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Posted
  On 8/10/2021 at 1:55 PM, skinjack said:

Yes, I did fix the FORM ID's after installing SSEEdit 4.01 since the newer version took that function away to do manually, I believe. There were only three mods like that. T'Skyrim Riverwood. G.R.I.M. And one other one I forget. I think it was a personal merger involving towns. I was in the process of replying when you replied, so I will not add further bug reports unless you need them. And thank you for the Data tab hint. Another MO2 function I did not know about. The only reference I have to that file (with lod appended) is from Tamrielic Textures SE 1 - Landscapes, and to be honest I was on the fence about keeping that file right now, so maybe I will disable it to see how far DynDOLOD will go afterwards.

Again, I do apologize for any lack of established standards I used. Sooner or later I will get used to posting on unfamiliar sites. And Discord. And Pastebin... Old and set in my 1980's ways. :) Any time I have had the need to speak with you, you have been nothing but patient, so I really do appreciate it and nominate you for a sainthood. Because you really need one to deal with me. At least that's what my wife says. :)

EDIT: On a sidenote, I want to confirm that No Grass in Objects is no longer needed with DynDOLOD 3 as well as confirm if we need to keep downloading/installing LODs for other mods since this apparently generates them automatically now.

EDIT2: I re-ran DynDOLOD and it got stuck on DynDOLOD\textures\landscape\snow01landscape (noalphas appended) which comes from Fluffy Snows. Just thought I would mention it in case it helps you while tinkering with code. I'm pretty much code illiterate these days, and even back in the day it was web design, not software development.

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DynDOLOD 3 never required No Grass In Objects.
Since the first alpha has been publish the instruction of the second post have been the same:
Grass LOD generation requires the grass cache No Grass In Objects generates. Grass LOD is part of object LOD meshes.
Use No Grass In Objects to have full grass render to the edge of the uGridsToLoad or uLargeRefLODGridSize so there is no gap.

Regarding being stuck, try emptying the output folder before running DynDOLOD. If it was empty, wait for next version as it should fix that issue as well.

Remember that removing plugins or mods in order to complete the LOD generation process is a troubleshooting step and not a fix. Either the plugin or mod needs fixing (e.g. Unresolved FormID errors) or something in the tools needs fixing or configuration changes so things work properly with those plugins or mods in the load order.

Posted

I know it's troubleshooting for now, but I'm in no rush. I jotted down the names I disabled and will try them again AFTER your next release. If it fixes Duplicates as you hope that should fix most if not all of my issues. In the meantime I can play without them. Having just finished moving everything over to MO2 I'm still in the process of fixing my priority (left) side, so it's not like I'm even getting to Riverwood at this point. Just exiting the cave and looking for issues so far. And, as you've probably noticed by now, I'm terrible at reading instructions. :) It's all I can do to get past most mod instructions, but some need more than the typical load>enable routine. I actually just noticed the NOTES column in MO2, so I think I'll add the important instructions there once I'm finished with my load order. Whatever I do, DynDOLOD will be a part of it. I just can't go back after seeing how it improves the quality of the game.

Posted
  On 8/7/2021 at 2:05 PM, IcyyCold said:

When I run TexGenx64, it runs through normally then restarts my computer with it not even being finished. I have used DynDOLOD for years and never had any troubles until now. I installed it correctly, it's using as much memory as it needs, but it is restarting my computer without giving a log. I did assign every tick box "grass, trees, trees hd, and rendering" so maybe that has something to do with it. It's not a specs problem as I have a very high end rig. Any help would be appreciated

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Do you have an overclocked CPU perhaps? I have my i9900K at 5,0 Ghz OC when playing SSE but when Im doing LOD-generation with Texgen, Dyndolod or Lodgen I usually have to turn that off since my computer gets overheated and resboots (often in company of a nice BSOD). With OC turned off Texgen/Dyndolod/Xlodgen works just fine and have never restarted my computer. 

Posted
  On 8/10/2021 at 3:03 PM, sheson said:

Grass LOD generation requires the grass cache No Grass In Objects generates.

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Still, I'm completely confused.

1. Dyndolod 3 does not need "No Grass".

2. Dyndolod 3 can optionally use "No Grass" to create a cache.

3. In the SkyrimVR version, Grass LOD generation is not possible, since "No Grass" does not work and it will not be possible to create a cache.

I understand this correctly?

Posted
  On 8/10/2021 at 4:19 PM, olegvp said:

Still, I'm completely confused.

1. Dyndolod 3 does not need "No Grass".

2. Dyndolod 3 can optionally use "No Grass" to create a cache.

3. In the SkyrimVR version, Grass LOD generation is not possible, since "No Grass" does not work and it will not be possible to create a cache.

I understand this correctly?

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2. DynDOLOD does not create a grass cache. It uses the *.cgid files from the cache to generate grass LOD.

