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sheson

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Everything posted by sheson

  1. The last generation you uploaded logs from with the Fake light in selected world checked has no problem with the fake lights unloading as the data in DynDOLOD_DLC2SolstheimWorld_Objects.txt for those lights is what it is supposed to be - unlike the older version you uploaded. I never had any problems with generating LOD just the mod either. There is nothing to solve. By all accounts it works as it should.
  2. Yes, those logs contain what I was looking for. It looks like everything is in order. Test the output in the game if the fake lights unload. If it works, generate as usual and check if it still works. If not, upload the new log, debug and DynDOLOD_DLC2SolstheimWorld_Objects.txt for the full generation.
  3. Delete content of the log folder. Delete content of output folder. Start the DynDOLOD test version. Select only DLC2Solstheimworld. Click High. Unselect Object LOD, Tree LOD, Occlusion data, underside, Grass LOD, Seasons. Select Dynamic LOD and Fake lights selected world and Fake light child world. Unselect Prefer base record LOD assigments over rules and Upgrade NearGrid large references to FarGrid. Generate. Upload the new log, debug log and DynDOLOD_DLC2SolstheimWorld_Objects.txt
  4. The debug log you uploaded does not seem to match the DynDOLOD_DLC2SolstheimWorld_Objects.txt. It seems to be from a generation without Fake light parent world being checked or maybe something else happened? Generate dynamic LOD for DLC2Solstheimworld with the test version and Fake lights parent world checked and upload that log, debug log and DynDOLOD_DLC2SolstheimWorld_Objects.txt.
  5. Also upload the new DynDOLOD_DLC2SolstheimWorld_Objects.txt.
  6. The way dynamic LOD works with trigger boxes and all the Tamriel_Firstborn_* reference all using the same activator base record and the scripts in DynDOLOD Resources SE did not change. I have checked the debug logs, you have verified the Tamriel_Firstborn reference exists, so all seems well and in place as it should. That is why I suggest to check the papyrus log for errors and to test with a vanilla setup to see if no other mods interfere and if things work by themselves or not. DynDOLOD loads the object LOD textures from the data folder and combines them into a object atlas textures and then saves it. Open the object LOD texture atlas from the DynDOLOD output folder (before installing as a mod) and take note of the pixel distance from the top left corner for whatever texture you are interested in. Open ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt in notepad. The x, y pixel distance are the 4th and 5th number (the 2nd and 3rd are the resolution), which should match what you measured from the object LOD atlas texture. The object LOD atlas filename comes right after the numbers. The source single object LOD texture filename is at the beginning. With that information you can now find the single source texture find/open it via the MO2, right window data tab to see what it looks like.
  7. There has to be some kind of problem with the player not triggering the trigger box or some kind of script (SKSE/Papyrus Util) problem. Do you have script lag, poor FPS? Do not use tcl or speedmult while testing. You recently installed a plugin/mod that might change collision for the player? Check the papyrus log for errors or some kind of messages. Maybe one of the listed plugins adds something to the cell that interferes somehow. I would try to see what happens with vanilla to make sure it is not INI related and the basic setup is working as it should. Then add the listed plugins one by one. You could first remove every plugin that is not a master in the DynDOLOD plugins for a quick test. For quicker testing to check if the information page lists Tamriel_Firstborn_7_%3 reference as current/active activator it is enough to just generate dynamic LOD for Tamriel. It maybe of course not any of the listed plugins and something else entirely. But it seems likely it is part of the cell and not the next one that is working. The object LOD atlas is created from the currently installed single object LOD textures, typically in ..\textures\lod. Object LOD Textures, especially rendered ones, do not change between being loaded from the data folder and being added to the object LOD textures atlas. What you see on the object LOD atlas is what was installed in the data folder at generation time.
