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Posted
  On 1/3/2023 at 10:06 PM, yeetmeat0 said:

ill provide information needed to help with these issues, i just dont know what would be of use. please ask for the relevant information and i will provide it.

trying to generate LOD billboards, generates the texgen perfectly fine, but when i take it into DynDOLOD it says a bunch of dragonborn.esm trees are not found, and when i check the texgen output folder, it is correct, they are not present, some of them are but a large portion seem to not be, as far as i know (and as it says on their nexus page) veydosebrom regions has DynDOLOD support, and i have no other tree or flora mods, only other thing akin to it i suppose would be 202x by pfuscher but thats just a texture overhaul.

if you need any files or bug reports, please tell me how id see them, and what you may need, love yall. please help

Expand  

See the top of forum and DynDOLOD OP for what to provide for support.

You will need to provide this information.

Posted
  On 1/3/2023 at 10:06 PM, yeetmeat0 said:

ill provide information needed to help with these issues, i just dont know what would be of use. please ask for the relevant information and i will provide it.

trying to generate LOD billboards, generates the texgen perfectly fine, but when i take it into DynDOLOD it says a bunch of dragonborn.esm trees are not found, and when i check the texgen output folder, it is correct, they are not present, some of them are but a large portion seem to not be, as far as i know (and as it says on their nexus page) veydosebrom regions has DynDOLOD support, and i have no other tree or flora mods, only other thing akin to it i suppose would be 202x by pfuscher but thats just a texture overhaul.

if you need any files or bug reports, please tell me how id see them, and what you may need, love yall. please help

Expand  

Moved to the DynDOLOD 3 alpha thread. Read the first post which log and debug log to upload.
Also read https://dyndolod.info/Official-DynDOLOD-Support-Forum

"it says a bunch of dragonborn.esm trees are not found"
This is not a proper error description.

As explained in the documentation, pay attention to log messages about errors or problems.

See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

Posted
  On 1/3/2023 at 1:34 PM, blueetenicolet said:

I'm not sure the previous logs is with version 2 DLL or NG. I re-tested to repeat the bug with NG DLL. Here's the log.

skse64.zip 23.1 kB · 1 download

Here's log test with version 2 DLL

skse64 Version2 DLL.zip 23.49 kB · 1 download

Expand  

Let me know what happens when using this DynDOLOD.esm with the original NG DLL and scritps. Do not add/enable a DynDOLOD.esp.

DynDOLOD.esmFetching info...

Posted
  On 1/4/2023 at 3:57 PM, blueetenicolet said:

Tested. That still happends.

Expand  

Can you double check the issue does not happen without a DynDOLOD.esm (e.g. no DynDOLOD plugins at all)?

  On 1/4/2023 at 3:06 PM, Mousetick said:

Might it be not detected because one is temporary and the other is persistent?

Expand  

It is not reported because the references are not identical. Different flags and different form versions.

Posted
  On 1/4/2023 at 4:21 PM, sheson said:

Can you double check the issue does not happen without a DynDOLOD.esm (e.g. no DynDOLOD plugins at all)?

It is not reported because the references are not identical. Different flags and different form versions.

Expand  

Yes.Test with Resources and DLL NG scripts installed, DynDOLOD.esm,DynDOLOD.esp and oclusion.esp disabled, that will not happen.

Posted
  On 1/4/2023 at 4:46 PM, blueetenicolet said:

Yes.Test with Resources and DLL NG scripts installed, DynDOLOD.esm,DynDOLOD.esp and oclusion.esp disabled, that will not happen.

Expand  

Can you do a binary search with that DynDOLOD.esm I uploaded?

1. Make a backup
2. Remove a worldspace
3. If problem does not happen, restore backup
4. continue with 2. until only the worldspace with which the problem happens remains.

I would expect this to be Tamriel

Posted
  On 1/4/2023 at 5:06 PM, sheson said:

Can you do a binary search with that DynDOLOD.esm I uploaded?

1. Make a backup
2. Remove a worldspace
3. If problem does not happen, restore backup
4. continue with 2. until only the worldspace with which the problem happens remains.

