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Everything posted by sheson
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HLT = Happy Little Trees. You honestly see a difference between using billboards4 and 3D tree LOD in LOD level 8/16? Seems like a waste of resources and FPS. You may have issues because OS, OS settings, drivers other background processes etc. changed. When was the last time you generated occlusion. What version? Is memory also going to 99% with DynDOLOD and OcclusionMaxThreadsObjectLOD=1?
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Read the first post which DynDOLOD debug log to also upload. https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees" and "Billboard tree LOD shows in active exterior cells" For example for screenshot 1d.jpg, base record form ID is 0004B016 DynDOLOD_SSE_Tree_Report.txt tells us which billboard is being used: TreePineForest03 [TREE:0004B016] Meshes\landscape\trees\treepineforest03.nif [CRC32:1782C868] using textures\landscape\trees\northern hemispheres\pineatlas.dds, textures\landscape\trees\northern hemispheres\pineatlas_n.dds, textures\landscape\trees\northern hemispheres\pinebark.dds, textures\landscape\trees\northern hemispheres\pinebark_n.dds Replaced tree, Billboard found, 3D LOD model not found treepineforest03_1782C868 Billboard_0: textures\terrain\lodgen\skyrim.esm\treepineforest03_0004b016.dds, textures\default_n.dds Dynamic: Meshes\landscape\trees\treepineforest03.nif using textures\landscape\trees\northern hemispheres\pineatlas.dds, textures\landscape\trees\northern hemispheres\pineatlas_n.dds, textures\landscape\trees\northern hemispheres\pinebark.dds, textures\landscape\trees\northern hemispheres\pinebark_n.dds LOD4: Billboard1 using internal LOD8: Billboard1 using internal LOD16: Billboard1 using internal Check if the winning billboard texture textures\terrain\lodgen\skyrim.esm\treepineforest03_0004b016.dds (should be in TexGen output) visually matches the winning Meshes\landscape\trees\treepineforest03.nif. Use MO2 right window data tab or better yet xEdit Asset Browser (started with CTRL+F3). Repeat for a couple other trees.
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The debug log is saved when the program closes just after the the normal log is appended to. It may take a bit. Maybe check if it updated. How large is the ..\Meshes\Terrain\Tamriel\Objects\ output folder? You just have HLT with ultra tree LOD?
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The log and debug log are usually written when the program is closes. For example via the X top right and then simply letting it shut down after acknowledging any message. If the OS freezes, then there is something wrong with the OS or maybe it is misconfigured or some third party driver or software might be interfering or there could be an hardware issue. See what happens when using latest xLODGen terrain LOD beta to generate occlusion for Tamriel.
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Set OcclusionMaxThreadsObjectLOD=1 and upload that log, debug and bugreport.txt if it exists. The setting does indeed something. Also read the other suggestions at https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data
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The debug log indicates that you did not change the OcclusionMaxThreadsObjectLOD=1 as suggested by https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data that I linked. If it still has an access violation saving the Occlusion.esp in that case, upload new log, debug and bugreport.txt.
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LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
As explained on the first post, use "Click on this link for additional explanations and help for this message" to open https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-118/ C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. This is not a problem with a specific NIF. LODGEn does not use, read or write any plugins. The Windows Event log might have more information. Install latest .Net runtime 7 and/or test with LODGenx64.exe for .Net Framwork 4.8 by hiding LODGenx64Win.4exe. No idea what redundant NIFs are or why they are suspected to be a problem in this case. The tree/object reports in the log folder explain which assets are being used in case there are duplicate filenames in different folders. The NIF I fixed for the tree in this post, was uploaded by the user. I did not change its filename. It fixed the users CTD. The user found that file by checking what model a base record defined which was involved in a CTD. https://dyndolod.info/Messages/Radius-00 LODGen does not care about the radius of models. -
https://dyndolod.info/FAQ "Long running time or output several GB in file size" Crapware installed with graphics drivers is known to prolong running times. Install only the drivers and not any of the bloatware.
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LOD Occlusion data can not cause CTD. The Nexus mod pages linked from https://dyndolod.info/Downloads always have the latest version.
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Moved to the DynODLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. See https://dyndolod.info/FAQ "Long running time or output several GB in file size" and "High memory usage / Out of memory" and https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data
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Experiment with increasing the distance between water planes and terrain vertices via the optimize unseen drop down for that LOD level in order to counter z-fighting caused by floating point precision. Since skirts are enabled by default, 2000 vertices are reserved for them.
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Of course that is expected if the mod does not include a matching LOD model or a rule to use the full model for LOD. https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue https://dyndolod.info/Mod-Authors
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Thanks! This should be fixed in the next alpha version.
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Upload the log and debug from that LOD patch generation that is being used in these tests. Upload c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log from a game load with the affected cell. Upload ..\skse\plugins\DynDOLOD_Data\DynDOLOD_Worlds.txt, DynDOLOD_Tamriel.txt and DynDOLOD_Tamriel_Objects.txt from the output folder.
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You understand that grass LOD is just object LOD, right? If the bug happens, then all object LOD for all large references in those affected cells should be wrongly loading together with its full model. It may just be not that obvious. Report the cell coordinates for an affect cell so it can be cross checked with the logs. I assume the large reference bug is constant: it happens every time in an affected cell and only goes away if the the cell is inside the uGridsToLoad or outside the uLargeRefLODGridSize.