3. Grass LOD generation is possible if grass cache *.cgid file exist in the load order. Atm you/someone  could generate them with Skyrim Special Edition and then copy them over.
Next alpha version will not ignore the Grass=1 setting in the INI in case the game mode is TES5VR. Skyrim VR should be able to read and use the *.cgid files if they are renamed to *.gid and AllowLoadGrass is enabled in the Skyrim INI. You just have to make sure that every single vanilla *.gid in the data\grass folder is being overwritten as the vanilla *.gid are invalid for Skyrim VR/Skyrim Special Edition.

  • Thanks 1
Posted

Where exactly does the textures folder from TexGen need to be in relationship to the esm or esp or other mods? I've never used DynDOLOD in MO2, so I'm not quite sure where to put it in the left pane. Is there some sort of rule I should be following, like after the last .esp or texture file that alters landscape, etc.? 

Posted
  On 8/10/2021 at 4:43 PM, skinjack said:

Where exactly does the textures folder from TexGen need to be in relationship to the esm or esp or other mods? I've never used DynDOLOD in MO2, so I'm not quite sure where to put it in the left pane. Is there some sort of rule I should be following, like after the last .esp or texture file that alters landscape, etc.? 

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Read ..\DynDOLOD\docs\DynDOLOD_Manual.html "Load/Overwrite Orders"

Or just pay attention to instructions in DynDOLOD_QuickStart.html for example, which just says that TexGen output should overwrite everything and then DynDOLOD output should overwrite everything (which implies that it overwrites TexGen)

 

Posted (edited)

That's a little bit what I was alluding to. Sorry i did not explain my setup right now (which I am sure is wrong in some fashion). I'm still experimenting in MO2 to see what I can do with it, so my knowledge of its capacity is still noobish. All of the textures/meshes I have with no dependencies (USSEP, etc) I have AFTER the last true esp in the left pane, ie Modern Brawl Bug. Actually LOOT ordered your esp after this and that is how it is appearing on the LOOT list.

So that means basically I should put the DynDOLOD textures file at the end of my textures/meshes with no dependencies (which I have) followed by the Dyndolod.esp, correct? I already have the .esm as placed in the LOOT list.

I just wasn't sure if the esp needed to go after Modern Brawl Bug or after what follows for my meshes. Again, I apparently need to read better. Over-confidence after having used multiple versions of mod managers since Skyrim came out probably had something to do with the "I've done this before" voice in my head, and MO2 is a different animal.  I apologize if my list seems weird, its just the way I have it for now until I get more accustomed to MO2. 

 

EDIT: I may have to rethink where I am putting my meshes/textures. I have the texture output at 1392 according to my left pane, but I cannot manually change the right side DynDOLOD.esp  higher than 1132. I suppose now that I am a little bit more comfortable with MO2 I can just move them into my list with your files below it.

Edited by skinjack
Posted
  On 8/10/2021 at 6:53 PM, skinjack said:

That's a little bit what I was alluding to. Sorry i did not explain my setup right now (which I am sure is wrong in some fashion). I'm still experimenting in MO2 to see what I can do with it, so my knowledge of its capacity is still noobish. All of the textures/meshes I have with no dependencies (USSEP, etc) I have AFTER the last true esp in the left pane, ie Modern Brawl Bug. Actually LOOT ordered your esp after this and that is how it is appearing on the LOOT list.

So that means basically I should put the DynDOLOD textures file at the end of my textures/meshes with no dependencies (which I have) followed by the Dyndolod.esp, correct? I already have the .esm as placed in the LOOT list.

I just wasn't sure if the esp needed to go after Modern Brawl Bug or after what follows for my meshes. Again, I apparently need to read better. Over-confidence after having used multiple versions of mod managers since Skyrim came out probably had something to do with the "I've done this before" voice in my head, and MO2 is a different animal.  I apologize if my list seems weird, its just the way I have it for now until I get more accustomed to MO2. 

 

EDIT: I may have to rethink where I am putting my meshes/textures. I have the texture output at 1392 according to my left pane, but I cannot manually change the right side DynDOLOD.esp  higher than 1132. I suppose now that I am a little bit more comfortable with MO2 I can just move them into my list with your files below it.

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This thread is for the alpha test of DynDOLOD 3 alpha. The basic use of DynDOLOD is well explained in the manual, modding guides etc. for years. I do not provide modding or mod manager support that is outside the use of the tools or LOD generation. Users are expected to know the basics of modding like how overwrite orders work and how to use the use their mod manager. Refer to the mod manager guide/forum/discord how to use it.

Follow the instructions in the manual verbatim. The output of TexGen has to overwrite everything, then the output of DynDOLOD has to overwrite everything. That implies the DynDOLOD plugins should load after the plugins that were part of the load order when they were generated. Typically for the DynDOLOD.esm this means it is in the highest ESM slot possible. Other patchers run after the DynDOLOD patcher obviously should then load after the DynDOLOD.esp. Like Occlusion.esp generated by xLODGen for example.

