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Posted
  On 10/7/2022 at 11:41 AM, sheson said:

As I suggested, test LOD generated for vanilla (new MO2 profile just with requiremets, generate LOD for Tamriel only) to check things work as expected. Then add whatever you might suspect.
The mod is out since a while, other users would have probably had issues and reported them.
BTW, there is not need for PortalBoxFix=1 with SkyrimSE.

Because that output path is wrong, obviously, Those textures should have overwritten the original path. Will be fixed next version.

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Will find out, what's causing this. The last time I had a 'special' problem it was related to base object swapper (until you made it compatible)...will look into it, thank you for your guidiance.

Ok, glad I could pointed it out to you. Until next version maybe I'll copy the textures over and recreate DynDOLOD, thanks for looking into it.

Posted
  On 10/7/2022 at 10:50 AM, sheson said:

You do not need to worry about being compatible with a mod that contains stitched object LOD textures.
TexGen should overwrite them with correct files created automatically, if needed with additional configs for MoreRust-softcolors.esp specifially.
Config files are parsed with the same priority as the plugins. so the last config to provide information for a LOD textures that was already defined earlier should "win".
At least until you get around to update the LOD models or LOD material files to use they grayscale to palette.

Vanilla LOD textures should typically always be created the same way form the same source textures. A mod that requires/expects different source-to-LOD-textures needs to use a different LOD texture file name so it doesn't conflict with other mods expecting the vanilla-style LOD texture.

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True, but the main reason for my hesitation is that I haven't found a model that actually references the source textures that I have used there to recreate the texture, so I am not 100% certain that the generated texture will even match vanilla. The textures I reference look like they may have been textures that got replaced by the grayscale texture in the game's development. 

However, I suppose I could compare against the gradient to see if they match up closely, and modify color values to match if necessary. Could probably even use that same method to match that mod's look. 

Posted
  On 10/7/2022 at 3:28 PM, DoubleYou said:

True, but the main reason for my hesitation is that I haven't found a model that actually references the source textures that I have used there to recreate the texture, so I am not 100% certain that the generated texture will even match vanilla. The textures I reference look like they may have been textures that got replaced by the grayscale texture in the game's development. 

However, I suppose I could compare against the gradient to see if they match up closely, and modify color values to match if necessary. Could probably even use that same method to match that mod's look. 

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If there are no matching full textures it typically means the LOD textures should be rendered. I have adding that on the long list of things to do.

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Posted

Apologies if I've missed something at https://dyndolod.info/Help/xLODGen which the error referrred to.

I've followed the install instruction twice on the website and run texgen successfully, when I go to run DynDOLOD it throws this error up and I am not exactly what is causing it or what I should do to resolve. Any advice would be much appreciated!


"Broken Tamriel terrain LOD meshes detected."


"Some terrain LOD meshes generated by Oscape have bugs resulting in severe visual issues.

Permamently remove the broken terrain LOD meshes or use xLODGen to generate terrain LOD meshes to overwrite the broken terrain LOD meshes.

Ignoring this problem means there will be broken and missing terrain LOD in certain areas.

Object LOD and Occlusion can not be generated correctly unless there are proper terrain LOD meshes installed."

 

Posted

i have purple LOD with the 101 update, it wasn't the case before, checked log files showing a lot of missing textures

 

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Posted
  On 10/7/2022 at 11:47 PM, quochunganhphu said:

i have purple LOD with the 101 update, it wasn't the case before, checked log files showing a lot of missing textures

 

  Reveal hidden contents

 

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See the forum rules and OP for how to post and what to include. It isn't useful to paste large amounts of text into a post.

Posted

Really was hoping to not have to post but I'm at a loss here. Just regenerating my LOD for a new trees plugin/new mods and the DynDOLOD process keeps getting stuck 45 minutes into generation with no errors to be seen, it just kinda dies. See attached screenshot, it completes all the object LODGen.exe popups and then once the final window closes, DynDOLOD just doesn't update or generate the .esp/occlusion data. Just sits like this, not updating the time elapsed or anything. I also included folder information/current time/task manager useage to try to provide as much info as I can. Immediately after the exe's finished Taking Your Firstborn was at about 1,600 MB and since has dropped dramatically and is just staying around 436 MB. After about 30 minutes of non responsiveness I really don't know if it's just "taking a long time" or something is wrong, as I have never had problems with the LOD gen process like this before.