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1) Unrelated to complex grass. https://dyndolod.info/FAQ "Object LOD model and full model show at the same time causing texture flicker" Known as large reference engine bug in Skyrim Special Edition and Skyrim VR that happens just outside the active exterior cells in the uLargeRefLODGridSize area. Pay attention to log message and read their explanations. Move the slider Large Object Distance on the View Distance tab of the Advanced options of the game launcher to the very left. Alternatively set [General] uLargeRefLODGridSize=5 in SkyrimPrefs.ini. If this does not affect the issue see the answers for Out of place or floating objects below. Maybe the experimental workarounds do not fix the bugs in those cells. Sometimes it can take several seconds before it is cleared. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing https://dyndolod.info/FAQ "Object LOD shows in active exterior cells" Known as stuck object LOD after fast travel engine bug that can happen after fast travel especially to in Whiterun. Consider using the dynamic LOD option of DynDOLOD which should fix that bug. If dynamic LOD is not used, use the LOD Unloading Bug Fix. Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations. You sure the LOD Level 32 that according to the log were generated are activated when these issues happened? 2) https://dyndolod.info/Help/DynDOLOD-Resources Whiterun Exterior contains patch files which adds some missing buildings outside the town walls. These buildings are missing from the vanilla game for performance reasons. Includes patches for Cutting Room Floor and Provincial Courier Service. Do not install if there are mods that add/change objects in the WhiterunWorld city worldspace outside the vanilla walls to the south and east. I suppose I should change the instructions to not install the patches if there are any kind of conflicts in any worldspace. For the foreseeable future that is probably not going to change.
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Something must have changed since September. The backlighting also wrongly affects the Vanilla Complex Grass for ENB with the default ENB complex grass setting s (mulitpliers at 1.0 or amounts at 0.0). So next Alpha version will probably use a NIF without backlighting for complex grass by default. Since it is also possible to control the amount/percentage of backlighting with a gray scale texture, e.g. black = off, white = on, an INI setting that creates a x% gray scale texture might be added as well in case someone wants to use backlighting and control it. By default LOD does not cast or receive shadows, so with a mod like EVLaS that makes the game cast long shadows from full models it becomes very obvious what is LOD and what isn't. It seems the ENB distant shadow effect does not make full shadows cast on LOD either. It probably just makes LOD cast shadows on LOD.
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https://dyndolod.info/Updating#New-or-Updated-Mods-or-Plugins In case a new mod only updates textures or tree full models (and standard tree LOD is used) relevant to to LOD, remove old TexGen output, then use TexGen to generate new output and install it as usual. Start DynDOLOD in expert mode, select all or only the affected worldspaces and click the Rebuild Atlas button to update the atlas textures. Then install the DynDOLOD output, overwriting the existing DynDOLOD output. See expert mode for more. If landscape textures are updated, and terrain LOD does not match full terrain anymore, then it should be obvious that terrain LOD textures need to be updated.
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Moved to the DynDOLOD 3 Alpha thread. Also upload the debug log that should save together with the log when closing the program via X. Otherwise add RealTimeLog=1 under [TexGen] to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI run again and upload that log. Check the task manager for Texconvx64.exe processes TexGen might be waiting for.
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Now that this has been reported/asked for, this will be looked into.
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How is DynDOLOD supposed to include settings/assets for all possible combinations of grass, weather or whatever mods, INI settings, ENB, ENB settings? Default settings are for the vanilla game, simple as that. How is DynDOLOD not supporting all kinds of modded content? You said you change the setting to get the desired effect? > they deserve a more... well, officially supported way to solve this For things to get easier or be simplified, they first need to be reported or asked for. Maybe also monetary support helps adding convenience features. The documentation already explains that weather, ENB etc. affect brightness and what settings to use to counter that. Like the tools, the documentation is in ALPHA, so not all aspects might be covered, yet.
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What I need would be the links to the actual mod/ENB with information which version and options are installed. The logs/debug logs typically provide the load order and settings. The default non complex settings/assets are for the vanilla game/grass, the default complex grass settings/assets are for the vanilla game/grass with Vanilla complex grass for ENB and default ENB settings. If other grasses, ENBs (weather mods) are used, the settings/assets most likely need to be adapted. if it works better without backlighting for you, then just do it...
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No DynDOLOD logs. No information which grass mods are being used. No information which ENB version is used. No information which ENB complex grass settings are used.
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The complex grass shader in ENB makes full grass be lit from both sides by flipping its normal vector (or something similar to that effect). The backlight flag mimics that behavior. Either you do not have complex grass effect enabled or the way it works changed in newer ENB versions or maybe it has to do with the full grass models being different than the vanilla full grass models. The defaults are for Vanilla complex grass for ENB grass LOD test:
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TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
If there are no normal log, debug log written it means TexGen is being terminated without going through its exception handler and shutdown procedures. If there is really no Windows Event log, look into things like hardware trouble, for example CPU overclocking/cooling, BIOS settings, memory timings etc. See what happens by adding TextureCache=10 under [TexGen] in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI Then test what happens setting RenderThreads=1

