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Everything posted by sheson
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Interesting Water LOD Interaction with Realistic Waters 2 on Alpha 180
sheson replied to LF111's question in DynDOLOD & xLODGen Support
The issue that could probably happen regarding LOD water would be an outdated worldspace record in the last plugin after changing the load order. See https://dyndolod.info/Help/Terrain-LOD-and-Water-LOD At the moment DynDOLOD does not create, update or otherwise change terrain LOD or water LOD. How the LOD water looks for an entire worldspace is defined by worldspace record. How water looks in an active cell is defined by the cell record. The worldspace and cell records from the winning plugins are copied to create the DynDOLOD or Occlusion plugins. Hence the load order needs to be finalized before generating the LOD patch with DynDOLOD and/or generating Occlusion.esp. https://dyndolod.info/Updating#New-or-Updated-Mods-or-Plugins If a plugin is added or updated it is possible that there are new conflicts which require solving. This can either be manual conflict resolution or updating or generating LOD from scratch.- 45 replies
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DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
Doublecheck you added the correct setting to the correct INI. Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.INI Right under [DynDOLOD] RealTimeLog=1 Make sure to copy and paste the setting and that there are not leading or trailing space etc. After saving doublecheck it was not accidently saved under a different filename. Make sure to go through all FAQ answers that apply to DynDOLOD. -
Replace ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt Just running TexGen should be enough. If satisfied, for completeness also rebuild the atlas in the DynDOLOD expert mode. https://dyndolod.info/Help/Expert-Mode#Rebuild-Atlas
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DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
See the answers form https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures and the list of suggestions. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool can not write the log and debug log because you are terminating it. -
There is no need or reason to use a tool to take screenshots. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots How to take a screenshot in Skyrim. What mod/plugin overwrites the reference and/or base record? What mod replaces the used model or glow textures? Is this the only building that is affected?
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Provide a useful screenshots of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. Do not waste time making videos of things that can be explained in a couple sentences or to provide information that a screenshot provides more easily as explained below. Nobody has time to watch minutes of shaky videos with bad lighting just to find the couple frames that have the required information. How else do you expect the glow to look? Post a screenshot without TexGen output to show the difference.
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Gap between full grass and grass LOD
sheson replied to spcarso's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Help/Grass-LOD#Settings With No Grass In Objects full grass can be rendered past the active cells, so grass LOD can either start right beyond the active exterior cells (uGridsToLoad), which has better for performance - or beyond the large reference distance (uLargeRefLODGridSize). The DynDOLODGrassMode/DynDOLOD-Grass-Mode 1 or 2 setting controls the distance of full grass respectively to make sure it renders to the edge where the grass LOD starts. Set the same desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode/DynDOLOD-Grass-Mode in the settings file. While the DynDOLODGrassMode/DynDOLOD-Grass-Mode setting can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes. 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. When using complex grass and the side facing away from the light direction is too dark it can be brightened with the backlightmask. In the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini set ComplexGrassBillboard=5 and set ComplexGrassBacklightMask to a value like 25, which means 25% of the light is applied to the side facing away from the light source. If the result is too dark, raise the value. If the result is too bright, lower the value. -
Billboard tree LOD shows in active exterior cells
sheson replied to Eldritch's question in DynDOLOD & xLODGen Support
You seem to have a question how to use Vortex. I do not and can not provide support for Vortex. I suggest to refer to the documentation of Vortex, the Vortex support forum or moddng guides etc. where people with actual expertise on it can better explain and help with it. If you also need to rerun TexGen after the load order of plugins changed depends if the changes affect the overwrite order of tree base records changing the used full models. Since it is pretty quick to run TexGen, I suggest to just do it. In case the Billboards are outdated, DynDOLOD will print a warning to the messages log. See https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32 and https://dyndolod.info/Messages/Billboard-For-Model-Does-Not-Contain-Texture. After running TexGen make sure its output overwrite everything. Same then for the DynDOLOD output. -
Billboard tree LOD shows in active exterior cells
sheson replied to Eldritch's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to uplod when mkaing posts. See answers for https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells, in particular: If the load order of plugins adding or changing tree references was changed, generate billboard tree LOD again so it matches the new load order. Consider using ultra tree LOD (also possible with only tree LOD billboards) to avoid such game engine limitations. -
DynDOLOD Resources SE version information not found
sheson replied to jjensson's question in DynDOLOD & xLODGen Support
From the log: DynDOLOD Resources SE version information not found. Search the forum for the error message to find similar questions and answers as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Moved the post to appropriate thread for that error message. See questions and answers above. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log to also upload in addition to the debug log. Typically upload logs as files to a text sharing service of a file upload service instead of pasting them into message, which means large downloads and walls of text for anyone accessing this page. There should have been a message window, with a big link Click on this link for additional explanations and help for this message to open https://dyndolod.info/Help/DynDOLOD-Resources as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages. On that page scroll down to the Troubleshooting section and go through that entire check list. If the version information or a required resource file can not be found, it means that the file with the version information or the resource file which are installed with the DynDOLOD Resources can not be found in the data folder (the standard OS functions which are used to check if a file exists returns a file not found error). https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the entire DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Ensure that the directory structure is preserved. See Updating how to update existing installation and save games. For Steam versions of the game, use the game launcher to set the current location of the game in the Windows Registry. See Windows Registry Key for more. Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. The log reports that the tool looks in C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\ Make sure that is the same data folder MO2 maps the active mods to. -
Uh...actually the log says Warning: File not found C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini was not found, so it uses a wrong default (that will be fixed in the next version). Sorry, I missed that earlier. The OS is reporting to the tool that the file does not exist. Could be UAC or Antivirus related. A reboot might clear file access issues. Consider adding and starting DynDOLOD from the mod manager.
