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Posted

have a question I normally switch music mods in my playthrough. Since dyndolod make edits in worldspace it tends to be incompatible cause the music doesn't work. would it be any problem for me to leave personalized music under dyndolod esp?

Posted
  On 7/31/2022 at 4:36 AM, sheson said:

For each tree that you want LOD for, a tree LOD billboard and an optional 3D tree LOD model is required. Use TexGen to generate all required/desired tree LOD billboards.

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I did this.  However I think I fixed it.  Tree LODs seem to be working now. It was an issue with MO2 where old (bad) output that had been redirected to overwrite was overwriting my most recent run of dyndolod

Posted
  On 7/31/2022 at 8:34 PM, MarkAim said:

have a question I normally switch music mods in my playthrough. Since dyndolod make edits in worldspace it tends to be incompatible cause the music doesn't work. would it be any problem for me to leave personalized music under dyndolod esp?

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https://dyndolod.info/Help/Load-Overwrite-Orders#After-Generation
In case new LOD generation is not needed or wanted, it is also possible to use xEdit to manually patch the new conflicting records in the DynDOLOD plugins (or whatever plugin is the last to overwrite a record that requires the forwarding) or sort the plugin to load after the DynDOLOD plugins.

Posted
  On 8/1/2022 at 5:25 AM, primem0ver said:

I did this.  However I think I fixed it.  Tree LODs seem to be working now. It was an issue with MO2 where old (bad) output that had been redirected to overwrite was overwriting my most recent run of dyndolod

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We do not really know what was done or not.

If the the instructions are followed, there never should not be any LOD files in the MO2 Overwrite folder.

https://dyndolod.info/Generation-Instructions
Select an output path. The output path should be outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders.
Install the contents of the output path or the *.zip archive as a mod.  It should overwrite everything.

Posted
  On 7/31/2022 at 4:36 AM, sheson said:

That in itself is not a problem, in fact that is what is supposed to happen. The problem is that something happens along the way or seems incompatible across the versions.

Provide the required information so I can replicate the setup to see what the actual issue is and address it.

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Ok lets try and establish a baseline. Only plugins active are SBT, USSEP, a weather mod and some miscellaneous CC content. Installed SKSE, SSE Engine Fixes, Papyrus Utils

Installed DynDOLOD-Resources-SE.3.00-Alpha-27.7z with minimum options. Ran TexGenx64.exe with default options, ticked HD Tree box. Generates succesfully, zipped and installed via mod manager.

Ran DynDOLODx64 loaded rules for High, ticked Ultra, unticked other boxes i.e. occlusion etc to speed up generation, select Tamriel worldspace only for the same reason

Generates succesfully. Installed and enabled via mod manager.

And this is the result, vanilla leaf textures (loaded tree on the left, LOD tree on the right)  HD Tree version is very low quality

And its literally every Tamriel pine tree model SBT covers with no exception (ignoring aspen trees at this point I'll worry about them later)

For some reason non-vanilla i.e. mod tree added refr's are absolutley fine i.e. Vurt's Pines, Oaks etc I know from previous generate attempts its just vanilla/sbt trees that have the issue and its not just vanilla textures any leaf retexture, same result

 

So to summarise: only Simply Bigger Trees plus a few essential mods/dlc. Vanilla leaf textures. Latest Dyn version/resources. All HD pine tree ref's in Tamriel worldspace have the same result. Doesn't effect mod added custom tree models/references. Could you detail what more information is required because I'm unclear at this point

Logs

Posted
  On 8/1/2022 at 5:08 PM, soupdragon said:

Ok lets try and establish a baseline. Only plugins active are SBT, USSEP, a weather mod and some miscellaneous CC content. Installed SKSE, SSE Engine Fixes, Papyrus Utils

Installed DynDOLOD-Resources-SE.3.00-Alpha-27.7z with minimum options. Ran TexGenx64.exe with default options, ticked HD Tree box. Generates succesfully, zipped and installed via mod manager.

Ran DynDOLODx64 loaded rules for High, ticked Ultra, unticked other boxes i.e. occlusion etc to speed up generation, select Tamriel worldspace only for the same reason

Generates succesfully. Installed and enabled via mod manager.

