary Children of [CELL:19A1D4A3] (in Falskaar "Falskaar" [WRLD:19A1CF42] at 16,-22)))

(Nothing is overriding that ref, its just the vanilla falskaar one. The base tree record from skyrim.esm hasnt been changed either)

Logs:  https://mega.nz/file/54tlxYoI#clIwmLTNTXvw72bLvQ3ygR6yDO3pv3Mk_atZ4r8Xf6o
Bugreport attached.

bugreport.txt 435.96 kB · 1 download

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Is that 100% reproducible?

Posted
  On 5/11/2022 at 2:45 AM, olga1816 said:

Hello !
Please tell me why my DynDOLOD generates 8 k?
Here are my settings
 

Безымянный.png

ad82a45cabd255b1.png

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Read the first post which log and debug log to upload when making posts.
Do not make screenshots of text, copy and paste the text instead.

The amount and resolution of textures added to the object LOD atlas determine its max required size.
If it is larger than the MaxTextureSize setting in the ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_[GAME MODE]_Default.ini, additional object LOD texture will be generated.

Posted
  On 5/11/2022 at 5:48 AM, sheson said:

Прочитайте первый пост, который журнал и журнал отладки загружать при создании сообщений.
Не делайте скриншоты текста, вместо этого скопируйте и вставьте текст.

Количество и разрешение текстур, добавленных в атлас LOD объекта, определяют его максимальный требуемый размер.
Если он больше значения параметра MaxTextureSize в файле ..\ DynDOLOD \Edit Scripts\ DynDOLOD \Presets\DynDOLOD_[GAME MODE]_Default.ini, будет сгенерирована дополнительная текстура LOD объекта.

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I'm sorry, thanks for your answer.

 

Posted
  On 5/11/2022 at 4:06 AM, tweedledumb99 said:

Like the title says, I'd like to know how to decrease the brightness of Ultra/3D tree LODs?

I tried lowering the ambient/direct values in TexGen, I tried lowering brightness (which turned out to be just for the 2d billboards I think), tried lowering the light values in the _passthru lod meshes, none of that's worked.

Any help'd be great.


EDIT: Found some help at this link: https://dyndolod.info/Help/Ultra-Tree-LOD

though I'd happily get people's input if there's other things I could do.

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There should typically be no need to change the brightness of properly made 3D hybrid tree LOD models if the crown mesh and shader is copied 1:1 (and doesn't use shader settings not supported by LOD). https://dyndolod.info/Help/3D-Tree-LOD-Model

The crown and trunk brightness settings (https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness) might  only be applied to such properly created 3D tree LOD models containing those "crown" and "trunk" identifiers.

Posted

My latest Dyndolod generation did not output the esm or either of the esps. I did check the settings carefuly before running it since it takes over six hours (probably, I went to sleep) to generate the output with Seasons.

Of note: IgnoreLargeReferences=0 because uLargeRefLODGridSize=11 in my skyrimprefs.ini. I'm pretty sure it's something obvious to everyone but I can't think of what might have changed since I last ran Alpha 88. SSELODGen ran fine, as did TexGen. I only decided to regenerate this output because RWT updated to 5.3 and I wanted to see the glory. Nothing else changed in my last successful run except updating RWT, Turn of the Seasons to 1.0.7 (only adding seasonal ivy) and Dyndolod Resources to Alpha 26.

If anyone could help point me somewhere before I try again, this time whilst awake. Thanks.

Posted

Hey Sheson, just had a small idea to further enhance usability when using open cities skyrim.

Would it be possible to add something like

if(open cities skyrim.esp = true || dummyplugin.esp = false){

 ignore opencitiesskyrim.esp and every plugin with opencitiesskyrim.esp as master
 activate every options for the first run
 name output dyndolod_output_part1.zip without the dyndolod esps but instead with an dummyplugin.esp

} else if (open cities skyrim.esp = true || dummyplugin.esp = true){

 activate every options for the second run
 name output dyndolod_output_part2.zip

} else if (open cities skyrim.esp = false) {

 run as normal

}


Dont know if its even as simple as that and it probably does not have priotity but i thought i just share my thought in case it might be usefull.

Anywayes following thoose alpha updates with great interest. Nice work so far :)

Posted
  On 5/11/2022 at 1:39 PM, universalrecycler said:

My latest Dyndolod generation did not output the esm or either of the esps. I did check the settings carefuly before running it since it takes over six hours (probably, I went to sleep) to generate the output with Seasons.

