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Posted
  On 5/24/2024 at 12:24 AM, AnonyMouse said:

Below is all of the bugs I guess? I'm new to DynDOLOD. I'd just like to know how to fix these or if they're even a problem. Most of the Dragonborn.esm bugs are most likely from "Happy Little Trees - DLC Trees (Object Base Swapper)" I think. Not entirely sure about the other ones. 

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Moved to the DynDOLOD 3 Alpha thread.

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

These pages explain the bugs/messages: https://dyndolod.info/Messages/Large-Reference-Bugshttps://dyndolod.info/Messages/Base-Record-Type-Not-STAT-or-MSTT-For-Large-Referencehttps://dyndolod.info/Messages/Initially-Disabled-Large-Referencehttps://dyndolod.info/Messages/Overwritten-Large-Reference.

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds explains how to not have visual issues in the game because of the bugs by using DynDOLOD DLL NG and Scripts.

Posted
  On 5/24/2024 at 1:34 AM, KRZ said:

Hey sheson,

I'm encountering an occlusion(?) issue on the world map. My best guess would be that distant cells somehow get occluded behind mountains that only cover them partially. At least that's what it looks like. I know videos are disliked, but just in case the explanation is lacking. Length is 11 seconds: https://streamable.com/vr87dn


Skyrim.ini settings:

[MapMenu]

bWorldMapNoSkyDepthBlur=0

fMapWorldMaxPitch=90

fMapWorldMinPitch=0

fMapWorldYawRange=400

fWorldMapDepthBlurScale=0.3000000119

fWorldMapMaximumDepthBlur=0.4499999881

fWorldMapNearDepthBlurScale=4

uLockedObjectMapLOD=8

uLockedObjectTerrainLOD=8


Logs attached below, DynDOLOD_SSE_Debug_log here cause too large

Thank you for assistance or if you can point me in the right direction cause I use bad settings, that would be equally as much appreciated!

 

LOGS.zip 862.71 kB · 0 downloads

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The map does not really use the LOD occlusion data. It is also not used as as soon as the player is a certain amount above the ground.

Does the problem go away when testing without DynDOLODhttps://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
Does the problem go away when using default INI settings?

Posted
  On 5/24/2024 at 2:28 AM, TeostraAscend said:

Every once in a while, I see this really jarring flower in the LOD region in Whiterun.

It definitely got stitched into the LOD texture when running TexGen, but I cannot figure out where the original texture is coming from.

image.thumb.png.a641f75e699781c8b5b25f8d24a9aa9e.png image.thumb.png.6155b26a85848d635bb79915aae945a1.png

Any help would be appreciated.

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Moved to the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs and debugs logs to upload when making posts.

Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

The full model filename and base record form ID can be used to determine the LOD billboard filename. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards:
he billboard path and filename are constructed from the master plugin filename and form ID - the first two (or five in case of a light plugin) digits of the load order ID are always zero - of the tree base record and the filename of the full model (without .NIF suffix). For example, the billboard files for the tree base record 0006A9E6 defining TreeAspen01.NIF becomes ..\Textures\LODGen\Skyrim.esm\TreeAspen01_0006A9E6.*

TexGen does not generate the object LOD texture atlas shown in the second screenshot. It is generated by DynDOLOD from the textures found in the load order.

Posted
  On 5/24/2024 at 5:03 AM, sheson said:

The map does not really use the LOD occlusion data. It is also not used as as soon as the player is a certain amount above the ground.

Does the problem go away when testing without DynDOLODhttps://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
Does the problem go away when using default INI settings?

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God damnit, you're right. I've removed everything related to DynDOLOD and the issue persisted, even when using default INI settings. What a pain in the a**. I'm terribly sorry for the false report. Thanks for putting up with me and have a nice day! o/

Posted (edited)

So this question shouldn't need any log since it is a GENERAL question.

DynDOLOD 3. Ultra Trees. Is there a way to change the "crown brightness" for the tree LODs relevant only to SPECIFIC tree models? Or in other words, is there a way to avoid changing the crown brightness for ALL tree lods at the same time? I want to change the crown brightness only for the LOD of a specific tree.

Edited by Abbot
Posted
  On 5/24/2024 at 8:29 PM, Abbot said:

So this question shouldn't need any log since it is a GENERAL question.