And this is the result, vanilla leaf textures (loaded tree on the left, LOD tree on the right)  HD Tree version is very low quality

And its literally every Tamriel pine tree model SBT covers with no exception (ignoring aspen trees at this point I'll worry about them later)

For some reason non-vanilla i.e. mod tree added refr's are absolutley fine i.e. Vurt's Pines, Oaks etc I know from previous generate attempts its just vanilla/sbt trees that have the issue and its not just vanilla textures any leaf retexture, same result

 

So to summarise: only Simply Bigger Trees plus a few essential mods/dlc. Vanilla leaf textures. Latest Dyn version/resources. All HD pine tree ref's in Tamriel worldspace have the same result. Doesn't effect mod added custom tree models/references they're fine. Could you detail what more information is required because I'm unclear at this point

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Neither the screenshot or post do not say which tree record / model the problem in particular happens with. Determine which 3D tree LOD models are used, which textures they use and which mod(s) they come from.

Lookup one of the the tree base records in Logs\DynDOLOD_SSE_Tree_Report.txt, that tells you the 3D LOD model and used textures. Check the MO2 data tab where the models/textures comes from - or use xEdit Assets Browser (CTRL+F3) if they are from BSAs.

Also, textures that are only used far away do not need high resolutions that will never be used because of mipmapping. https://dyndolod.info/Help/Texture-Resolution

Posted
  On 7/31/2022 at 8:12 PM, sheson said:

Moved the post to the DynDOLOD 3 Alpha thread. Read the first post.

Upload the log and debug log when making posts as explained on the first post.

Read https://dyndolod.info/Help/Ultra-Tree-LOD what is required for 3D tree LOD and how to generate it and what logfile to check to see which assets where found and used.
DynDOLOD will use the 3D tree LOD models installed in the load order.

As explained lots of times already, DynDOLOD does not change how the engine works. There is always a difference between active cells and the LOD, because they are distinctly different things and because LOD does not support all shaders and options like full models. There will always be loading of full models and unloading of object LOD models afterwards with a brief overlap. Read https://dyndolod.info/How-LOD-Works.

Read https://dyndolod.info/Help/3D-Tree-LOD-Model how to create 3D tree LOD models. DynDOLOD does not create LOD models.

Standard tree LOD is automatically when generating ultra tree LOD, so changing fTreeLoadDistance has not affect.

"Billboard generator" is a FMOD installer that installs pre-generated billboard textures. As explained in the documentation, do not install any 3rd party billboards. Use TexGen to generate billboards.  https://dyndolod.info/Help/Tree-Grass-LOD-Billboards

If you have a problem with the quality of assets shipping with a mod, consider creating your own as explained or talk to the author of the mod.

If you have a problem with third party instructions, best to read and follow the always updated and current DynDOLOD documentation instead, otherwise ask the author of the third party instructions.

If the goal is to have things look like in the second video, then you will need to use Skyrim Special Edition and follow the instructions of the video.

Expand  

Thanks for the comprehensive answer. This will be helpful for me.

Posted (edited)

Using the latest DynDoLOD 3.0 or even the 2.98 build I'm getting this "This version of has expired." error when trying to run it through MO2.

I'm pretty sure I've installed all the requirements. 

I'm using AE on the latest patch with SKSE etc all up to date.

Does anyone have an idea how to fix this? 

image.png

Edited by LionCerieals
Posted
  On 8/2/2022 at 10:41 AM, LionCerieals said:

Using the latest DynDoLOD 3.0 or even the 2.98 build I'm getting this "This version of has expired." error when trying to run it through MO2.

I'm pretty sure I've installed all the requirements. 

I'm using AE on the latest patch with SKSE etc all up to date.

Does anyone have an idea how to fix this? 

image.png

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Do not post screenshots of message prompts, click the "Copy message to clipboard" and paste the text as explained on the first post.

Read the first post how to always use the latest alpha version.

Since DynDOLOD 2.x does not have this message, it seems likely that the MO2 executable entry points to an old DynDOLOD 3 Alpha version and not to the folder were the latest DynDOLOD 3 Alpha or DynDOLOD 2.x is installed.

Posted

Hi, i've been trying to create grass lods for my game but it never works out. Each time i generate the grass the lod grass seems to be different to the grass mod i use. Whatever grass mod i use the grass lod seems to be the same and i dont know why/how it is caused. Does anyone know what causes this/how to fix it?

LO, example picture and Grass in object ini below.

