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Posted (edited)
  On 6/5/2019 at 8:02 PM, zelazko said:

Would this work for DynDoLOD SE?

https://www.nexusmods.com/skyrimspecialedition/mods/26293?

It adds it's distand LOD textures and landscape meshes. 

DynDOLOD generates tree and object LOD. The mod seems to include optional green spring trees, but for incomprehensible reasons no billboards to generate tree LOD.

In this case the included tree LOD atlas needs to be split into billboards first or billboards need to be created. Easier to stay clear of that option. Personally I suggest to stay away from such archaic mods until they contain proper LOD resources.

 

The mod also seems to includes pre-made low terrain LOD textures - no meshes - (again for the spring option I assume) DynDOLOD does not care about terrain LOD textures.

 

LOD only works and looks correctly for the load it was generated for, so it is always better to generate LOD. Use xLODGen to generate higher quality terrain LOD textures that ship with the mod.

 

 

Edit: I splitted the  existing tree LOD texture atlas included in the mod and uploaded green Aspen LOD Billboards for the spring vanilla and Skyrim 3D trees install options to the TES5LODGen file section.

Edited by sheson
  • +1 1
Posted (edited)

So i'm having an odd issue with DynDOLOD. it keeps freezing up at the 4 minute mark when creating texture atlas. I've deleted DynDOLOD and the Resources files, re-downloaded them them to make sure i had the right version (2.64), re-installed them, made sure the cache directory was empty except for the text file, deleted the 2 snow lod files from the Resources file, then ran again, according to the finishing line page. Happened again. headscratch

 

So I deleted all my LOD and billboard mods and reinstalled them. Re-downloaded the apps and resource files. Tried building again. xLODGen, and TexGen worked fine, but Dyndolod freezes on the same point and will sit there for over an hour until I force-close it.

 

EDIT:  Attempt #3, with the output folder relocated to root directory seems to have done the trick.  Waiting for the process to finish, but this is further than the last 2 attempts.

 

dyndolod_freeze.png

Edited by Barachiel
Posted (edited)
  On 6/7/2019 at 3:20 PM, Barachiel said:

So i'm having an odd issue with DynDOLOD. it keeps freezing up at the 4 minute mark when creating texture atlas. I've deleted DynDOLOD and the Resources files, re-downloaded them them to make sure i had the right version (2.64), re-installed them, made sure the cache directory was empty except for the text file, deleted the 2 snow lod files from the Resources file, then ran again, according to the finishing line page. Happened again.

 

So I deleted all my LOD and billboard mods and reinstalled them. Re-downloaded the apps and resource files. Tried building again. xLODGen, and TexGen worked fine, but Dyndolod freezes on the same point and will sit there for over an hour until I force-close it.

It is pointless to delete specific textures from DynDOLOD Resources if they are updated by TexGen. 

 

 

... set the output path to a dedicated directory. It should be outside of the game and MO virtual file structure.

  

You set the output path to  E:\ModOrganizer 2 - - Lexys LOTD SE\mods\DynDOLOD Output\

 

Try an empty dedicated output folder not in MO, not in game, not in Program Files.

 

 

 

Freezing is usually caused by something blocking read/write access.

Edited by sheson
Posted (edited)

Hi,

 

got a question regarding 3D lods. In the log i noticed some trees like this one and winter aspen trees (dlc01):

 
TreeReachTree01Magic [TREE:000F64BF] meshes\landscape\trees\treereachtree01magic.nif
Billboard not found <textures\terrain\lodgen\skyrim.esm\treereachtree01magic_000f64bf.dds>, 3D LOD found 
LOD4: meshes\dyndolod\lod\trees\treereachtree01magic_43484607passthru_lod.nif
 
From what i understand, this means that this particular model will only be visible till lod 4. Is this assumption correct? And if yes, would it actually make sense to create a billboard for it, or is it easier (and safe?) to load the full model for every lod level?
 