DynDOLOD 3. Ultra Trees. Is there a way to change the "crown brightness" for the tree LODs relevant only to SPECIFIC tree models? Or in other words, is there a way to avoid changing the crown brightness for ALL tree lods at the same time? I want to change the crown brightness only for the LOD of a specific tree.

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If a specific LOD asset does not match the full assets, then the LOD assets need to be updated/changed.

You are asking for a solution for a problem that should not really happen in the first place. To find the best/correct solution for a problem, it should be properly investigated first.

Posted (edited)
  On 5/25/2024 at 4:44 AM, sheson said:

If a specific LOD asset does not match the full assets, then the LOD assets need to be updated/changed.

You are asking for a solution for a problem that should not really happen in the first place. To find the best/correct solution for a problem, it should be properly investigated first.

Expand  

So, it is a fact that in the transition between the full model and the 3d tree lod, the tree tends to "flicker" color-wise, visually.

I found that darkening the tree LODs in many cases hide the flicker very well  (maybe it's because tree LODs do not have shadows and darkening them simulates the presence of a shadow? I don't know...)

But the problem is that if I edit the crownbrightness ini setting, than ALL the tree LODs darken, and in certain cases, for certain trees, the flickering is made WORSE by that.

So how can I darken the tree LODs only for the trees for which the transitioning between full model and LOD is made almost seamless by darkening the LODs?

I tried toying with the "Direct", "Ambient", "Left Right", "Front Back", "Top Bottom" settings in TexGen and then keeping only the textures for the trees I am interested to, but to no avail...

Edited by Abbot
Posted
  On 5/25/2024 at 8:27 AM, Abbot said:

So, it is a fact that in the transition between the full model and the 3d tree lod, the tree tends to "flicker" color-wise, visually.

I found that darkening the tree LODs in many cases hide the flicker very well  (maybe it's because tree LODs do not have shadows and darkening them simulates the presence of a shadow? I don't know...)

But the problem is that if I edit the crownbrightness ini setting, than ALL the tree LODs darken, and in certain cases, for certain trees, the flickering is made WORSE by that.

So how can I darken the tree LODs only for the trees for which the transitioning between full model and LOD is made almost seamless by darkening the LODs?

I tried toying with the "Direct", "Ambient", "Left Right", "Front Back", "Top Bottom" settings in TexGen and then keeping only the textures for the trees I am interested to, but to no avail...

Expand  

If you have shadows extend so far that they cover full model trees while they switch between full and LOD model, then I suggest to use ENB distant shadows or Screen-Space Shadows so that LOD also has shadows. And/Or consider flagging trees as large references so the switch happens further away.

Changing settings in TexGen is usually not going to affect any crowns of 3D tree LOD models, since they typically do not use textures generated/updated by TexGen.
In particular, the crowns do not use rendered LOD billboards.

As already explained, update/change the LOD assets. Typically darken the vertex colors of the crown in the 3D LOD model.

Posted
  On 5/25/2024 at 9:01 AM, sheson said:

If you have shadows extend so far that they cover full model trees while they switch between full and LOD model, then I suggest to use ENB distant shadows or Screen-Space Shadows so that LOD also has shadows. And/Or consider flagging trees as large references so the switch happens further away.

Changing settings in TexGen is usually not going to affect any crowns of 3D tree LOD models, since they typically do not use textures generated/updated by TexGen.
In particular, the crowns do not use rendered LOD billboards.

As already explained, update/change the LOD assets. Typically darken the vertex colors of the crown in the 3D LOD model.

Expand  

Thanks!

But how do I flag trees as large references?

  • sheson changed the title to DynDOLOD 3.00 Alpha 170
Posted (edited)
  On 5/25/2024 at 2:26 PM, sheson said:

Use DynDOLOD DLL NG and Scripts

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Settings
In case Ultra is checked to generate ultra tree LOD, the Large checkbox can be checked to make the full model trees large references - if they are added by ESM flagged plugins.

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What are the requirements for the Large checkbox, besides installing DynDOLOD DLL NG and Scripts and letting it override DynDOLOD Resources? The checkbox is greyed out for me...

Do I need to re-run TexGen after installing the DLL? That, I didn't do it (yet)...

Sorry, didn't check the large reference workaround checkbox, my bad.

Edited by Abbot
Posted

I could not add a disclaimer in the title without making it too long so i'll say it here as a preface.

