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Posted (edited)

I'm trying Happy Little Trees 1.04 and I used Happy Little Trees 3D LOD - (Quality)

Just outside the gate at Whiterun, the lookout on the left, I took a screen shot of the trees next to the mountain base. 

I posted a question about this at Nexusmods - Happy Little Trees, z929669 replied saying these are Vanilla LOD, that I am seeing in the distance.

On the Steps Guide for SSE, I am using default settings for xLODGen, TexGen, and DynDOLOD-HD-QHD.

In DynDOLOD, besides 'LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1' I also tried, 'LOD4/Level0, LOD8/Level1, LOD16/Level2'.

Here's a screen shot of how the trees look in the distance next to Whiterun, just outside the gate. They don't look too good, so I'm not sure why they aren't showing the 3D LODs with nicer detail.

This is also a problem with every tree mod I run into, the trees looking this bad in the distance. But EVT doesn't look quite as bad, so far, they're the only tree mod that looks fairly decent in the distance. SFO, Happy Little Trees, Myrkvior, Treerific, and a few others I can't think of right now, all look bad at around this distance, which, I didn't think would be considered far in the game, to have such poor looking models...

THANKS

Trees-At-Whiterun.thumb.jpg.9b168e0f5e6b6a425213746da9f934b2.jpg

 

DynDOLOD_SSE.iniFetching info...

DynDOLOD_SSE_log.txtFetching info...

Edited by mooit
Posted
  On 7/24/2022 at 8:13 PM, mooit said:

I'm trying Happy Little Trees 1.04 and I used Happy Little Trees 3D LOD - (Quality)

Just outside the gate at Whiterun, the lookout on the left, I took a screen shot of the trees next to the mountain base. 

I posted a question about this at Nexusmods - Happy Little Trees, z929669 replied saying these are Vanilla LOD, that I am seeing in the distance.

On the Steps Guide for SSE, I am using default settings for xLODGen, TexGen, and DynDOLOD-HD-QHD.

In DynDOLOD, besides 'LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1' I also tried, 'LOD4/Level0, LOD8/Level1, LOD16/Level2'.

Here's a screen shot of how the trees look in the distance next to Whiterun, just outside the gate. They don't look too good, so I'm not sure why they aren't showing the 3D LODs with nicer detail.

This is also a problem with every tree mod I run into, the trees looking this bad in the distance. But EVT doesn't look quite as bad, so far, they're the only tree mod that looks fairly decent in the distance. SFO, Happy Little Trees, Myrkvior, Treerific, and a few others I can't think of right now, all look bad at around this distance, which, I didn't think would be considered far in the game, to have such poor looking models...

THANKS

Trees-At-Whiterun.thumb.jpg.9b168e0f5e6b6a425213746da9f934b2.jpg

 

DynDOLOD_SSE.ini 18.99 kB · 0 downloads

DynDOLOD_SSE_log.txt 3.81 MB · 0 downloads

Expand  

You need to look at your ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt to see what LOD models are or are not found according to your plugins. My guess is that these are vanilla billboards and that you are trying to run multiple tree mods that affect the same vanilla trees, and the winning plugin doesn't find the LOD models you need.

Only install ONE tree mod.

Remove all LOD models for trees from other mods.

Re-run TexGen and DynDOLOD.

Posted

If I disable DynDOLD.esm and DynDOLOD.esp in my mod manager, my game runs fine and I'm able to load saves and start new games. If I enable those plugins, the game won't load a save or start a new game and CTDs. Here are the mods I'm using that are relevant to DynDOLOD generation:

- Skyrim Flora Overhaul

- Majestic Mountains

- Skyland AIO

- Enhanced Landscapes

- Nature of the Wild Lands

Now since my game runs perfectly without the DynDOLOD esm and esp enabled, I'm assuming that my load order and dependencies for the above mods are correct (there were no noticeable issues after a couple hours of running around and looking at landscapes / cities). For some reason, compiling those mods into LOD generation and enabling the esp / esm is crashing my game. Do any of these mods have known conflicts with DynDOLOD 3? I'm aware it's still in alpha.

I have the proper billboards and LOD files from all of those mods above in order to generate my own LODs with DynDOLOD, I have all the necessary requirements installed like Papyrus Util, DynDOLOD Resources, DLL and Scripts, I have the correct Address Library installed, and I know how to run TexGen and DynDOLOD without any issues, so I don't think I'm missing anything obvious. I've also checked the FAQ and made the SaveGameMaxSize edit in Engine Fixes and enabled UI Compression in skyrim.ini.