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You changed the GrassGID=cgid setting in the C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to GrassGID=.cgid Restore the default INI setting so it looks for *.cgid files instead of *..cgid. https://dyndolod.info/Help/Grass-LOD#Settings With No Grass In Objects full grass can be rendered past the active cells, so grass LOD can either start right beyond the active exterior cells (uGridsToLoad), which has better for performance - or beyond the large reference distance (uLargeRefLODGridSize). The DynDOLODGrassMode/DynDOLOD-Grass-Mode 1 or 2 setting controls the distance of full grass respectively to make sure it renders to the edge where the grass LOD starts. Set the same desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode/DynDOLOD-Grass-Mode in the settings file. While the DynDOLODGrassMode/DynDOLOD-Grass-Mode setting can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes.
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Performance vs Quality balance. all things lod
sheson replied to Soulmancer's question in DynDOLOD & xLODGen Support
This is the DynDOLOD support forum. If you require help with DynDOLOD or want to report issues, read https://dyndolod.info/Official-DynDOLOD-Support-Forum which logs, debugs logs etc. to upload when making posts. If you have questions regarding 3rd party guides, then you need to ask the author of that guide or use its support forum. Same for third party mods. -
DynDOLOD_SSE_Object_Report.txt TreePineForest02_winter [TREE:3200FD86] Meshes\landscape\trees\treepineforest02_winter.nif [CRC32:FFC3DD92] using textures\welshspruce\welshbark.dds, textures\welshspruce\welshbark_n.dds, textures\welshspruce\snow_c.dds, textures\welshspruce\spruce_n.dds, textures\welshspruce\fir\firbark3_c.dds, textures\welshspruce\fir\firbark3_n.dds New tree, Billboard DDS/TXT not found textures\terrain\lodgen\ulvenwald.esp\treepineforest02_winter_0000fd86.dds, 3D LOD model not found treepineforest02_winter_FFC3DD92 The TexGen_SSE_Debug_log.txt shows that the tree is being ignored for billboard generation because it is deemed too small. [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\trees\treepineforest02_winter.nif bounds volume 335.630737304687, height 117 Ulvenwald.esp TreePineForest02_winter [TREE:3200FD86]> See explanations about the objects bounds in https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards, especially: In case the object bounds are not set properly in a plugin for the currently installed models (for example a mod replaced the vanilla models with smaller or larger versions), the Creation Kit Object Window has a right click context menu entry 'Recalc Bounds' to update them. I suggest to recalc the object bounds for the tree(s) in Ulvenwald.esp with CK. Then run TexGen and either use Preview to see if the tree is now listed or just generate billboards and check the log for treepineforest02_winter_0000fd86 being creating. Once you ran DynDOLOD, you can double check in DynDOLOD_SSE_Object_Report.txt if it now found a billboard for the base record.
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Make a useful screenshot a full model that does not have LOD with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots or provide the reference and tree base record form IDs. https://dyndolod.info/FAQ#Something-does-not-have-LOD
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I suggest to use a proper Mod Manager like MO2 and follow proper modding practice. Manually modifying the content of the physical data folder can easily lead to confusion and loosing track of what is active and not. If the game has ILS startig a new game, then the load order has issues. Loading an earlier save as a workaround to start the game does not fix the issue. If the load order starts a new game now without ILS now, then something else changed that addressed the issue. So it could either be because of left over files in the data folder, using different memory allocation etc. or something else altogether. When following proper modding practice and troubleshooting by elimination it can usually be found out, without workarounds.
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Performance vs Quality balance. all things lod
sheson replied to Soulmancer's question in DynDOLOD & xLODGen Support
The result depends on the load order, mods, mod authors having a clue, used settings, users having a clue etc. The combinations and reasons for the outcome or any issues are endless. Such a problem can be caused by one record, one asset or by general problem by using too high settings overloading the engine or a badly configured OS. The best way is to either learn tings by following a modding guide for a known lits of mods that work well together with specific instructions for balanced LOD generation or to spend the time to start with the low base settings without enabling all the optional stuff and then enable or increase things in careful steps and compare results. https://dyndolod.info/FAQ#Performance https://dyndolod.info/Help/Performance https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size https://dyndolod.info/Help/Texture-Resolution https://dyndolod.info/Help/xLODGen -
Occlusion.esp is mentioned because it is the last plugin to overwrite cell records and whatever actor has a problem happens to be in such a cell. Test without DynDOLOD output as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting crash-2024-09-08-16-39-57.log seems to indicate an issues related to skee64.dl (Racemenu) and an NPC, some hanged female. crash-2024-09-08-23-37-45.log seems to indicate an issue related to ActorValueExtension.dll (Actor Value Generator) and a NPC, some fox.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs and debug logs to upload. See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size Running for hours like that means something is wrong. That something may be a bad combination of mods and settings. Seasons can means 5 times the size and time. I suggest to first test and optimize the default season only. I suggest to follow a proper modding guide with a proven, optimized and tested combination of tree mods, grass and seasons etc.