This is in no way Dyndolod's fault.  I might have messed up things mightily by finalizing my load order, running Dyndolod and then making the stupid mistake of still adding a new mod to the mix (Glowtastic).

But my meddling is probably the cause of the crash i experienced today when trying to enter Windhelm and the repeatable CTD i had when approaching Karthwasten (which i have no proof of because i was not using a Crash Logger at that time).  I'm not even sure of the latter because while consistent they do not happen each time i get near Karthwasten.

I only have a few simple questions before i take it from here.

Did i make a mess of Occlusion.esp by adding Glowtastic above it and so changing it's position in my load order?  Even though the mod contains no cell or worldspace records, only spells?

How far would i need to go if i wanted to update just Occlusion.esp to test if that makes the crashes go away?  Clean save method?  Starting the whole XlodGen and Dyndolod process from scratch?

This is probably not worth it's own thread but i only have two hours left before sleep and i wanted to get this screw up fixed before that.

Posted
  On 5/26/2024 at 12:06 AM, PegasusKoga said:

I could not add a disclaimer in the title without making it too long so i'll say it here as a preface.

This is in no way Dyndolod's fault.  I might have messed up things mightily by finalizing my load order, running Dyndolod and then making the stupid mistake of still adding a new mod to the mix (Glowtastic).

But my meddling is probably the cause of the crash i experienced today when trying to enter Windhelm and the repeatable CTD i had when approaching Karthwasten (which i have no proof of because i was not using a Crash Logger at that time).  I'm not even sure of the latter because while consistent they do not happen each time i get near Karthwasten.

I only have a few simple questions before i take it from here.

Did i make a mess of Occlusion.esp by adding Glowtastic above it and so changing it's position in my load order?  Even though the mod contains no cell or worldspace records, only spells?

How far would i need to go if i wanted to update just Occlusion.esp to test if that makes the crashes go away?  Clean save method?  Starting the whole XlodGen and Dyndolod process from scratch?

This is probably not worth it's own thread but i only have two hours left before sleep and i wanted to get this screw up fixed before that.

Expand  

Moved to the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.
In case of CTD in the game, upload the crash log from .NET Script Framework or Crash Logger. Also see ..DynDOLOD\Docs\DynDOLOD-README.txt.

It is unlikely that the updated cell records in Occlusion.esp cause crashes.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
If you suspect Occlusion.esp being a problem, then obviously test without it being active.

See https://dyndolod.info/FAQ#ILS-or-CTD

If you believe the LOD patch generated by DynDOLOD is involved in the crashes, then generate a new LOD patch from scratch for the current load order. See https://dyndolod.info/Updating

Unless there is a problem with the terrain LOD meshes or textures from xLODGen, there is no reason to generate them again.

Posted (edited)

hello,

I need help to make the far grass lods less dark. I reran dyndolod many times with different settings but can't make it.

Ingame I tried to change the ENB grass settings to make it darker to match the far grasses but it wasn't possible. And it seems not to be an ENB problem as you can see when I disable it.

I put my latest settings in the image. I precise that I have pre cached my grass before rerunning Dyndolod. But it doesn't seems to be the problem as when I disable it, only the close grasses disappear until the limit to the far darker ones that are a problem.

Thank you in advance.

https://ibb.co/sQpvBqf

Edit: I thought it would have been more easier for you to get the situation with images than log texts. I was able to change it by increasings values very high. Thank you for mod.

Edited by delweyn
Posted
  On 5/27/2024 at 1:15 PM, delweyn said:

hello,

I need help to make the far grass lods less dark. I reran dyndolod many times with different settings but can't make it.

Ingame I tried to change the ENB grass settings to make it darker to match the far grasses but it wasn't possible. And it's not an ENB problem and I put my latest settings in the image. 

I precise that I have pre cached my grass before rerunning Dyndolod. But it doesn't seems to be the problem as when I disable it, only the close grasses disappear until the limit to the far darker ones that are a problem.

Thank you in advance.

https://ibb.co/sQpvBqf

Expand  

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

Do not post screenshots of the tools, unless it is about visual issues with the tools. Do not post screenshot of text/INI files. The above logs contains the settings from the INI files. The above logs contain the settings from the interface and the INIs.  https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

See https://dyndolod.info/Help/Grass-LOD#Settings
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*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* 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. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

Also make sure to read https://dyndolod.info/Help/Grass-LOD#Updating, how to test different TexGen or brightness INI settings more quickly.

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