Of note: IgnoreLargeReferences=0 because uLargeRefLODGridSize=11 in my skyrimprefs.ini. I'm pretty sure it's something obvious to everyone but I can't think of what might have changed since I last ran Alpha 88. SSELODGen ran fine, as did TexGen. I only decided to regenerate this output because RWT updated to 5.3 and I wanted to see the glory. Nothing else changed in my last successful run except updating RWT, Turn of the Seasons to 1.0.7 (only adding seasonal ivy) and Dyndolod Resources to Alpha 26.

If anyone could help point me somewhere before I try again, this time whilst awake. Thanks.

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Read the first post which log and debug log to upload when making posts.

  On 5/11/2022 at 2:05 PM, Vashnera said:

Hey Sheson, just had a small idea to further enhance usability when using open cities skyrim.

Would it be possible to add something like

if(open cities skyrim.esp = true || dummyplugin.esp = false){

 ignore opencitiesskyrim.esp and every plugin with opencitiesskyrim.esp as master
 activate every options for the first run
 name output dyndolod_output_part1.zip without the dyndolod esps but instead with an dummyplugin.esp

} else if (open cities skyrim.esp = true || dummyplugin.esp = true){

 activate every options for the second run
 name output dyndolod_output_part2.zip

} else if (open cities skyrim.esp = false) {

 run as normal

}


Dont know if its even as simple as that and it probably does not have priotity but i thought i just share my thought in case it might be usefull.

Anywayes following thoose alpha updates with great interest. Nice work so far :)

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If I ever spend time regarding Open Cities it would be to create the necessary LOD models required for single pass LOD generation.

Posted

Hello, I hope everyone is well. I just downloaded DYNDOLOD and trying to get it to work. It's giving me the error "There are no modules in the data folder". I can see it's not using the correct file path for the SSE data folder on the loading screen.

How do I change the data file path? Will this also automatically update the plugins.txt, because the contents of that file don't look correct as well?

Thank you.

Posted
  On 5/11/2022 at 5:18 PM, ThorRight said:

Hello, I hope everyone is well. I just downloaded DYNDOLOD and trying to get it to work. It's giving me the error "There are no modules in the data folder". I can see it's not using the correct file path for the SSE data folder on the loading screen.

How do I change the data file path? Will this also automatically update the plugins.txt, because the contents of that file don't look correct as well?

Thank you.

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See https://dyndolod.info/Messages/Windows-Registry-Key

The mod manager is responsible for updating plugins.txt

Posted

So I have seen mostly good results from Dyndolod 3.0 alpha but I've noticed some pretty bad z-fighting occurring in Solitude (video link: https://imgur.com/jXLvvqc), I have noticed that to a much lesser extent in some other areas too, also I have a problem where sometimes the LOD won't unload, especially in Whiterun where I'll have the LOD model clipping through the full model.

Posted
  On 5/12/2022 at 12:39 AM, TFVgen said:

So I have seen mostly good results from Dyndolod 3.0 alpha but I've noticed some pretty bad z-fighting occurring in Solitude (video link: https://imgur.com/jXLvvqc), I have noticed that to a much lesser extent in some other areas too, also I have a problem where sometimes the LOD won't unload, especially in Whiterun where I'll have the LOD model clipping through the full model.

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Moved to the post to the DynDOLOD 3 Alpha thread.

Read the first post which log and debug log to upload when making posts.

Read all log messages https://dyndolod.info/Messages and the summary https://dyndolod.info/Help/Summary-Of-Messages that opens at the end, especially about large reference bugs https://dyndolod.info/Help/Large-References

Read the https://dyndolod.info/FAQ answers for Object LOD shows in active exterior cells and Out of place or floating objects

Posted

I have a slight issue, DynDOLOD has the grass lod check box untickable because it can't locate the grass cache. I have that generated, the folder is called 'grass cache' and it's in my MO2 mods folder, and box ticked in the MO2 load order. Should I do something different with the grass cache folder so DynDOLOD can see it?

Posted
  On 5/12/2022 at 3:05 PM, ThorRight said:

Should I do something different with the grass cache folder so DynDOLOD can see it?

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If the folder is named 'grass cache', neither DynDOLOD nor NGIO* can see it.

  1. In MO2, you should have a mod named anything you like, 'Grass Cache' or whatever.
  2. Inside this mod, there should be a folder named 'grass'.
  3. Inside this 'grass' folder, there should be a bunch of *.cgid files.
  4. This mod should be enabled.

The 'grass' folder and its contents are generated by NGIO by running it pre-caching mode. You can move it from MO2's overwrite to inside a mod or from a mod to another one. But don't rename it and don't touch its contents.

(*) Assuming you're using Skyrim 1.5.97?

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