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Posted
  On 2/21/2023 at 11:38 AM, sheson said:

What mod is the Textures\cubemaps\ShinyBright_e.dds in your load order from?

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The ShinyBright_e.dds seems to be in the mods Quality CubeMaps - HD Cube Maps OptimizedHD CubeMap CollectionKDCirclets Redone by zzjay and Detailed NPCs - KD Circlets Redone for NPCs (SPID), in that order. So the last one that overrides them in MO2 is Detailed NPCs - KD Circlets Redone for NPCs (SPID).

Posted (edited)
  On 2/21/2023 at 10:43 AM, sheson said:

Yes, comparing the not found billboard filenames from the LODGen log message with the created billboard filenames from the TexGen log it is apparent that they do not match.

Replace LODGenx64Win.exe with this test version https://mega.nz/file/5MAAgYrQ#ieDfR3kCL68ykFh9WNxA6rc7ERJcBxBcl8L4sqPQ0Ng and Execute LODGen in expert mode https://dyndolod.info/Help/Expert-Mode and check if it finds/uses the correct billboard filenames.

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With this version the grass lods are indeed found in the meshes and the file size is more or less the same with my previous working output. I didn't enable verbose this time so the logs don't contain much information, but I imagine it's working alright. Thanks for the help!

Edit: just enabled verbose and generated a single LOD4 area. Sure enough there isn't any "grass mapping not found" message in the logs.

Edited by heheloveer
Posted
  On 2/21/2023 at 12:03 PM, star_death69 said:

I've disable the Last tow mods (with the circlets) and reran TexGen here are the logs: Logs_20230221_1306.7z

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Unless I am checking the wrong Circlets mods on Nexus, they do not contains the texture at the path Textures\cubemaps\ShinyBright_e.dds bit at a different path.

What happens if you click "Preview" under the Rendered Object LOD Textures and look at DynDOLOD\Render\Skyrim\Objects\dlc01\lod\seruinswindowslod.nif ?

Posted
  On 2/21/2023 at 12:04 PM, heheloveer said:

With this version the grass lods are indeed found in the meshes and the file size is more or less the same with my previous working output. I didn't enable verbose this time so the logs don't contain much information, but I imagine it's working alright. Thanks for the help!

Edit: just enabled verbose and generated a single LOD4 area. Sure enough there isn't any "grass mapping not found" message in the logs.

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Thanks for letting us know.

Posted
  On 2/21/2023 at 12:12 PM, sheson said:

Unless I am checking the wrong Circlets mods on Nexus, they do not contains the texture at the path Textures\cubemaps\ShinyBright_e.dds bit at a different path.

What happens if you click "Preview" under the Rendered Object LOD Textures and look at DynDOLOD\Render\Skyrim\Objects\dlc01\lod\seruinswindowslod.nif ?

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That is true, they seem to be under a different path.
image.thumb.png.3ce4332309ffc3ad4dace8711601ee67.png

These are the logs if I disable all for mods: Logs_20230221_1318.7z

If I preview the seruinswindowslod.nif, they look like that:

image.thumb.png.ee99b9f031b0a85a0ebb32578c6f358d.pngimage.thumb.png.1805a46003ce6862acccb05ef6408fcf.png

On the first glance they do not look wrong to me.

Posted
  On 2/21/2023 at 7:22 AM, CBSkyrimModding said:

Thank you, will do. One more quick question: I've cleaned, sorted, and resolved all issues reported by LOOT, but the Step guide recommends using the following LOD mods:

xLODGen Resource - SSE Terrain Tamriel_Extended
Far Object LOD Improvement Project SSE
DynDOLOD Bright Waterfall Fix for ENB
Aspens Ablaze Add-On - DynDOLOD 3
Glacier LOD Meshes

Just to be clear, in addition to your other instructions, you want me to disable all of these before running a clean pass of TexGen?

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First, no, do not disable any LOD resource mods (like these) other than xLOSGen Resource, which is for terrain LOD only and should only be enabled when generating terrain LOD.

Second, some of those mods are not recommended in the Step SSE guides. Leave all LOD resource mods active, but disable anything with pre-generated billboards or LOD


Also, use the latest Alpha 115 now.

Posted
  On 2/21/2023 at 7:53 AM, sheson said:

If you are following a third party guide, you need to ask qestions about it on its forum section.

https://dyndolod.info/Generation-Instructions
Finalize the load order as explained in the prerequisites above. Make sure all mods, plugins and patches (that affect affect trees, grasses or any textures) are enabled and their overwrite order is sorted. Ignore wrong 3rd party advice to temporarily disable plugins, mods, meshes or textures. Such advice is categorically wrong or outdated. In case of issues, solve the cause or use appropriate rules or settings for desired results. Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. In case of problems or questions, use the official DynDOLOD support forum for qualified help and advice.

However:

https://dyndolod.info/Help/xLODGen#Requirements
Remove or disable the plugin after terrain LOD generation. No harm done if loaded in-game. Typically the player can not get close to these areas. There are no effects outside the far away added cells.

https://dyndolod.info/Mods/Waterfalls
Bright Waterfall Fix for ENB - do not install DynDOLOD Bright LOD Waterfall Fix

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Thank you very much for all your help. It turns out the issue with DynDOLOD not recognizing my LODs and billboards was due to the fact that when I converted my TexGen_Output files with Texconv, the Texconv_Output files didn't include the associated .ini and .txt files. The solution was to copy everything in the TexGen_Output folder and paste it in the Texconv_Output folder WITHOUT replacing anything already there (just adding all of those missing .ini and .txt files to the converted .dds files). Everything works and is looking great.

Hope this info is useful to you and the people you help.

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