Is there actually some kind of hardlimit for the amount of data a object lod mesh can contain, or is it equal to "opens in nifskope=works ingame"?
Edited by Tacocat
Posted (edited)
  On 6/9/2019 at 4:16 PM, Tacocat said:

 

Hi,

 

got a question regarding 3D lods. In the log i noticed some trees like this one and winter aspen trees (dlc01):

 
TreeReachTree01Magic [TREE:000F64BF] meshes\landscape\trees\treereachtree01magic.nif
Billboard not found , 3D LOD found 
LOD4: meshes\dyndolod\lod\trees\treereachtree01magic_43484607passthru_lod.nif
 
From what i understand, this means that this particular model will only be visible till lod 4. Is this assumption correct? And if yes, would it actually make sense to create a billboard for it, or is it easier (and safe?) to load the full model for every lod level?
 
Is there actually some kind of hardlimit for the amount of data a object lod mesh can contain, or is it equal to "opens in nifskope=works ingame"?

 

Correct. They are used in the Forgotten Vale, so distance won't be an issue. If no other mods places them in other worldspaces using them in LOD8/16 is probably fine too. 

 

However, there are billboards available here https://www.nexusmods.com/skyrim/mods/81565/, so that would be the better option.

 

The hard limit would be number of blocks allowed in NIFs I suppose. Memory will get you before that.

Edited by sheson
Posted
  On 6/9/2019 at 4:49 PM, sheson said:

Correct. They are used in the Forgotten Vale, so distance won't be an issue. If no other mods places them in other worldspaces using them in LOD8/16 is probably fine too. 

 

However, there are billboards available here https://www.nexusmods.com/skyrim/mods/81565/, so that would be the better option.

Nice, thanks!

  On 6/9/2019 at 4:49 PM, sheson said:

 

 

The hard limit would be number of blocks allowed in NIFs I suppose. Memory will get you before that.

Ok, cause i experimented with the fallback option and got some ctds at certain areas. The nifs however opened perfectly fine in nifskope (around 26 mb in size). But i will just create custom rules for the 3 trees without 3d lods for the next run.

Posted

I hope i am not getting on your nerves with my questions but i got another one :D. I know that DynDOLOD is creating a master plugin to work around the large references bug. Right now, i am using jk skyrim and i am pretty sure its making changes to some references, causing them to flicker. I really would like to strip the plugin till it only contains the reference changes and mark it as a master, loading the regular plugin without reference changes later as a usual plugin. Can you please tell me how to identify large reference changes within a plugin?

Posted (edited)
  On 6/9/2019 at 5:12 PM, Tacocat said:

I hope i am not getting on your nerves with my questions but i got another one :D. I know that DynDOLOD is creating a master plugin to work around the large references bug. Right now, i am using jk skyrim and i am pretty sure its making changes to some references, causing them to flicker. I really would like to strip the plugin till it only contains the reference changes and mark it as a master, loading the regular plugin without reference changes later as a usual plugin. Can you please tell me how to identify large reference changes within a plugin?

Just check the end of the DynDOLOD log for "Checking for plugins causing texture z-fighting flicker because of large references bugs."

It will have a list of all overwritten large references in non-ESM plugins or say "No large reference is overwritten by an esp" if there are none.

Edited by sheson
Posted
  On 6/9/2019 at 6:19 PM, sheson said:

Just check the end of the DynDOLOD log for "Checking for plugins causing texture z-fighting flicker because of large references bugs."

It will have a list of all overwritten large references in non-ESM plugins or say "No large reference is overwritten by an esp" if there are none.

Didnt notice that before, thank you.

Posted

I'm getting the open cities error with the newest version of DynDoLod(2.64). Is there a workaround or an old version I can download somewhere? I didn't have this version on 2.62, just 2.64. I tried a fresh reinstall, and that didn't help.

Posted
  On 6/11/2019 at 12:46 AM, EventHorizon27 said:

I'm getting the open cities error with the newest version of DynDoLod(2.64). Is there a workaround or an old version I can download somewhere? I didn't have this version on 2.62, just 2.64. I tried a fresh reinstall, and that didn't help.

Surprisingly nobody knows what you mean by "the Open Cities error".

 

If there is an error, fix the cause of error instead of using an outdated version. This not how to do things.

