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Dynamic Distant Objects LOD - DynDOLOD 2.18


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Posted

DynDOLOD 2.18 condensed update post

 

What’s New?

 

This is a simple maintenance update to address a bug and add updates for a couple mods.

See Full update post for 2.xx update instructions

 


 

Some Assembly Required

 

Caranthir Tower Reborn - DynDOLOD Resources contains an optimized full model of the tower for a little bit more performance friendly Neverfade LOD. Mesh rules also add LOD for the stone dragon and the portal building.

Optional: to sync concealing/revealing the tower from far distances install and overwrite the two original scripts with the ones from DynDOLOD Patches.

 

Verified working out of the box - included rules

Trollstigen

 

Verified working out of the box - added/updated meshes and/or textures

Killian Castle

Lyngwi - A Nordic Village

 

Fixes include

Fixed sometimes not falling back to billboard when generating ultra trees by Monobloc

 

[spoiler=Changelog DynDOLOD 2.18]DynDOLOD.exe - fixed sometimes not falling back to billboard when generating ultra trees

DynDOLOD.exe - add the worldspace Master as activate parent for Never Fade LOD/Full LOD objects

DynDOLOD.exe - set VWD on original base records used for dynamic LOD only as well

TexGen.exe - sync updates with DynDOLOD.exe

TexGen.exe - fixed generation of dlc01castlefortlod.dds

TexGen.exe - generation for impwood01lod.dds

Papyrus Scripts - activate worldspace Master in case the activate all function is called

DynDOLOD_Manual.html - updated compatibility information for several mods

DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods

DynDOLOD Patches - added script patches for Caranthir Tower Reborn

 

 

See Full update post for full changelog, fully detailed update instructions and updated compatibility information for Skryim mods.

 

DynDOLOD 2.17

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Posted

Ok.  Here goes.  It seems to be doing what you are suggesting, although I assume this is just a small test sample.

 

[00:00:00.000]	Output path C:\Output\
[00:00:00.011]	Texture size 256
[00:00:00.092]	Creating some temporary files
[00:00:00.102]	    Processing C:\Games\Skyrim Apps\DynDOLOD-59721-2-18\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_TexGen_copy_skyrimesm.txt
[00:00:00.112]	Copying textures\architecture\windhelm\whruinstone_n.dds to C:\Output\DynDOLOD-temp\textures\architecture\windhelm\whruinstonedark_n.dds
[00:00:00.129]	Copying textures\landscape\mountains\mountainslab02_n.dds to C:\Output\DynDOLOD-temp\textures\dungeons\caves\caverocks01_n.dds
[00:00:00.149]	Copying textures\dungeons\rubblepile01_n.dds to C:\Output\DynDOLOD-temp\textures\dungeons\rubblepile02_n.dds
[00:00:00.167]	Copying textures\dungeons\ridgedstonewall02_n.dds to C:\Output\DynDOLOD-temp\textures\dungeons\ridgedstone02a_n.dds
[00:00:00.186]	Copying textures\dungeons\ridgedstone06_n.dds to C:\Output\DynDOLOD-temp\textures\dungeons\ridgedstone05_n.dds
[00:00:00.204]	Copying textures\landscape\mountains\mountainslab02_n.dds to C:\Output\DynDOLOD-temp\textures\dungeons\caves\caverocks01_n.dds
[00:00:00.218]	Copying textures\dungeons\imperial\impextrubble01_n.dds to C:\Output\DynDOLOD-temp\textures\dungeons\imperial\impextrubble01ice_n.dds
[00:00:00.236]	Copying textures\dungeons\imperial\impextwall01_n.dds to C:\Output\DynDOLOD-temp\textures\dungeons\imperial\impextwall01ice_n.dds
[00:00:00.253]	Copying textures\dungeons\imperial\impwall05_n.dds to C:\Output\DynDOLOD-temp\textures\dungeons\imperial\impwall05ice_n.dds
[00:00:00.269]	Copying textures\dungeons\imperial\impwood01_n.dds to C:\Output\DynDOLOD-temp\textures\dungeons\ships\shipwood01_n.dds
[00:00:00.287]	Copying textures\landscape\dirt02_n.dds to C:\Output\DynDOLOD-temp\textures\effects\fxdirtmound01_n.dds
[00:00:00.299]	Copying textures\landscape\trees\treepineforestbarkcompsnow_n.dds to C:\Output\DynDOLOD-temp\textures\dlc02\landscape\trees\treepineforestbarkcompash_n.dds
[00:00:00.314]	Copying textures\architecture\winterhold\magestatue_n.dds to C:\Output\DynDOLOD-temp\textures\architecture\winterhold\magestatue_d_n.dds
[00:00:00.333]	    Processing C:\Games\Skyrim Apps\DynDOLOD-59721-2-18\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_TexGen_copy_dawnguardesm.txt
[00:00:00.364]	    Processing C:\Steam\steamapps\common\Skyrim\Data\DynDOLOD\DynDOLOD_TES5_TexGen_copy_spiceoflifefortsesp.txt
[00:00:00.375]	Copying textures\SpiceofLife\Forts\VividForts\imperial\impextfloor01_n.dds to C:\Output\DynDOLOD-temp\textures\SpiceofLife\Forts\Steveowashere\Ice\impextfloor01cice_n.dds
[00:00:00.395]	Copying textures\SpiceofLife\Forts\VividForts\imperial\impextrubble01_n.dds to C:\Output\DynDOLOD-temp\textures\SpiceofLife\Forts\VividForts\imperial\impextrubble01ice_n.dds
[00:00:00.418]	Copying textures\SpiceofLife\Forts\VividForts\imperial\impextrubble01_n.dds to C:\Output\DynDOLOD-temp\textures\SpiceofLife\Forts\Steveowashere\Ice\impextrubble01ice_n.dds
[00:00:00.435]	Copying textures\SpiceofLife\Forts\NobleSkyrimForts\Imperial\impextfloor01_n.dds to C:\Output\DynDOLOD-temp\textures\SpiceofLife\Forts\Steveowashere\Ice\impextfloor01bice_n.dds
[00:00:00.453]	Copying textures\SpiceofLife\Forts\AmbFortsVanillaStyle\Imperial\impextwall01_n.dds to C:\Output\DynDOLOD-temp\textures\SpiceofLife\Forts\AmbFortsVanillaStyle\Imperial\impextwall01ice_n.dds
[00:00:00.488]	Creating LOD textures
[00:00:00.500]	    Processing C:\Games\Skyrim Apps\DynDOLOD-59721-2-18\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_TexGen_noalpha_skyrimesm.txt
[00:00:02.632]	    Processing C:\Games\Skyrim Apps\DynDOLOD-59721-2-18\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_TexGen_alpha_skyrimesm.txt
[00:00:02.779]	    Processing C:\Games\Skyrim Apps\DynDOLOD-59721-2-18\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_TexGen_noalpha_dawnguardesm.txt
[00:00:03.169]	textures\dlc01\soulcairn\bwallbasegray_n.dds not found!
[00:00:03.182]	textures\dlc01\soulcairn\bwallbasegray_n.dds not found!