Has anyone else run into similar issues with these mods above or ones like them and know of a fix?

Posted

So I am stuck installing this for VR, first it has an error with open cities, then an issue with USSEP, there is a patch for USSEP to work in VR which I have, and this patcher is apparently out of date? DynDOLOD wont continue loading with USSEP and I cant disable it or not use it cause other mods need USSEP. What do I do here?

Posted
  On 7/25/2022 at 5:04 AM, technofolklore said:

If I disable DynDOLD.esm and DynDOLOD.esp in my mod manager, my game runs fine and I'm able to load saves and start new games. If I enable those plugins, the game won't load a save or start a new game and CTDs. Here are the mods I'm using that are relevant to DynDOLOD generation:

- Skyrim Flora Overhaul

- Majestic Mountains

- Skyland AIO

- Enhanced Landscapes

- Nature of the Wild Lands

Now since my game runs perfectly without the DynDOLOD esm and esp enabled, I'm assuming that my load order and dependencies for the above mods are correct (there were no noticeable issues after a couple hours of running around and looking at landscapes / cities). For some reason, compiling those mods into LOD generation and enabling the esp / esm is crashing my game. Do any of these mods have known conflicts with DynDOLOD 3? I'm aware it's still in alpha.

I have the proper billboards and LOD files from all of those mods above in order to generate my own LODs with DynDOLOD, I have all the necessary requirements installed like Papyrus Util, DynDOLOD Resources, DLL and Scripts, I have the correct Address Library installed, and I know how to run TexGen and DynDOLOD without any issues, so I don't think I'm missing anything obvious. I've also checked the FAQ and made the SaveGameMaxSize edit in Engine Fixes and enabled UI Compression in skyrim.ini.

Has anyone else run into similar issues with these mods above or ones like them and know of a fix?

Expand  

I moved the post to the DynDOLOD 3 Alpha thread.

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

Pay attention to the log message https://dyndolod.info/Messages and summary https://dyndolod.info/Help/Summary-Of-Messages.

Read the the answer for "ILS or CTD" at https://dyndolod.info/FAQ

Read the ..DynDOLOD\Docs\DynDOLOD-README.txt included in the standalone archive. First check the crash log from .Net Framework or Crash Logger. Upload the crash log if help is needed.

You list a couple of mods that you believe are relevant to the LOD patch generation. It is guaranteed to  be incomplete. Use modwat.ch or loadorderlibrary.com instead.

Posted
  On 7/24/2022 at 8:13 PM, mooit said:

I'm trying Happy Little Trees 1.04 and I used Happy Little Trees 3D LOD - (Quality)

Just outside the gate at Whiterun, the lookout on the left, I took a screen shot of the trees next to the mountain base. 

I posted a question about this at Nexusmods - Happy Little Trees, z929669 replied saying these are Vanilla LOD, that I am seeing in the distance.

On the Steps Guide for SSE, I am using default settings for xLODGen, TexGen, and DynDOLOD-HD-QHD.

In DynDOLOD, besides 'LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1' I also tried, 'LOD4/Level0, LOD8/Level1, LOD16/Level2'.

Here's a screen shot of how the trees look in the distance next to Whiterun, just outside the gate. They don't look too good, so I'm not sure why they aren't showing the 3D LODs with nicer detail.

This is also a problem with every tree mod I run into, the trees looking this bad in the distance. But EVT doesn't look quite as bad, so far, they're the only tree mod that looks fairly decent in the distance. SFO, Happy Little Trees, Myrkvior, Treerific, and a few others I can't think of right now, all look bad at around this distance, which, I didn't think would be considered far in the game, to have such poor looking models...

THANKS

Trees-At-Whiterun.thumb.jpg.9b168e0f5e6b6a425213746da9f934b2.jpg

 

DynDOLOD_SSE.ini 18.99 kB · 0 downloads

DynDOLOD_SSE_log.txt 3.81 MB · 2 downloads

Expand  

I moved your post to the DynDOLOD 3 Alpha thread. 

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

Pay attention to the log message https://dyndolod.info/Messages and the summary https://dyndolod.info/Help/Summary-Of-Messages.
The HITMEs could be relevant.