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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. Test of it goes away with tll in console or when deactivating dynamic LOD in the SkyUI MCM. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting If it remained visible after tll, install more informative console and see if you can select the object with console open and get information about it as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots The rectangle reminds me of the background of a message box.
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When doing these test do not enable things again before doing the next test. Best to continuously remove tings until there is a difference. For example, the last test from Edit2 has LOD level 32 enabled again. The texture atlas is 16 x 8k in both tests. Set MaxTextureSize=8192 etc. When testing, load a clean save made in an interior and if that does not work use coc riverwood or coc whiterun from main menu console to start into a new test game. Since you are using Vortex, make extra sure that old output is properly removed and new output properly deployed. If size alone is not the issue, then a record that get forwarded or a mesh or texture asset used for/by LOD may be the reason for the problems. With whatever load order and output you have right now, do these tests with the DynDOLOD output to see if there is any difference: Remove the texture folder. If no change, remove the meshes folder. If no change, remove Occlusion.esp If no change, remove DynDOLOD.esp If no change, remove the SKSE folder. Now only DynDOLOD.esm would remain. Report result.
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No log files were provided. https://dyndolod.info/Help/Child-Parent-Worldspace-Copies The vanilla game deliberately omits references in the child worldspace outside the walls to lessen resource usage. It can make for barren views when peaking over the walls. https://dyndolod.info/FAQ#Entire-LOD-missing Increase terrain LOD, object LOD or tree LOD distances in the DynDOLOD SkyUI MCM Settings. 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.
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Unfortunately the DynDOLOD log and debug log do not show a generation session. When you do not generate LOD level 32, you need to set uLockedObjectMapLOD=16 in the A Clear Map of Skyrim.ini so the game loads LOD properly.
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No TexGen, DynDOLOD logs and debug logs were provided. By itself Dragons Keep is probably somewhat fine, just together with all the other stuff it adds to the overload. Without having tested the result in game myself, make a backup of DynDOLOD_SSE_DragonsKeepesp_high.ini mods DynDOLOD folder and replace with this DynDOLOD_SSE_DragonsKeepesp_high.ini, then run DynDOLOD again and compare effect on output size. If size change seem negligible in the grant scheme of things or If the LOD for it looks weird with this, just restore the backup and generate again. The messages logs prints a line for the each object LOD atlas texture creation: [Tamriel] Creating texture atlas A:\Vortex Mods\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 16384 x 8192 If all ultra tree LOD fails, I suggest to not set Level32 in the DynDOLOD INI to see difference in size. After that test with standard tree LOD instead of ultra tree LOD. Have over 100 times the requirement of vanilla LOD with several 10th of GB of LOD meshes and 16k texture for a single worldpace/season will always be resources intensive, especially when paired with high-res full models and textures.
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You have mods like Dragons Keep SSE installed that set somewhat ridiculous mesh rules, including using full models for the higher LOD levels, even if LOD models exist. The "tree" mesh rule defines to use 3D tree LOD models in the higher LOD levels instead of billboards. Look up technical terms at https://dyndolod.info/Terminology, use hover hints and click links. Use internet search to look up explanations and terms that are general concepts for gaming. The documentation for the tool and settings are verbatim. If you do not understand something, then ask a question. You are using Happy Little Trees 3D LOD - Quality instead of Happy Little Trees 3D LOD - Performance The tree LOD for the tree treepineforestsnow05, which is used 10098 times use 980MB alone. The tree LOD for the tree treepineforestsnow02, which is used 8121 times uses 883MB alone. You enabled to generate object LOD level 32 for the map. To put this into perspective, the Tamriel vanilla object LOD meshes are 135MB. DynDOLOD High with ultra tree LOD, 100% grass LOD for the vanilla game is 1.8GB. I suggest to try at least these things: Change the "tree" mesh rule to Use Billboard4 in LOD level 8 and 16. Lower grass LOD density a bit further for example 45% or 33%. Replace Happy Little Trees 3D LOD - Quality with Happy Little Trees 3D LOD - Performance. If you still end up with a single 16k x 8k object LOD atlas texture for Tamriel after those changes, set MaxTextureSize=8192 in A:\Vortex Mods\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so it generates two atlas textures. If you do these things one at time to learn their individual impact, you can then see which one make the biggest difference. If issues persist, also upload the normal TexGen and DynDOLOLOD logs and also report report the size of the textures folder. Also upload A:\Vortex Mods\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini and A:\Vortex Mods\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