  8. The LOD models need an NiAlphaProperty to be separated based on different threshold values. Its threshold will be overwritten with the value from the material file. Is that the case? Edit: use this test version https://mega.nz/file/1VwCjLxC#kRq0vMa149xEAqHIgDHYuSO8N5x_XkGSc04ofMMbeI4
  9. You can not generate dynamic LOD for specific cells only. it is always done for the entire worldspace. It is "odd" that there is no current/active activator. That explains the symptoms. Will have to find out why that happens. Check the persistnt cell 0x00000D74 in DynDOLOD.esp if it contains a reference with the EditorID Tamriel_Firstborn_7_%3 (you can copy/paste that into the Editor ID field top left of xEdt and hit enter, if the field turns red after a while it does not exist) Check with xEdit which plugins overwrite the cell 0x00009618 and list them here. Can you generate for the same load order just without the workarounds and then upload log, debug log, DynDOLOD_Tamriel.txt and DynDOLOD_Tamriel_Objects.txt for that generation as well. Check/post the same cell 7,-3 MCM Information to show the current/active activator.
  10. Moved to the DynDOLOD 3 Alpha thread. TexGen does not care or need grass cache. Nothing changed in the recent Alphas about grass LOD generation. Read the always up-to-date DynDOLDO website. Read https://dyndolod.info/Help/TexGen#Grass-HD-Grass-Tree-HD-Tree-Rendered, this one paragraph explains: Grass LOD billboards are for optional grass LOD generation. The option is automatically disabled if grass models using ENB complex grass textures are found in the load order. In case ApplyToBasicGrass=false is set in enbseries.ini, set ForceComplexGrass=0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini to generate both types of grass LOD billboards. If complex grass textures are installed, there is typically no need or reason to create standard grass LOD billboards as it typically makes more sense to use ApplyToBasicGrass=true with complex grass textures so all grasses react to lighting the same way. Also read https://dyndolod.info/Help/Grass-LOD, especially about additional information when using complex grass textures,
  11. The logs are saved when you close the program. It may take a couple seconds to save debug log. Just select the DLC2Solstheim worldspace for this test, so it should be quick to do.
  12. Generate LOD for DLC2Solstheim only with this test version https://mega.nz/file/kExVgDwC#iZlZMVGzHMpM9BWbGC1Duo4PRj1KcvaB-DspUtciPKU It will most likely not change anything. Upload new log, debug log and DynDOLOD_DLC2SolstheimWorld_Objects.txt
  13. I'll need the matching log and debug log from the same generation of the DynDOLOD_DLC2SolstheimWorld_Objects.txt. Generate LOD for DLC2Solstheim only with this test version https://mega.nz/file/kExVgDwC#iZlZMVGzHMpM9BWbGC1Duo4PRj1KcvaB-DspUtciPKU It will most likely not change anything. Upload new log, debug log and DynDOLOD_DLC2SolstheimWorld_Objects.txt
  14. Add the INI file name to the command line argument. -i:"D:\Documents\My Games\Skyrim Special Edition GOG\Skyrim.ini" for now. Or use -m:"D:\Documents\My Games\Skyrim Special Edition GOG\" instead.
  15. Upload ..\skse\plugins\DynDOLOD_Data\DynDOLOD_Tamriel_Objects.txt and DynDOLOD_Tamriel.txt from DynDOLOD output. When you do the first load in from main menu to Honningbrew all is fine, right? What happens to the Honningbrew buildings or the windmill when you just walk to White Water Watch? What happens to the flicker of Honningbrew when you disable large references? uLargeRefLODGridSize=5? Does it not happen without the workarounds? If so, check workarounds DynDOLOD.esm cell 7,-5 0x00009656 if it contains 2 references Tamriel_Diciple and Tamriel_Worshipper or just the Tamriel_Worshipper. Test what happens to the flicker if you hide the scripts (ignore error messages) When you are at white whatever watch, the position of the video, type tll to see if Honningbrew is still in the active cells or outside. Does the flicker go away with tll? If not tfc to the buildings, disable it via console to see if another reference is still there. Check/copy/paste the DynDOLOD SkyUI MCM You are Here and Information page when DynDOLOD is not active.