Read https://dyndolod.info/Help/Ultra-Tree-LOD

As explained, for every tree you want 3D tree LOD, a matching 3D tree LOD model needs to be installed. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt file for the tree base records in question to see what LOD assets were found and used for them.

Make sure the DynDOLOD output is not overwritten by anything.

Posted (edited)
  On 2/4/2021 at 6:09 PM, audawarduz said:

I suspect the direct/ambient settings in TexGen will produce "better" results for color matching

Expand  

Sorry if this is treated elsewhere but what direct/ambient settings in TexGen will produce darker grass lods?  In other words, which way should I change the settings for direct and ambient to get darker lods.

Edited by Dez756
Posted
  On 7/26/2022 at 10:44 AM, Dez756 said:

Sorry if this is treated elsewhere but what direct/ambient settings in TexGen will produce darker grass lods?  In other words, which way should I change the settings for direct and ambient to get darker lods.

Expand  

https://dyndolod.info/Help/TexGen (opens when click the Help button), scrolling down to https://dyndolod.info/Help/TexGen#Direct-Ambient-Smoothness
These settings change the direct (default from top) and ambient lighting strength for the created diffuse texture and the smoothness of the created normal map textures.
Use the Preview button to see changes to these settings in real time. Click the Use button in the preview window to use the new settings.

Lower numbers mean less light strength = darker, which can easily be seen when using the preview as suggested.

https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD.

Posted
  On 7/21/2022 at 5:52 AM, sheson said:

How do you load into the new game and how long do you wait before fast traveling?

Expand  

coc whiterun from main menu, waited until got all init messages from all mods and bit more.

  On 7/21/2022 at 5:52 AM, sheson said:

Are there any plugins overwriting the reference form ID 000CA6EA for the Winterhold Tower?

Expand  

No.

  On 7/21/2022 at 5:52 AM, sheson said:

Check for DynDOLOD related error messages in the papyrus log.

Expand  

Seems fine.

  On 7/21/2022 at 5:52 AM, sheson said:

Open ..skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json from the DynDOLOD output in a text editor and search for a line containing winterholdexttower01.
Paste that line.

Expand  

"1557691":["","1","1","1","","829162","Skyrim.esm","-1","-1","1","1","winterholdexttower01:10","829162","Skyrim.esm"],

Posted
  On 7/26/2022 at 12:08 PM, had said:

coc whiterun from main menu, waited until got all init messages from all mods and bit more.

No.

Seems fine.

"1557691":["","1","1","1","","829162","Skyrim.esm","-1","-1","1","1","winterholdexttower01:10","829162","Skyrim.esm"],

Expand  

Does it happen with DynDOLOD DLL and its Scripts installed, while doing everything else the same?

Posted

I think the new AMD graphics drivers might have broken TexGen. I'm using an RX 5700 XT with the 22.7.1 driver and every time it gets past billboard generation and tries to start processing textures I get an "OpenGL: invalid operation" error. Here are the relevant logs from TexGen. Let me know if you need anymore information from me.

https://paste.ee/p/ojZU5

https://paste.ee/p/Maj4k

 

Posted
  On 7/29/2022 at 1:54 AM, Dwailing said:

I think the new AMD graphics drivers might have broken TexGen. I'm using an RX 5700 XT with the 22.7.1 driver and every time it gets past billboard generation and tries to start processing textures I get an "OpenGL: invalid operation" error. Here are the relevant logs from TexGen. Let me know if you need anymore information from me.

https://paste.ee/p/ojZU5

https://paste.ee/p/Maj4k

Expand  

If this is supposedly a problem with the new graphics drivers and I am not working for AMD I am not quote sure why you are posting here. Best to verify that theory by installing an older driver to see if the problem persists.

Lets assume the driver works fine:

The message: Error: OpenGL: invalid operation while processing textures\cubemaps\ShinyBright_e.dds

The TexGen log seems to be missing lines. Always upload the entire session.
Was there no bugreport.txt?

We had problems with that texture (or cubemaps) before, which resulted in an TexGen update https://stepmodifications.org/forum/search/?q=ShinyBright_e.dds

Let me know which mod is the one to supply that texture. Use xEdit Asset Browser (start with CTRL+F3) to find out the last BSA to contain it in case there is no loose file.

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