Akidson Posted August 8, 2022 Posted August 8, 2022 On 8/7/2022 at 3:06 PM, sheson said: Open ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and set MaxTextureSize=4096 and see if that changes anything. If not try updating to the latest graphics driver. If I assuming right there is either 15.7.1 WHQL or Crimson Edition 16.2.1 Beta. Try the 15.7.1 WHQL first. Expand I've installed the latest graphics driver which is Crimson ReLive Edition 17.7.1 Optiona for Windows 8.1 - 64-Bit Edition and both TexGen and DynDOLOD worked. Thank you for the help Now I'm tweaking the settings so that it will look good. I will write again if I encounter any problems.
tooandrew Posted August 9, 2022 Posted August 9, 2022 On 8/6/2022 at 6:02 AM, sheson said: https://dyndolod.info/Help/Grass-LOD 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. Expand i've gotten to a point where i believe all the billboards are showing up, they are just showing as the wrong color for grassbrightness i noticed blue and green are significantly higher than red. fiddling with them now.
Guest Posted August 9, 2022 Posted August 9, 2022 No error message on texgen, how do i find out whats causing this?
sheson Posted August 9, 2022 Author Posted August 9, 2022 On 8/9/2022 at 4:27 AM, Azratun002 said: No error message on texgen, how do i find out whats causing this? Expand Read the first post which log, debug and bugreport.txt to upload when making posts. As explained on the first post, click the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/Exceptions, which explains: Item not found This is a bug with the tools encountering unexpected situations. Make a report on the official DynDOLOD support forum. Clicking on the link official DynDOLOD Support forum gives helpful tips how to use the forum and what information to include when making posts. Do not post screenshots of messages, use the "Copy message to clipboard" and paste the text of the message instead as explained on the first post. Not sure what you mean by "no error message". The message states: "Error: Item not found"
tooandrew Posted August 9, 2022 Posted August 9, 2022 (edited) Is there a way to run multiple instances of dyndolod at once? Shy of running one on a different computer? It takes so long to run its like really time consuming trying to dial in the grassbrightness setting to get everything matching the normal grass. Currently I'm running it on two computers - my third is a 6 year old laptop with a mobile i7, im sure itll be so slow i might as well not use it. But if you had an identical executable that had a different process name so i could run multiple instances concurrently on the same machine, that would probably save me a good deal of time Edited August 9, 2022 by tooandrew
sheson Posted August 9, 2022 Author Posted August 9, 2022 On 8/9/2022 at 9:28 PM, tooandrew said: Is there a way to run multiple instances of dyndolod at once? Shy of running one on a different computer? It takes so long to run its like really time consuming trying to dial in the grassbrightness setting to get everything matching the normal grass. Currently I'm running it on two computers - my third is a 6 year old laptop with a mobile i7, im sure itll be so slow i might as well not use it. But if you had an identical executable that had a different process name so i could run multiple instances concurrently on the same machine, that would probably save me a good deal of time Expand https://dyndolod.info/Help/Grass-LOD#Updating To test different GrassBrightnessTop* or GrassBrightnessBottom* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation. [..] To speed things up, limit generation to LOD Level 4 by using the Specific Chunk dropdowns. Use the West/South coordinates to generate and test with a specific BTO file until the desired results are found.
AenSeidhe Posted August 10, 2022 Posted August 10, 2022 file:///E:/DynDOLOD/Summary/DynDOLOD_Index.html Hi, i have a lot of large reference bugs mainly from elfx and no snow under the roof wizkid edition. Do i need to just flag the esp plugin as esm, or do i have to "create a dedicated ESM+ESL flagged plugin containing the overwrites only while removing these overwrites from the ESP" Incase of ESM+ESL flagged plugin, how do i do this?
sheson Posted August 10, 2022 Author Posted August 10, 2022 On 8/10/2022 at 4:33 AM, AenSeidhe said: file:///E:/DynDOLOD/Summary/DynDOLOD_Index.html Hi, i have a lot of large reference bugs mainly from elfx and no snow under the roof wizkid edition. Do i need to just flag the esp plugin as esm, or do i have to "create a dedicated ESM+ESL flagged plugin containing the overwrites only while removing these overwrites from the ESP" Incase of ESM+ESL flagged plugin, how do i do this? Expand Read https://dyndolod.info/Help/Large-References. Setting the ESM flag makes a plugin ESM, however it depends on the content of the plugin if is save/advisable to do. If it is save to flag a plugin ESL depends on the content of the plugin. When copying records as new or override with xEdit, it asks into what plugin (and in case it is new what types) to copy. All that is beyond LOD generation and support and testing the DynDOLOD 3 Alpha. I suggest to do nothing (other than turning large references off in case bugs are a problem) unless having a good understanding how creating/converting mods with CK/xEdit works and its ramifications. Future DynDOLOD 3 Alpha versions might include workarounds that can better mitigate the issues that are caused by plugins that are incompatible/unaware about the large reference feature and its bugs.
fractalbase Posted August 10, 2022 Posted August 10, 2022 I've generated DynDOLOD a number of times with my mod order, but in every attempt, trees on the world map are no longer generated, and there doesn't seem to be a grass cache for generating trees. I've tried reading the documentation, but am fairly lost. I'm probably not including requested information for a support post, but will provide any necessary information. Thank you for your attention.