Check the top of the log that all required *.BSA files are loaded. Turn off MO archive management.

Check that C:\Users[Your Username]\Documents\My Games\Skyrim\Skyrim.ini (MO users check ..\ModOrganizer\profiles\[profile name]\skyrim.ini) is the default version and contains:

[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa

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Posted (edited)

Ok.  Here goes.  It seems to be doing what you are suggesting, although I assume this is just a small test sample.

thanks for the log. It shows the two crucial files are not copied when they should be.

 

Can you check the contents of the file C:\Games\Skyrim Apps\DynDOLOD-59721-2-18\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_TexGen_copy_dawnguardesm.txt

 

It should be

// wbBuildAtlasFromAtlasMap expects _n.dds with same filename as dds, create the missig ones
textures\dlc01\dungeons\castle\castlewallstone03_n.dds,textures\dlc01\dungeons\castle\castlewallstone05_n.dds
textures\dlc01\soulcairn\bwallbase_n.dds,textures\dlc01\soulcairn\bwallbasegray_n.dds
Or compare to download archive. Reinstall from archive and see if it fixes the issue. Edited by sheson
  • +1 1
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Posted

Ok. I have re-opened the archive, and now it matches what you had above.  Before re-extracting, I had [nul][nul][nul] etc...

 

Will run a full TexGen again, and let you know how it went.

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Posted (edited)

T'would appear we have a winner.  It ran a full pass.

 

Thanks so much for the help.

That is great that it works and we figured out the cause. I am wondering what program/version do you use to extract the archive?

Edited by sheson
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Posted (edited)

Pullin my hair out at this point

 

Dyn gives me this

 

Exception in unit userscript line 333: Access violation at address 6B8B8E99 in module 'usvfs_x86.dll'. Read of address 00000000

Fun right? Redownloaded and such to ensure that whatever dll was having issues would right itself with a new zip, still nope. Checked faq and found this

 

 

Q: Exception in unit userscript line xxx: [xxxxxxxx] < Error: Could not be resolved >

A: There is a mod in the load order that links to a non existing form id. Check the load order for errors in xEdit.exe before generating LOD. See this https://www.youtube./com/watch?v=Zr7pz4JGSEM for help

Everything is cleaned, LOOT says nothing has anything wrong with it.