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Posted
  On 8/2/2022 at 8:27 PM, hekie12sdc said:

Hi, i've been trying to create grass lods for my game but it never works out. Each time i generate the grass the lod grass seems to be different to the grass mod i use. Whatever grass mod i use the grass lod seems to be the same and i dont know why/how it is caused. Does anyone know what causes this/how to fix it?

LO, example picture and Grass in object ini below.

  Reveal hidden contents

 

  Reveal hidden contents

 

  Reveal hidden contents

 

Expand  

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 (edited)
  On 7/24/2022 at 6:41 AM, sheson said:

I moved your posts to the DynDOLOD 3 Alpha thread. For future reference, read the first post where to post, which entire log and debug log to upload when making posts and to search this thread for similar problems. https://stepmodifications.org/forum/search/?q=texgen opengl memory&quick=1&type=forums_topic&item=16796

TexGen does not really use .Net, so it seems likely that the reboot cleared up the resources being used by several processes. Resources like video memory are controlled by the OS/drivers - which is what is telling TexGen it can not have any more memory.

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i literally posted a link to the search for similar problems in the post . memory wasnt the only problem, just the first. the main error that kept popping up was framebuffer object unsupported, which there are literally no results for. i also did skim the op, but i didnt see the logs required, so thanks. 

That being said, since i suppose this is the place as texgen is part of dyndolod 3 alpha - texgen, as far as i can tell, is completely ignoring my configuration files. at least, when it opens, they are not listed in configurations loaded, and if i build in dyndolod anyways some models of grass lods are still missing

i followed the instructions here:

https://dyndolod.info/Help/TexGen-Configuration

to make a configuration file to force billboard generation i placed it in the dydndolod resources mod folder so it's loaded in \Data\DynDOLOD when texgen is launched through mo2

i have tried various naming conventions. first i tried 

DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp

this did not work

then i saw that texgen is loading SSE configuration files, so 

DynDOLOD_SSE_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp

then i tried removing the spaces, so 

DynDOLOD_SSE_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp

also DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp

i tried placing it in dyndolod\Edit Scripts\DynDOLOD\Configs

https://drive.google.com/file/d/1h3BMCRFlIcHG-RBV635KD3fyve1Vj4bo/view?usp=sharing - TexGen_TES5VR_log.txt

https://drive.google.com/file/d/1grRI0AbDvP-5h1m4331Gt4VOq4sXer3T/view?usp=sharing  - TexGen_TES5VR_Debug_log.txt

https://drive.google.com/file/d/1xtfh3yqUgzK_wiTjM1r7t-gmAmTF_hpg/view?usp=sharing - DynDOLOD_TES5VR_Debug_log.txt

https://drive.google.com/file/d/1mGE8TN7-C7cCLFTuuDWKBnrK4GSMIZFQ/view?usp=sharing - DynDOLOD_TES5VR_log.txt

https://drive.google.com/file/d/1XnTr0xcfBU_yFyB2lfa_6-Crz-XuedYh/view?usp=sharing - Bugreport.txt - i had some issues with processlasso probalance throttling dyndolod before, that was fixed, but there might be some stuff in here about that

i cleared most of these before the most recent run - but some of them were still too big to be uploaded here or to pastebin

i know grass lods arent supported in vr but it does the same thing in se. either texgen is not making billboards or dyndolod isnt using them

https://drive.google.com/file/d/1l-0tNEFCuEYiKBABHSd8uGILF1FynaQ2/view?usp=sharing - DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp.txt

tldr - some grass doesnt have billboards. made configuration files to force billboard creation. configuration is completely ignored

Edited by tooandrew
Posted
  On 8/3/2022 at 11:01 PM, tooandrew said:

i literally posted a link to the search for similar problems in the post . memory wasnt the only problem, just the first. the main error that kept popping up was framebuffer object unsupported, which there are literally no results for. i also did skim the op, but i didnt see the logs required, so thanks. 