Posted

I mean the error where it says that I should remove the plugin(Open Cities.esp) from the master list. I performed the two step lod generation, and it worked on 2.62, however on 2.64 when I go to perform the second step with open cities and its patches enabled it says they should be disabled. This has only happened on the newest version, which I downloaded yesterday from the nexus.

Posted
  On 6/11/2019 at 10:10 PM, EventHorizon27 said:

I mean the error where it says that I should remove the plugin(Open Cities.esp) from the master list. I performed the two step lod generation, and it worked on 2.62, however on 2.64 when I go to perform the second step with open cities and its patches enabled it says they should be disabled. This has only happened on the newest version, which I downloaded yesterday from the nexus.

The warning message check is disabled by editing the INI for the second step when following the Open Cities instructions in the manual.

Posted
  On 6/13/2019 at 4:08 AM, misha said:

I recently upgraded from 2.57 -> 2.64 and can't generate 3D Tree LOD anymore. I changed the sse ini to TreeLOD=0 immediately after upgrading and am running the same options in DynDOLOD as before. 

 

https://pastebin.com/AMxJHhqD

https://pastebin.com/ErMSh92t

 

Thanks for any help.

This is printed to the bottom of the log you posted:

 

<Error: LODGenx64.exe check the logfile for errors D:\Games\Modding\SkyrimSE\DynDOLOD\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt>
<Error: LODGenx64.exe check the logfile for errors D:\Games\Modding\SkyrimSE\DynDOLOD\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt>
<Error: LODGenx64.exe check the logfile for errors D:\Games\Modding\SkyrimSE\DynDOLOD\DynDOLOD\Logs\LODGen_SSE_MarkarthWorld_log.txt>
<Error: LODGenx64.exe check the logfile for errors D:\Games\Modding\SkyrimSE\DynDOLOD\DynDOLOD\Logs\LODGen_SSE_DLC01SoulCairn_log.txt>
<Error: LODGenx64.exe check the logfile for errors D:\Games\Modding\SkyrimSE\DynDOLOD\DynDOLOD\Logs\LODGen_SSE_DLC2ApocryphaWorld_log.txt>
<Error: LODGenx64.exe check the logfile for errors D:\Games\Modding\SkyrimSE\DynDOLOD\DynDOLOD\Logs\LODGen_SSE_SkuldafnWorld_log.txt>
<Error: LODGenx64.exe check the logfile for errors D:\Games\Modding\SkyrimSE\DynDOLOD\DynDOLOD\Logs\LODGen_SSE_Dimfrost_log.txt>
<Error: LODGenx64.exe check the logfile for errors D:\Games\Modding\SkyrimSE\DynDOLOD\DynDOLOD\Logs\LODGen_SSE_Sovngarde_log.txt>
<Error: LODGenx64.exe check the logfile for errors D:\Games\Modding\SkyrimSE\DynDOLOD\DynDOLOD\Logs\LODGen_SSE_WyrmstoothWorld_log.txt>
<Error: LODGenx64.exe check the logfile for errors D:\Games\Modding\SkyrimSE\DynDOLOD\DynDOLOD\Logs\LODGen_SSE_DeepwoodRedoubtWorld_log.txt>
<Error: LODGenx64.exe check the logfile for errors D:\Games\Modding\SkyrimSE\DynDOLOD\DynDOLOD\Logs\LODGen_SSE_DLC1HunterHQWorld_log.txt>
<Error: LODGenx64.exe check the logfile for errors D:\Games\Modding\SkyrimSE\DynDOLOD\DynDOLOD\Logs\LODGen_SSE_Blackreach_log.txt>
<Error: LODGenx64.exe check the logfile for errors D:\Games\Modding\SkyrimSE\DynDOLOD\DynDOLOD\Logs\LODGen_SSE_DLC01FalmerValley_log.txt>
<Error: LODGenx64.exe check the logfile for errors D:\Games\Modding\SkyrimSE\DynDOLOD\DynDOLOD\Logs\LODGen_SSE_JaphetsFollyWorld_log.txt>

There were errors in one or more LODGen logs (see report above) resulting in incomplete static object LOD.
Check the LODGen logs and fix cause of errors.

Look for the error in those log files as suggested. 

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