sheson Posted August 10, 2022 Author Posted August 10, 2022 On 8/10/2022 at 3:42 PM, fractalbase said: I've generated DynDOLOD a number of times with my mod order, but in every attempt, trees on the world map are no longer generated, and there doesn't seem to be a grass cache for generating trees. I've tried reading the documentation, but am fairly lost. I'm probably not including requested information for a support post, but will provide any necessary information. Thank you for your attention. Expand Read the first post which logs and debug logs to upload when making posts. Read https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map. The grass cache contains information where to place full grass and can be used for grass LOD LOD generation. See https://dyndolod.info/Help/Grass-LOD.
fractalbase Posted August 10, 2022 Posted August 10, 2022 (edited) On 8/10/2022 at 3:55 PM, sheson said: Read the first post which logs and debug logs to upload when making posts. Read https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map. The grass cache contains information where to place full grass and can be used for grass LOD LOD generation. See https://dyndolod.info/Help/Grass-LOD. Expand Requested files are shared. Edited August 10, 2022 by fractalbase
sheson Posted August 10, 2022 Author Posted August 10, 2022 On 8/10/2022 at 4:38 PM, fractalbase said: Requested files are shared. Expand As explained in the already linked https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map, tree LOD on the map only shows for trees done in object LOD. Check [x] ultra on the advanced options. Also read https://dyndolod.info/Generation-Instructions#Prerequisites, in particular: Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. See https://dyndolod.info/Mods/Majestic-Mountains and make sure to install the DynDOLOD V3.0 LOD Pack correctly. It seems it might not. Pay attention to log messages and the summary. Clean and error check plugins before generating LOD.
fractalbase Posted August 11, 2022 Posted August 11, 2022 (edited) On 8/10/2022 at 5:36 PM, sheson said: As explained in the already linked https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map, tree LOD on the map only shows for trees done in object LOD. Check [x] ultra on the advanced options. Also read https://dyndolod.info/Generation-Instructions#Prerequisites, in particular: Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. See https://dyndolod.info/Mods/Majestic-Mountains and make sure to install the DynDOLOD V3.0 LOD Pack correctly. It seems it might not. Pay attention to log messages and the summary. Clean and error check plugins before generating LOD. Expand Performed the following steps: disabled mods that contained LOD or Billboard updated to latest DynDOLOD 3 alpha resources, had overwrite every conflict reinstalled Majestic Mountain DynDOLOD resources, had overwrite every conflict (including previous) set "Level32=1" setting in DynDOLOD_SSE.ini set "uLockedObjectMapLOD=32" in Skyrim.ini re-ran TexGen installed, enabled, and deployed TexGen re-ran DynDOLOD (with Ultra tree setting) installed, enabled, and deployed DynDOLOD world map appears to be sound, there are a few trees around whiterun (expected more), there are many trees around riften (expected), there are no trees around falkreath (unexpected) here are my logs any additional suggestions? Edited August 11, 2022 by fractalbase
sheson Posted August 11, 2022 Author Posted August 11, 2022 On 8/11/2022 at 6:16 AM, fractalbase said: Performed the following steps: disabled mods that contained LOD or Billboard updated to latest DynDOLOD 3 alpha resources, had overwrite every conflict reinstalled Majestic Mountain DynDOLOD resources, had overwrite every conflict (including previous) set "Level32=1" setting in DynDOLOD_SSE.ini set "uLockedObjectMapLOD=32" in Skyrim.ini re-ran TexGen installed, enabled, and deployed TexGen re-ran DynDOLOD (with Ultra tree setting) installed, enabled, and deployed DynDOLOD world map appears to be sound, there are a few trees around whiterun (expected more), there are many trees around riften (expected), there are no trees around falkreath (unexpected) here are my logs any additional suggestions? Expand Read https://dyndolod.info/Help/Ultra-Tree-LOD. The default is that trees show on the map when checking ultra tree LOD. https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map If all rules for LOD Level 32 are set to None (not a single model or billboard is used in LOD Level 32) for a worldspace, LODGen will generate LOD level 32 object LOD files to be just like the LOD level 16 object LOD files without any LOD for trees. The log shows that the "tree" mesh mask rule is set to None for LOD level 32. As explained in the documentation, this is the option to specifically not have trees on the map.
fractalbase Posted August 11, 2022 Posted August 11, 2022 On 8/11/2022 at 6:27 AM, sheson said: Read https://dyndolod.info/Help/Ultra-Tree-LOD. The default is that trees show on the map when checking ultra tree LOD. https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map If all rules for LOD Level 32 are set to None (not a single model or billboard is used in LOD Level 32) for a worldspace, LODGen will generate LOD level 32 object LOD files to be just like the LOD level 16 object LOD files without any LOD for trees. The log shows that the "tree" mesh mask rule is set to None for LOD level 32. As explained in the documentation, this is the option to specifically not have trees on the map. Expand Re-ran dyndolod with same texgen files, this time with "Level32=0" in DynDOLOD_SSE.ini (and Ultra setting). Ran game without "uLockedObjectMapLOD" parameter in Skyrim.ini; no trees on map. Any ideas why trees wouldn't be visible? logs
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