Jump to content

Recommended Posts

It may possibly be an issue with drivers. I'm not sure about that. I usually keep them updated with a program that does them for me. I don't overclock. Heat... eh, maybe, but I doubt it. I have the cpu water-cooled with 5-6 fans in there. Bad memory. Again, could be. Windows is recognizing 64GB, but you can never really tell with RAM. But I hope not. Those were expensive sticks. Probably more machine than I need but my wife did say this is the last one I'm getting in this lifetime. :)

And I didn't mean to trivialize the "normal" errors. I just meant they are errors I normally get before troubleshooting the game further. Same with code. My slang for "Damn, that's a lot of stuff in there-where do I start". But I am going to write that "check the Windows Event log" down in my book of notes. I don't normally look into that because I usually don't have issues with this computer. Outside of Skyrim, of course. 

I see z929669 was running into the same issues I was, or at least similar, although he was a little more informative than I was. Considering there aren't hundreds of comments with the same thing I'm going to go with drivers or some other program on our machines causing the issue as my tentative explanation for that.

Thank you for your patience and knowledge. I'm sure dealing with people like me can be exasperating and most likely annoying. At best. But so far everything seems to work, so again, I thank you kindly for your help.

Share this post


Link to post
Share on other sites
53 minutes ago, Illana said:

Can we remove this error checking on Dyndolod? It's out of scope for this program to be checking QUEST records surely?

DynDOLOD does not process QUEST records, once the xEdit background loader completed without issues.

Finalize the load order and fix all errors before generating LOD.

If you believe the xEdit error check is making wrong reports about errors, I suggest to make a bug report on the xEdit discord.

If you believe DynDOLOD is making a wrong error report, see the first post what logfile to include when making posts.

If you need help fixing errors in plugins or the load order, see the first post what logfiles to include when making posts and ask qualified questions about it.

Share this post


Link to post
Share on other sites
46 minutes ago, skinjack said:

I see z929669 was running into the same issues I was, or at least similar, although he was a little more informative than I was. Considering there aren't hundreds of comments with the same thing I'm going to go with drivers or some other program on our machines causing the issue as my tentative explanation for that.

Thank you for your patience and knowledge. I'm sure dealing with people like me can be exasperating and most likely annoying. At best. But so far everything seems to work, so again, I thank you kindly for your help.

It is the same issue based on what?

Have you looked at the event log? Post it.

If the same load order and setup runs through all of sudden without problem, then OS, driver settings, anti vir could be likely the problem.

What do you mean there are "hundreds of comments with the same thing"?

xLODGen/DynDOLOD not writing a log/bugreport is a very rare thing. 2 cases IIRC.

Share this post


Link to post
Share on other sites
19 minutes ago, Illana said:

Can anyone tell me how to fix this error?

"Load order FileID [02] can not be mapped to file FileID for file "Occlsuion.esp""

Click the "Help for this message" link as explained in the first post.

If this does not help any further, upload the logfiles and bugreport as explained in the first post.

As explained on the first post, do not post screenshots of error messages. Use the "Copy message top clipboard" link instead and then paste the text.

Share this post


Link to post
Share on other sites

Sorry again. Similar issue. Of course he only had the issue once, it took me several times to get DynDOLOD to run through properly.

And no, I haven't looked at the Event Log yet. I just got up, answered your question, and then was looking at a reply in the SkyUI posts and watching a suggested video. I was looking up event logs per your request and they don't look anything like the above, so I'm not sure I'm even in the right place. I apologize for my lack of knowledge in this area. I upgraded this computer to Windows 10 when I had it built and nothing is where I remember it from Windows 7. And I really haven't explored the Windows 10 system very much on this machine. That's why I didn't do any of the successive upgrades. I was happy with 7 until they stopped supporting it, and then I was strong-armed into upgrading.

Antivirus could be the issue. I run Norton, and they are notorious for taking a lot of things out of your control and then burying how to undo them. I really need to sit down and look at anti-virus programs again before this subscription is up.