That being said, since i suppose this is the place as texgen is part of dyndolod 3 alpha - texgen, as far as i can tell, is completely ignoring my configuration files. at least, when it opens, they are not listed in configurations loaded, and if i build in dyndolod anyways some models of grass lods are still missing

i followed the instructions here:

https://dyndolod.info/Help/TexGen-Configuration

to make a configuration file to force billboard generation i placed it in the dydndolod resources mod folder so it's loaded in \Data\DynDOLOD when texgen is launched through mo2

i have tried various naming conventions. first i tried 

DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp

this did not work

then i saw that texgen is loading SSE configuration files, so 

DynDOLOD_SSE_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp

then i tried removing the spaces, so 

DynDOLOD_SSE_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp

also DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp

i tried placing it in dyndolod\Edit Scripts\DynDOLOD\Configs

https://drive.google.com/file/d/1h3BMCRFlIcHG-RBV635KD3fyve1Vj4bo/view?usp=sharing - TexGen_TES5VR_log.txt

https://drive.google.com/file/d/1grRI0AbDvP-5h1m4331Gt4VOq4sXer3T/view?usp=sharing  - TexGen_TES5VR_Debug_log.txt

https://drive.google.com/file/d/1xtfh3yqUgzK_wiTjM1r7t-gmAmTF_hpg/view?usp=sharing - DynDOLOD_TES5VR_Debug_log.txt

https://drive.google.com/file/d/1mGE8TN7-C7cCLFTuuDWKBnrK4GSMIZFQ/view?usp=sharing - DynDOLOD_TES5VR_log.txt

https://drive.google.com/file/d/1XnTr0xcfBU_yFyB2lfa_6-Crz-XuedYh/view?usp=sharing - Bugreport.txt - i had some issues with processlasso probalance throttling dyndolod before, that was fixed, but there might be some stuff in here about that

i cleared most of these before the most recent run - but some of them were still too big to be uploaded here or to pastebin

i know grass lods arent supported in vr but it does the same thing in se. either texgen is not making billboards or dyndolod isnt using them

https://drive.google.com/file/d/1l-0tNEFCuEYiKBABHSd8uGILF1FynaQ2/view?usp=sharing - DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp.txt

tldr - some grass doesnt have billboards. made configuration files to force billboard creation. configuration is completely ignored

Expand  

As explained in the documentation for TexGen configuration files every non-alpha numeric character needs to be stripped from the plugin filename. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

As explained at https://dyndolod.info/Mods/Skyrim-VR, Skyrim VR uses the SSE game mode identifier for settings, configs and rules files.

Conveniently the debug log shows the lines for the possible stitched object LOD textures  configuration files for every plugin:

[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt>

The ones that start with DynDOLOD\ are looked for the in the game's data folder. Always use that location.
Replacing the noalpha/alpha/copy with "Billboards" results in the required filename:
DynDOLOD_SSE_TexGen_Billboards_folkvangrandoriginsofforestgrasspatchesp.txt to put into the the games data DynDOLOD folder, e.g. with the mod.

Always recalculate the object bounds with CK so stuff is picked up automatically. https://dyndolod.info/Help/Object-Bounds

If grass LOD generation is incomplete see  https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#No-Grass-LOD-Check-List

Posted (edited)
  On 8/4/2022 at 5:57 AM, sheson said:

As explained in the documentation for TexGen configuration files every non-alpha numeric character needs to be stripped from the plugin filename. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

As explained at https://dyndolod.info/Mods/Skyrim-VR, Skyrim VR uses the SSE game mode identifier for settings, configs and rules files.

Conveniently the debug log shows the lines for the possible stitched object LOD textures  configuration files for every plugin:

[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt>

The ones that start with DynDOLOD\ are looked for the in the game's data folder. Always use that location.
Replacing the noalpha/alpha/copy with "Billboards" results in the required filename:
DynDOLOD_SSE_TexGen_Billboards_folkvangrandoriginsofforestgrasspatchesp.txt to put into the the games data DynDOLOD folder, e.g. with the mod.

Always recalculate the object bounds with CK so stuff is picked up automatically. https://dyndolod.info/Help/Object-Bounds

If grass LOD generation is incomplete see  https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#No-Grass-LOD-Check-List

Expand  

I got the billboard generation to work but it still doesnt appear in game with a new dyndolod build. Regenerated grass cache to no avail.

Edit: just saw the thing about object bounds in the other thread. Will try setting that up tomorrow

Edit2: forgive how dense i am. My reading comprehension is clearly not what it once was

Edited by tooandrew
Posted
  On 8/4/2022 at 8:27 AM, tooandrew said:

I got the billboard generation to work but it still doesnt appear in game with a new dyndolod build. Regenerated grass cache to no avail.

Edit: just saw the thing about object bounds in the other thread. Will try setting that up tomorrow

Expand  

If grass LOD generation is incomplete see https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#No-Grass-LOD-Check-List

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