Anything above the exception line is relating to this FAQ example

 

Q: <Note: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d_n.dds normal map not found, using flat replacement>

Log file is too large for free pastebin @ 618kb Things seem to take a bad turn once Dragonborn.esm is loaded, so ill place that paste here

 

 

[00:09:23.540]    [DynDOLOD.esp] Adding master "Dragonborn.esm"
[00:09:26.290]            Rule found for reference 39001357
[00:09:26.421]    Found D:\Skyrim Mods\SkyrimModsv2\Skyrim UltimatGraphics Mods\18 - DynDOLOD\DynDOLOD-59721-2-18\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_manual_static_Tamriel.txt
[00:09:26.446]    Adding 2 manual objects LOD data to LODGen export file
[00:09:26.470]    Saving objects LOD data to D:\Skyrim Mods\SkyrimModsv2\Skyrim UltimatGraphics Mods\18 - DynDOLOD\DynDOLOD-59721-2-18\DynDOLOD\Edit Scripts\Export\LODGen_Tamriel.txt
[00:09:26.623]    LOD references: 84845, unique LOD objects: 2329
[00:09:26.672]    Creating mini atlas data
[00:09:26.740]    Gathering meshes for atlas creation
[00:09:35.960]    Processing meshes for atlas creation
[00:09:36.401]    Creating atlas textures D:\Skyrim Mods\SkyrimModsv2\Skyrim UltimatGraphics Mods\18 - DynDOLOD\Output\Textures\DynDOLOD\LOD\DynDOLOD_Flat_Atlas_Tamriel.dds from 16 textures
[00:09:36.424]    <Note: textures\terrain\lodgen\skyrim.esm\reachclifftree01_000b8a76_n.dds normal map not found, using flat replacement>
[00:09:36.437]    <Note: textures\terrain\lodgen\skyrim.esm\reachclifftree02_000b8a77_n.dds normal map not found, using flat replacement>
[00:09:36.454]    <Note: textures\terrain\lodgen\skyrim.esm\reachtree01_000b8a73_n.dds normal map not found, using flat replacement>
[00:09:36.465]    <Note: textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_n.dds normal map not found, using flat replacement>
[00:09:36.478]    <Note: textures\terrain\lodgen\skyrim.esm\srg_treepineforest01_0001306d_n.dds normal map not found, using flat replacement>
[00:09:36.596]    <Note: textures\terrain\lodgen\skyrim.esm\srg_treepineforest02_00018a02_n.dds normal map not found, using flat replacement>
[00:09:36.663]    <Note: textures\terrain\lodgen\skyrim.esm\srg_treepineforest04_0004fbb0_n.dds normal map not found, using flat replacement>
[00:09:36.731]    <Note: textures\terrain\lodgen\skyrim.esm\srg_treepineforest05_00051126_n.dds normal map not found, using flat replacement>
[00:09:36.816]    <Note: textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnow04_0005c06f_n.dds normal map not found, using flat replacement>
[00:09:36.873]    <Note: textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnowl01_0005d2db_n.dds normal map not found, using flat replacement>
[00:09:36.973]    <Note: textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnowl02_0005d2da_n.dds normal map not found, using flat replacement>
[00:09:37.064]    <Note: textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnowl04_0005d2d8_n.dds normal map not found, using flat replacement>
[00:09:37.142]    <Note: textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnowl05_0005d2d7_n.dds normal map not found, using flat replacement>
[00:09:37.402]    <Note: textures\terrain\lodgen\skyrim.esm\treepineforest03_0004b016_n.dds normal map not found, using flat replacement>
[00:09:37.505]    <Note: textures\terrain\lodgen\skyrim.esm\treepineforestsnowl03_0005d2d9_n.dds normal map not found, using flat replacement>
[00:09:37.525]    <Note: textures\terrain\lodgen\skyrim.esm\tundradriftwood01_000b8f53_n.dds normal map not found, using flat replacement>
[00:10:10.309]    Creating atlas textures D:\Skyrim Mods\SkyrimModsv2\Skyrim UltimatGraphics Mods\18 - DynDOLOD\Output\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds from 134 textures
[00:12:03.046]    Combining mini atlas map
[00:12:03.069]    Combining flat atlas map
[00:12:03.093]    Executing LODGen.exe
[00:12:03.111]    "D:\Skyrim Mods\SkyrimModsv2\Skyrim UltimatGraphics Mods\18 - DynDOLOD\DynDOLOD-59721-2-18\DynDOLOD\Edit Scripts\LODGen.exe" "D:\Skyrim Mods\SkyrimModsv2\Skyrim UltimatGraphics Mods\18 - DynDOLOD\DynDOLOD-59721-2-18\DynDOLOD\Edit Scripts\Export\LODGen_Tamriel.txt" --logfile "D:\Skyrim Mods\SkyrimModsv2\Skyrim UltimatGraphics Mods\18 - DynDOLOD\DynDOLOD-59721-2-18\DynDOLOD\Logs\LODGen_Tamriel_log.txt" --dontFixTangents --removeUnseenFaces --skyblivionTexPath
[00:12:03.366]    
[00:12:03.366]    Exception in unit userscript line 333: Access violation at address 6B8B8E99 in module 'usvfs_x86.dll'. Read of address 00000000
[00:12:03.366]    
[00:12:03.366]    Check log lines above the exception for additional hints.
[00:12:03.366]    If problem persists, post error report with contents of ..\DynDOLOD\logs\TES5Edit_log.txt to https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod
 