Quick update, now, 45 minute after the exe's finished, memory usage has dropped to about 15 MB. I assume this means the process is not gonna complete and I have literally no idea what's going on to cause it to not. 

DynDOLODWontFinish.PNG

Posted
  On 10/7/2022 at 11:47 PM, quochunganhphu said:

i have purple LOD with the 101 update, it wasn't the case before, checked log files showing a lot of missing textures
 

  Reveal hidden contents

 

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Read the first post which entire log and debug log (in this case from TexGen and DynDOLOD) to upload when making posts.

  On 10/8/2022 at 1:14 AM, xcal68 said:

Just confirming the same issue with texgen as quochunganhphu.

I'll see about logs if I have time later.  Just confirming for now.

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

Posted
  On 10/8/2022 at 6:23 AM, rileymil said:

Really was hoping to not have to post but I'm at a loss here. Just regenerating my LOD for a new trees plugin/new mods and the DynDOLOD process keeps getting stuck 45 minutes into generation with no errors to be seen, it just kinda dies. See attached screenshot, it completes all the object LODGen.exe popups and then once the final window closes, DynDOLOD just doesn't update or generate the .esp/occlusion data. Just sits like this, not updating the time elapsed or anything. I also included folder information/current time/task manager useage to try to provide as much info as I can. Immediately after the exe's finished Taking Your Firstborn was at about 1,600 MB and since has dropped dramatically and is just staying around 436 MB. After about 30 minutes of non responsiveness I really don't know if it's just "taking a long time" or something is wrong, as I have never had problems with the LOD gen process like this before.

Quick update, now, 45 minute after the exe's finished, memory usage has dropped to about 15 MB. I assume this means the process is not gonna complete and I have literally no idea what's going on to cause it to not. 

DynDOLODWontFinish.PNG

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Try to close the program normally (not kill it) so the log and debug log files are created and upload them.
For next run add RealTimeLog=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Check if the program still uses CPU.  Check with task manager if there are any LODGen/Texconv processes still running in the background it might be waiting for.

Check if it runs through without enabling the worldspace BSHeartland.

Posted
  On 10/7/2022 at 10:55 PM, Francis said:

Apologies if I've missed something at https://dyndolod.info/Help/xLODGen which the error referrred to.

I've followed the install instruction twice on the website and run texgen successfully, when I go to run DynDOLOD it throws this error up and I am not exactly what is causing it or what I should do to resolve. Any advice would be much appreciated!


"Broken Tamriel terrain LOD meshes detected."


"Some terrain LOD meshes generated by Oscape have bugs resulting in severe visual issues.

Permamently remove the broken terrain LOD meshes or use xLODGen to generate terrain LOD meshes to overwrite the broken terrain LOD meshes.

Ignoring this problem means there will be broken and missing terrain LOD in certain areas.

Object LOD and Occlusion can not be generated correctly unless there are proper terrain LOD meshes installed."

 

Expand  

Moved to the DynDOLOD 3 alpha thread.

The cause is explained in the message. "Broken Tamriel terrain LOD meshes detected." and "Some terrain LOD meshes generated by Oscape have bugs resulting in severe visual issues" - You have installed a mod that contains broken terrain LOD meshes.

How to resolve it is explained in the message. "Permamently remove the broken terrain LOD meshes or use xLODGen to generate terrain LOD meshes to overwrite the broken terrain LOD meshes" - Remove the broken terran LOD meshes or generate valid ones with xLODGen.

As explained in the first post, click the link "Click on this link for additional explanations and help for this message" to open additional help.

https://dyndolod.info/Generation-Instructions#Prerequisites
Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, as the terrain LOD meshes are used to optimize object LOD meshes.

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