  16. See if there is any difference with this test version https://mega.nz/file/1NxXgaRT#fZmroxs_Uy9wG95nsIGOOXByrBpoXNu7ZjY6DiKIh8U If not, upload ..\skse\plugins\DynDOLOD_Data\DynDOLOD_DLC2SolstheimWorld_Objects.txt from the output folder. Probably not directly related, but address these issues from the log: 98 97 FE 045 ESL DC498CCD fixLOD.esp This plugin is typically not needed when using dynamic LOD Remove this plugin <Warning: Textures do not match for ... See https://dyndolod.info/Messages/Textures-Do-Not-Match. Install "DynDOLOD V3.0 LOD Pack (all version)" for Majestic Mountains https://dyndolod.info/Mods/Majestic-Mountains and remove "Lod Pack for DynDoLod (all versions)" which is for DynDOLOD 2.x. <Warning: Deleted reference.,.. https://dyndolod.info/Messages/Deleted-Reference
  17. Try this test version https://mega.nz/file/1NxXgaRT#fZmroxs_Uy9wG95nsIGOOXByrBpoXNu7ZjY6DiKIh8U It should fix the item not found. OcclusionMaxThreadsObjectLOD=1 limits max concurrency to 1 for the loop. I added a true single thread loop if OcclusionMaxThreadsObjectLOD=0. That will most likely take forever. It may be quicker to generate a second set of object LOD without grass and with only Billboards for all LOD levels if you use ultra tree LOD just for occlusion generation.
  18. Also upload the log and debug log as explained on the first post. Does this happen with a new game? See https://dyndolod.info/FAQ "Out of place or floating objects" Consider not checking "Fake light selected world" in advanced mode https://dyndolod.info/Help/Advanced-Mode#Fake-lights
  19. Read the first post which log and debug log to upload when making posts. Btw, the important information to gather from the screenshot is the source for the LOD reference RelightingSkryim SSE.esp and form id xx038D0 from the EditorID. Together with the log that helps to look into this. Does this happen with a new game? The process generates both types of data files and whatever scripts are the last overwrite will be used. https://dyndolod.info/Help/DynDOLOD-DLL#Switching-between-DynDOLOD-DLL-and-PapyrusUtil Do tests with a new game, to rule out save game issues. Use this test version https://mega.nz/file/YYoxxYxR#mNlC7ezYqCMRxDo7YnJ55hCtGPN-Pkhu_wZoV8uCN5k
  20. Is this an AMD CPU? Any crapware from AMD installed that comes with drivers? You can either create a new Occlusion.esp or update an existing one, just as with xLODGen https://dyndolod.info/Help/Occlusion-Data - in theory anyways, will have to fix the bug you reported.
  21. You mean there is large reference bugs in the cell that contains the Meadery? DynDOLOD should not go inactive by itself in the exterior worldspace, that should only happen when going into an interior or disabling it via MCM until again loading an exterior cell. Check if anything is different after generating with this test version https://mega.nz/file/YYoxxYxR#mNlC7ezYqCMRxDo7YnJ55hCtGPN-Pkhu_wZoV8uCN5k I nothing like that happens with the workaround scripts for DynDOLOD DLL, use them for now.
  22. https://dyndolod.info/FAQ "Out of place or floating objects" Which Windmill building(s) are you specifically (reference form id) talking about? The ones around Whiterun have vanilla large reference bugs and should be handled properly now. Are the buildings missing inside or outside the uLargeRefLODGridSize or the uGridsToLoad? Outside the uLargeRefLODGridSize they are supposed to have static object LOD. Check which plugins overwrites the references. Enable and check the papyrus log for related error message from the SHESON_DynDOLOD_* scripts.
  23. Read the first post, which explains that DynDOLOD 3 Alpha is an alpha test and that things may change between versions. Read the first post which log and debug log to upload when making posts. As explained in the first post, click the link "Click on this link for additional explanations and help for this message" to open additional help. As explained in the first post, if the option "Copy this message to clipboard" is available, copy and paste the text instead posting a screenshot. Read the entire message. It explains the issue and solutions. https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, as the terrain LOD meshes are used to optimize object LOD meshes. Ask specific questions if further help or advice is required.
  24. If the OOM error still happens while reading BTOs, make sure it really only process one BTO at time by doublechecking the OcclusionMaxThreadsObjectLOD in the debug log. A line like [DynDOLODGenerate] <Debug: OcclusionMaxThreadsObjectLOD: 1> To only generate an Occlusion.esp, install the DynDOLOD output, start DynDOLOD, advanced mode, select Tamriel, uncheck everything but Occlusion data and Plugin.
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