Posted
  On 8/10/2021 at 6:53 PM, skinjack said:

That's a little bit what I was alluding to. Sorry i did not explain my setup right now (which I am sure is wrong in some fashion). I'm still experimenting in MO2 to see what I can do with it, so my knowledge of its capacity is still noobish. All of the textures/meshes I have with no dependencies (USSEP, etc) I have AFTER the last true esp in the left pane, ie Modern Brawl Bug. Actually LOOT ordered your esp after this and that is how it is appearing on the LOOT list.

So that means basically I should put the DynDOLOD textures file at the end of my textures/meshes with no dependencies (which I have) followed by the Dyndolod.esp, correct? I already have the .esm as placed in the LOOT list.

I just wasn't sure if the esp needed to go after Modern Brawl Bug or after what follows for my meshes. Again, I apparently need to read better. Over-confidence after having used multiple versions of mod managers since Skyrim came out probably had something to do with the "I've done this before" voice in my head, and MO2 is a different animal.  I apologize if my list seems weird, its just the way I have it for now until I get more accustomed to MO2. 

 

EDIT: I may have to rethink where I am putting my meshes/textures. I have the texture output at 1392 according to my left pane, but I cannot manually change the right side DynDOLOD.esp  higher than 1132. I suppose now that I am a little bit more comfortable with MO2 I can just move them into my list with your files below it.

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You might review the Skyrim SE 1.0 Guide to see how STEP organizes DynDOLOD Resources in relation to other texture mods. This is off topic here so fee free to open a conversation in General Skyrim SE Discussion and Support if have questions regarding install order.

Posted
  On 8/10/2021 at 4:40 PM, sheson said:

2. DynDOLOD does not create a grass cache. It uses the *.cgid files from the cache to generate grass LOD.

3. Grass LOD generation is possible if grass cache *.cgid file exist in the load order. Atm you/someone  could generate them with Skyrim Special Edition and then copy them over.
Next alpha version will not ignore the Grass=1 setting in the INI in case the game mode is TES5VR. Skyrim VR should be able to read and use the *.cgid files if they are renamed to *.gid and AllowLoadGrass is enabled in the Skyrim INI. You just have to make sure that every single vanilla *.gid in the data\grass folder is being overwritten as the vanilla *.gid are invalid for Skyrim VR/Skyrim Special Edition.

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Similarly, would it be possible to load the grass cache *.cgid files in SSE by renaming them to *.gid and using bAllowLoadGrass in Skyrim.ini? Are these files in any way related to the bGenerateGrassDataFiles setting in Skyrim.ini?

Posted
  On 8/11/2021 at 1:28 AM, DoubleYou said:

Similarly, would it be possible to load the grass cache *.cgid files in SSE by renaming them to *.gid and using bAllowLoadGrass in Skyrim.ini? Are these files in any way related to the bGenerateGrassDataFiles setting in Skyrim.ini?

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IIRC the *.gid Skyrim SE generates with bGenerateGrassDataFiles and the ones included in the vanilla BSA are in the Skyrim LE format. Loading the old gid format in Skyrim SE causes issues in the game.
The cgid files are in the gid format that Skyrim SE actually expects. The data is padded with unused byes to align. Given enough time and money I might eventually write a generator.

  • Thanks 1
Posted

I see. I tested this out last night and indeed renaming the *.cgid files and loading them via bAllowLoadGrass without NGIO works quite well. IIRC, this existed back to Oblivion days, so it would be an interesting option to explore, especially as regards performance. 

On another note, I was wondering how feasible an idea it would be to load the grass lod billboards using the btt tree loading system instead of lod4? One could theoretically load all tree lod into lod4 and put only grass lod in tree lod so that it could be independently adjusted via fTreeLoadDistance.

Posted
  On 8/11/2021 at 9:51 AM, DoubleYou said:

I see. I tested this out last night and indeed renaming the *.cgid files and loading them via bAllowLoadGrass without NGIO works quite well. IIRC, this existed back to Oblivion days, so it would be an interesting option to explore, especially as regards performance. 

On another note, I was wondering how feasible an idea it would be to load the grass lod billboards using the btt tree loading system instead of lod4? One could theoretically load all tree lod into lod4 and put only grass lod in tree lod so that it could be independently adjusted via fTreeLoadDistance.

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You can just use NGIO with default grass INI settings, use onyl cache  and not extend anything. This avoids accidentally loading wrong format gid files. Unless of course it's about Skyrim VR.

The tree LOD system does not allow rotation around the x/y axis, so the grass LOD would not slope properly with the terrain.
The tree LOD system has a limit of 256 billboards on the atlas, which could be enough or not depending on grass mods / worldspace.

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