I would expect this to be Tamriel

Expand  

Ok, i'll do that tomorrow

Posted
  On 1/4/2023 at 5:06 PM, sheson said:

Can you do a binary search with that DynDOLOD.esm I uploaded?

1. Make a backup
2. Remove a worldspace
3. If problem does not happen, restore backup
4. continue with 2. until only the worldspace with which the problem happens remains.

I would expect this to be Tamriel

Expand  

Well, still couldn't help testing it.

Test 1 : Delete Tamriel, still happen.

Test 2: Delete all world space, still happen.

Test 3: Delete Anything, make it a empty plugin, not happened.

Test456789...

Finally i found when i reserve "Game Setting" only(fLargeRefMinSize [GMST:00000F92], DynDOLOD.esm is 1 overwrite 512 in skyrim.esm), the bug will happen. And delete it only from plugin, the bug will not happen. I have checked no other plugin edited this record.


I'm really going bed now XD , see you tomorrow

Posted
  On 1/4/2023 at 6:13 PM, blueetenicolet said:

Well, still couldn't help testing it.

Test 1 : Delete Tamriel, still happen.

Test 2: Delete all world space, still happen.

Test 3: Delete Anything, make it a empty plugin, not happened.

Test456789...

Finally i found when i reserve "Game Setting" only(fLargeRefMinSize [GMST:00000F92], DynDOLOD.esm is 1 overwrite 512 in skyrim.esm), the bug will happen. And delete it only from plugin, the bug will not happen. I have checked no other plugin edited this record.


I'm really going bed now XD , see you tomorrow

Expand  

Very good! 

Download attached script and put it into the Edit Scripts folder of your SSEEdit installation.

Download the latest xLODGen terrain LOD beta from https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-97-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/
Rename xLODGenx64.exe to SSEEditx64.exe and place it into the same folder as SSEEdit.exe.
Add SSEEditx64.exe to the MO2 executable dropdown and execute it from MO2.
Have it load all plugins as you would in the game.
Click the hamburger menu (3 lines) top left and select Options, General tab. Make sure Hide ignored and Hide "never shown" are not checked.

Mark all plugins in the left tree view. Right any plugin in the left tree view and select Apply Script to execute the attached script.

Once it completed, there should be a file LargeReferences.txt in the same folder that SSEEditx64.exe is in. Upload that file.

Skyrim SE - List Large References for Plugin.pasFetching info...

Posted

Hello, I am trying to get "Seasonal Landscapes of Skyrim" to work with grass LOD using the workaround below, as I know the "No objects in grass" mod is currently not compatible with the "Seasons of Skyrim" framework. I have used Dyndolod in the past without issue (with the "Turn of the Seasons" mod however I had used a single grass cache then). I switched to "Seasonal Landscapes of Skyrim" as it offers different grasses per season, which I am trying to create grass LODs for. I followed the instructions here, https://dyndolod.info/Help/Seasons, specifically:

"After generating grass cache for a forced season, rename all *.CGID files to *.[SPR|SUM|AUT|WIN].CGID. For example on the Windows command prompt with rename *.cgid *.WIN.cgid before moving the files from the MO2 Overwrite folder to the mod folder that will contain all grass cache files. Repeat for every season. In the end there should be default grass cache files plus the grass caches for the 4 seasons."

Overall, I followed these steps (which I normally do when generating LODs without issue):

  1. Installed "Seasonal Landscapes of Skyrim" and all its requirements
  2. Generated grass cache for each season, forced through the "po3_SeasonsOfSkyrim.ini", not to sure about default cache, see below
  3. Ran xLodGen to create Terrain LOD only (including all seasons and world spaces )
  4. Ran TexGen with "HD Grass" enabled
  5. Ran Dyndolod with "Grass LOD enabled, Mode 1, and all seasons and world spaces enabled

I understand you need 5 caches (4 seasons plus the default grass cache), but how do I go about generating the default grass cache with "Seasonal Landscapes of Skyrim", and thus the "Seasons of Skyrim" framework, active? Can I simply take on of the caches from any season and leave the file names unchanged so that it is read as the default? I did try that but when I ran Dyndolod (which did recognize all grass cache files and ran to completion successfully) I do not see any grass LOD in game at all, in addition to my Dyndolod output folder being a lot smaller than before (5 gb on this run vs 30 gb with a single grass cache with he "Turn of the Seasons" mod which produced grass LOD). 

