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Posted

Does anyone know how I go about merging two dyndolod outputs ? I always get the "out of memory" error when I try to generate grass lods so I was wondering if it is possible to generate one dyndolod outputfor all the object lods and one dyndolod output just for the grass lods and merge the two. 

Posted

Im using SR Exterior. I generated Object and Tree without SREX, then duplicated Meshes and Textures into mod folder, then generated the rest with SREX, and move everything else but the Meshes and Textures into mod folder. I still didn't get Occulasion.esp.

Posted
  On 4/12/2023 at 9:19 PM, Modderman21 said:

Does anyone know how I go about merging two dyndolod outputs ? I always get the "out of memory" error when I try to generate grass lods so I was wondering if it is possible to generate one dyndolod outputfor all the object lods and one dyndolod output just for the grass lods and merge the two. 

Expand  

Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts.

https://dyndolod.info/Help/Grass-LOD#LODGen-takes-a-long-time-or-uses-a-lot-of-memory
https://dyndolod.info/Help/Grass-LOD#Out-of-memory-while-generating-occlusion-data
https://dyndolod.info/FAQ "High memory usage / Out of memory"

Posted
  On 4/12/2023 at 10:58 PM, FinalCraneFall said:

Im using SR Exterior. I generated Object and Tree without SREX, then duplicated Meshes and Textures into mod folder, then generated the rest with SREX, and move everything else but the Meshes and Textures into mod folder. I still didn't get Occulasion.esp.

Expand  

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

If you want to generate LOD Occlusion, check the options on Advanced Mode accordingly. https://dyndolod.info/Help/Advanced-Mode#Occlusion-Data and https://dyndolod.info/Help/Occlusion-Data#Generation

Posted
  On 4/13/2023 at 6:23 PM, FinalCraneFall said:

I still cannot get Occulation.esp. When I run Occulation only the output is DynDOLOD.esp.

Expand  

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

If you want to generate an Occlusion.esp, check the boxes Occlusion Data and Plugin on the Advanced Mode options accordingly. https://dyndolod.info/Help/Occlusion-Data#Generation and https://dyndolod.info/Help/Occlusion-Data.

Posted

Hello, I have an interesting problem. In Markarth, if I go to the Cidhna Mine entrance, walk towards the loading zone, then turn around back towards the city, I get this weird object blocking my view. Clicking on it in the console says it is Tamriel_Underside and created/edited by DynDOLOD. I haven't added any mods that change landscape or objects

 

Here are screenshots: 

https://i.imgur.com/28BrmM2.png

https://i.imgur.com/23CPGkn.png

Posted
  On 4/13/2023 at 10:22 PM, dragsville said:

Hello, I have an interesting problem. In Markarth, if I go to the Cidhna Mine entrance, walk towards the loading zone, then turn around back towards the city, I get this weird object blocking my view. Clicking on it in the console says it is Tamriel_Underside and created/edited by DynDOLOD. I haven't added any mods that change landscape or objects

 

Here are screenshots: 

https://i.imgur.com/28BrmM2.png

https://i.imgur.com/23CPGkn.png

Expand  

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

After selecting the terrain underside and executing "disable" in the console everything is fine?

Posted

I wrote a DynDOLOD 3 tutorial (sort of, not my proudest work) some time ago on a Chinese forum. Some Chinese players have been asking questions about DynDOLOD in that thread and I try my best to answer them. Yesterday someone encountered a strange visual glitch with lod trees which looked like this:

sodapdf-converted.thumb.jpg.2c7ab4e1101ff5de908837922a421c97.jpg

According to them, these strange black blocks would turn to normal lod trees when seen up close with tfc, but at a distance they would look like this. This only happened to snow pines, not other trees, apparently. They also claimed they ran DynDOLOD several times (with changed load order) and that was the first time they ever saw this. I'm not sure what could have caused this, so I figured I should ask here. The link to the logs: https://anonfiles.com/A0e1zfl1zd/Logs_0415_rar

Posted
  On 4/15/2023 at 8:21 AM, heheloveer said:

I wrote a DynDOLOD 3 tutorial (sort of, not my proudest work) some time ago on a Chinese forum. Some Chinese players have been asking questions about DynDOLOD in that thread and I try my best to answer them. Yesterday someone encountered a strange visual glitch with lod trees which looked like this:

sodapdf-converted.thumb.jpg.2c7ab4e1101ff5de908837922a421c97.jpg

According to them, these strange black blocks would turn to normal lod trees when seen up close with tfc, but at a distance they would look like this. This only happened to snow pines, not other trees, apparently. They also claimed they ran DynDOLOD several times (with changed load order) and that was the first time they ever saw this. I'm not sure what could have caused this, so I figured I should ask here. The link to the logs: https://anonfiles.com/A0e1zfl1zd/Logs_0415_rar

Expand  

Looks like 3rd party billboard texture that does not have an alpha channel. Log shows that there are third party billboards installed. TexGen output should overwrite anything else.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game Screenshots
...
When making screenshots of things in the game, open console and click the object in question to show its reference form ID.
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.
If making screenshots of the LOD area, also make screenshots of the close-up object as explained above.

The base record form ID is part of the billboard filename. Check TexGen log if it generated a billboard for it.