If more info is needed, or if i looked over something obvious qq, ill be watching this thread, thanks

Edited by vforce
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Posted (edited)

Exception in unit userscript line 333: Access violation at address 6B8B8E99 in module 'usvfs_x86.dll'. Read of address 00000000

This looks like you are using the MO 2.x alpha version. I believe this error is already reported to the MO bugtracker.

 

Use the current MO 1.3.11 instead.

Edited by sheson
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Posted

This looks like you are using the MO 2.x alpha version. I believe this error is already reported to the MO bugtracker.

 

Use the current MO 1.3.11 instead.

Haha wow, and ow. Thanks!

  • 0
Posted (edited)

Sheson, do you know if there is a way to increase the full res ground textures rendering distance ?

 

I mean, i can increase full LOD objects rendering distance with uGrids, i can increase the grass rendering distance with igrasscellradius but i get lod ground textures even in full LOD area.

 

Example:

 

*near

2cyfsih.jpg

 

 

*far (still LOD 0 area)

2unuko5.jpg

Edited by Shurperro
  • 0
Posted

Sheson, do you know if there is a way to increase the full res ground textures rendering distance ?

 

I mean, i can increase full LOD objects rendering distance with uGrids, i can increase the grass rendering distance with igrasscellradius but i get lod ground textures even in full LOD area.

 

Example:

 

*near

 

 

 

*far (still LOD 0 area)

 

Yup the full ground textures blend to the terrain LOD textures in a circle around the NPC. unlike the grass shader the circle does not move with the NPC, but just seems to center around the center cells of the 5x5 uGrid. There maybe a setting to make it larger, but I don't know/remeber one (most ini settings affecting terrain LOD need a restart of the game unlike other settings that can be changed live from console, so testing takes more time)

 

I know from top of my head that you can change the fade time by changing in Skyrim.ini

[Display]

fLandLOFadeSeconds=15

 

the missing D of LOD is why I remeber that one :)

  • 0
Posted

 

I know from top of my head that you can change the fade time by changing in Skyrim.ini

[Display]

fLandLOFadeSeconds=15

 

 

 

Thanks for the answer, if i increase that value i could get LOD 0 texture for more seconds or what ?

  • 0
Posted (edited)

There's a missing bottom part for a tower in Solitude.

Others users of SRLE Extended LoD have reported this issue.

Install the required DynDLOD Resources - Core Files before generating LOD. It contains a fixed and better looking version of that tower. The screenshot shows the bugged vanilla version. Make sure no other mod is overwriting the LOD core files.

This is the file ..\Meshes\lod\solitude\sbardscollegetower_lod.nif

Edited by sheson
  • 0
Posted (edited)

Thanks for the answer, if i increase that value i could get LOD 0 texture for more seconds or what ?

It affects how long the fading algorithm takes to blend terrain LOD to full texture when moving a row of cells ahead.

 

To test its effects, turn off grass (set distance really low). Then use tcl and speedrun. Then set fLandLOFadeSeconds=1 and do it again. The blending now happens much quicker and should be much more obvious.

Edited by sheson
  • 0
Posted

It affects how long the fading algorithm takes to blend terrain LOD to full texture when moving a row of cells ahead.

 

To test its effects, turn off grass (set distance really low). Then use tcl and speedrun. Then set fLandLOFadeSeconds=1 and do it again. The blending now happens much quicker and should be much more obvious.

I don't know when i changed it but i have it at 0.5...

 

I want full LOD textures on uGrids area when i use very high uGrids, but just for screenshots, not for playing.

 

So, it's a limit can't be fixed temporaly just for taking some sshots ?

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