Could you please help me identify where I am going wrong here, I am suspecting is that default grass cache. Thank you for your time!

Posted (edited)
  On 1/4/2023 at 7:39 PM, sheson said:

Very good! 

Download attached script and put it into the Edit Scripts folder of your SSEEdit installation.

Download the latest xLODGen terrain LOD beta from https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-97-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/
Rename xLODGenx64.exe to SSEEditx64.exe and place it into the same folder as SSEEdit.exe.
Add SSEEditx64.exe to the MO2 executable dropdown and execute it from MO2.
Have it load all plugins as you would in the game.
Click the hamburger menu (3 lines) top left and select Options, General tab. Make sure Hide ignored and Hide "never shown" are not checked.

Mark all plugins in the left tree view. Right any plugin in the left tree view and select Apply Script to execute the attached script.

Once it completed, there should be a file LargeReferences.txt in the same folder that SSEEditx64.exe is in. Upload that file.

Skyrim SE - List Large References for Plugin.pas 3.39 kB · 0 downloads

Expand  

txt here: Mega

And In the log of SSEEdit, it seems only read from some esm plugins, not all esm.

 

  Reveal hidden contents

 

Edited by blueetenicolet
Posted
  On 1/5/2023 at 3:31 AM, ElCapitan8866 said:

Hello, I am trying to get "Seasonal Landscapes of Skyrim" to work with grass LOD using the workaround below, as I know the "No objects in grass" mod is currently not compatible with the "Seasons of Skyrim" framework. I have used Dyndolod in the past without issue (with the "Turn of the Seasons" mod however I had used a single grass cache then). I switched to "Seasonal Landscapes of Skyrim" as it offers different grasses per season, which I am trying to create grass LODs for. I followed the instructions here, https://dyndolod.info/Help/Seasons, specifically:

"After generating grass cache for a forced season, rename all *.CGID files to *.[SPR|SUM|AUT|WIN].CGID. For example on the Windows command prompt with rename *.cgid *.WIN.cgid before moving the files from the MO2 Overwrite folder to the mod folder that will contain all grass cache files. Repeat for every season. In the end there should be default grass cache files plus the grass caches for the 4 seasons."

Overall, I followed these steps (which I normally do when generating LODs without issue):

  1. Installed "Seasonal Landscapes of Skyrim" and all its requirements
  2. Generated grass cache for each season, forced through the "po3_SeasonsOfSkyrim.ini", not to sure about default cache, see below
  3. Ran xLodGen to create Terrain LOD only (including all seasons and world spaces )
  4. Ran TexGen with "HD Grass" enabled
  5. Ran Dyndolod with "Grass LOD enabled, Mode 1, and all seasons and world spaces enabled

I understand you need 5 caches (4 seasons plus the default grass cache), but how do I go about generating the default grass cache with "Seasonal Landscapes of Skyrim", and thus the "Seasons of Skyrim" framework, active? Can I simply take on of the caches from any season and leave the file names unchanged so that it is read as the default? I did try that but when I ran Dyndolod (which did recognize all grass cache files and ran to completion successfully) I do not see any grass LOD in game at all, in addition to my Dyndolod output folder being a lot smaller than before (5 gb on this run vs 30 gb with a single grass cache with he "Turn of the Seasons" mod which produced grass LOD). 

Could you please help me identify where I am going wrong here, I am suspecting is that default grass cache. Thank you for your time!

Expand  

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

Set the Season Type in po3_SeasonsOfSkyrim.ini accordingly to the list which should be above the setting.

;0 - disabled
;1 - permanent winter
;2 - permanent spring
;3 - permanent summer
;4 - permanent autumn

Set Season Type = 0 to generate the default grass cache.

See https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

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