Could also be the trunk billboard for a 3D tree LOD model. Then look up the base record form id in DynDOLOD_SSE_Object_Report.txt ro see what 3D tree LOD model was used. Then check if/why TexGen did not generate that trunk billboard texture.

Posted
  On 4/15/2023 at 8:32 AM, sheson said:

Looks like 3rd party billboard texture that does not have an alpha channel. Log shows that there are third party billboards installed. TexGen output should overwrite anything else.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game Screenshots
...
When making screenshots of things in the game, open console and click the object in question to show its reference form ID.
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.
If making screenshots of the LOD area, also make screenshots of the close-up object as explained above.

The base record form ID is part of the billboard filename. Check TexGen log if it generated a billboard for it.

Expand  

Well, I did tell them to remove all 3rd party billboards and to overwrite everything with TexGen output, though I'm not sure how much they listened. They said they didn't install the billboards provided on S3D Trees' page but I just found out the 3D lod resources on that page also contain billboards (with wrong file paths) for some unfathomable reason. In any case I just told them to find the form ID of that tree type and check it against the TexGen logs, though I'm not sure when they will reply.

In the meantime I want to ask, if 3rd party billboards are typically overwritten by TexGen output, in what cases would the 3rd party billboards be used by DynDOLOD?

Posted
  On 4/15/2023 at 9:38 AM, heheloveer said:

Well, I did tell them to remove all 3rd party billboards and to overwrite everything with TexGen output, though I'm not sure how much they listened. They said they didn't install the billboards provided on S3D Trees' page but I just found out the 3D lod resources on that page also contain billboards (with wrong file paths) for some unfathomable reason. In any case I just told them to find the form ID of that tree type and check it against the TexGen logs, though I'm not sure when they will reply.

In the meantime I want to ask, if 3rd party billboards are typically overwritten by TexGen output, in what cases would the 3rd party billboards be used by DynDOLOD?

Expand  

MO2, right window, data tab, any files in textures\terrain\lodgen\ other than from TexGen Output should be removed.

For any case there are 3rd party billboards for which TexGen does not automatically create billboards. Like shrubs, bushes, objects bounds too small etc.

Posted
  On 4/15/2023 at 10:18 AM, sheson said:

MO2, right window, data tab, any files in textures\terrain\lodgen\ other than from TexGen Output should be removed.

For any case there are 3rd party billboards for which TexGen does not automatically create billboards. Like shrubs, bushes, objects bounds too small etc.

Expand  

It's been a long time since I last used that feature of MO2 and it's indeed useful in this case, thanks for the reminders.

I just had a conversation with that user and it seems TexGen did generate that particular billboard, though it most likely overwrote the 3rd party billboard which has a wrong file path. Not sure how this affected things. They seemed to have some trouble understanding not everything included in a zip file named "3D tree lod resources" is a 3D tree lod resource, but now hopefully they have already deleted those pesky 3rd party billboards (and nothing else) and is running TexGen/DynDOLOD anew. If the problem still persists, I'll ask them to check the object report and see if there's anything useful there.

Posted

I'm getting a lot of LOD which won't go away in Whiterun Exteriors.

Can you please help me figure out what might be wrong?

  Reveal hidden contents

I get it consistently by:

Alternate start -> Riverwood inn -> run to Whiterun -> find a lot of LOD on top of the models

The affected models are very consistent across new character and DynDOLOD regeneration

 

Things I've tried:

I confirmed DynDOLOD_SSE.ini had always been Expert=1 and Level32=1

Turned down the fBlockLevel0Distance setting in SkyrimPref.ini

Set uLargeRefLODGridSize to 5 and deselected reference fix in DynDOLOD MCM

        The LODs along the river unloads properly, but others still have the issues.

 

I know it's DynDOLOD related because disabling the DynDOLOD output folder in MO2 solves the problem. 

 

Log file Upload files for free - Logs.zip - ufile.io

Bug report file https://ufile.io/5az7qzs0

 

 

 

Posted
  On 4/15/2023 at 9:17 PM, yxzhang said:

I'm getting a lot of LOD which won't go away in Whiterun Exteriors.

Can you please help me figure out what might be wrong?

  Reveal hidden contents

I get it consistently by:

Alternate start -> Riverwood inn -> run to Whiterun -> find a lot of LOD on top of the models

The affected models are very consistent across new character and DynDOLOD regeneration

 

Things I've tried:

I confirmed DynDOLOD_SSE.ini had always been Expert=1 and Level32=1

Turned down the fBlockLevel0Distance setting in SkyrimPref.ini

Set uLargeRefLODGridSize to 5 and deselected reference fix in DynDOLOD MCM

        The LODs along the river unloads properly, but others still have the issues.

 

I know it's DynDOLOD related because disabling the DynDOLOD output folder in MO2 solves the problem. 

 

Log file Upload files for free - Logs.zip - ufile.io

Bug report file https://ufile.io/5az7qzs0

Expand  

Verify this is object LOD that goes away by typing tll in console.
Set uLockedObjectMapLOD=16 in all INIs that set it to 32, including A Clear Map of Skyrim.ini

If that does not change anything, test if it also happens without  Season Of Skyrims switching LOD files.

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