And by hundreds of comment, I simply meant that there were NOT a lot of people complaining about a similar issue that we were so it must be our setups that are the issue, not some new bug we discovered for this Alpha. I'm not blaming DynDOLOD in any way. Its most likely my machine or setup causing any issues I have.

As I said before, everything seems to be running fine now. Next time I run DynDOLOD I will try to remember to get an event log if I have issues so that I can pass it along with the debug_log and bugreport.

Share this post


Link to post
Share on other sites

What do I need to do to remove this void space between grass and grass LOD with uGridsToLoad = 7 ? I'm assuming there's an ini distance setting I'm missing but for all I know it may very well not be possible.

image.thumb.png.b04c90725560f72549be0c8f24f32880.png

Edit: BTW, I'm using grass mode 1, and the cells without grass are not far grids, they are fully loaded by the game. So it looks like there's some terrain blending going on in the game.

Edited by AiElias

Share this post


Link to post
Share on other sites
57 minutes ago, AiElias said:

What do I need to do to remove this void space between grass and grass LOD with uGridsToLoad = 7 ? I'm assuming there's an ini distance setting I'm missing but for all I know it may very well not be possible.

image.thumb.png.b04c90725560f72549be0c8f24f32880.png

Edit: BTW, I'm using grass mode 1, and the cells without grass are not far grids, they are fully loaded by the game. So it looks like there's some terrain blending going on in the game.

Looks like grass LOD was generated for mode 2, but NGIO is currently running mode 1.

If grass LOD was generated with mode 1 and the gap goes away when using uGridsToLoad 5, then NGIO might be hardcoded to 5 cells for DynDOLODGrassMode = 1.

If that is the case set Set DynDOLODGrassMode = 2 and use mode 2 for grass LOD generation to use uLargeRefLODGridSize cells distance.
Or keep using sane uGridsToLoad 5.

Near/Far Grids are a concept of dynamic LOD and never have anything to do with terrain/object/tree LOD meshes/textures or other mods.

Share this post


Link to post
Share on other sites
39 minutes ago, sheson said:

If grass LOD was generated with mode 1 and the gap goes away when using uGridsToLoad 5, then NGIO might be hardcoded to 5 cells for DynDOLODGrassMode = 1.

If that is the case set Set DynDOLODGrassMode = 2 and use mode 2 for grass LOD generation so to use uLargeRefLODGridSize cells distance.

This is in fact the case, I've ensured both were set to 1. I will give this a go and see if it resolves the issue.

 

39 minutes ago, sheson said:

Or use sane uGridsToLoad 5.

Normally I would agree with you, unfortunately to get the ideal transition between LOD trees and loaded trees there needs to be a small amount of space in the loaded cells where shadows are not applied. Otherwise, when the full model gets loaded over the lod, there will be a sudden fade to dark when shadows are applied.

Given that uGrids update when the player is past the midpoint of the adjacent-to-center cells, a setting of uGrids 5 leaves a minimum distance of 6144 units between player and LOD. Given that the default fShadowDistance = 8000, this is unideal. Therefore, I see two possible solutions to this.

1) Reduce fShadowDistance to 4096 (2048 units seems to be enough distance under most circumstance to facilitate the transition from lod to full unshadowed model). Unfortunately, this is really ugly, and the unshadowed trees in the distance are really noticeable.

2) Increase fShadowDistance to the maximum distance the player can be away from LOD terrain, then manually blend LOD textures to the full lods with applied shadows. With uGrids 5, that distance is ~20275 units (diagonal measurement of cell x 3.5). Unfortunately fShadowDistance scales up the fShadowMapResolution and makes shadows look ugly. Not to mention issues like shadow acne and flickering.

Given these two options, increasing uGrids to 7 seems to be the better approach. Unless of course there's something I'm missing.

Edited by AiElias

Share this post


Link to post
Share on other sites
19 minutes ago, AiElias said:

This is in fact the case, I've ensured both were set to 1. I will give this a go and see if it resolves the issue.

 

Normally I would agree with you, unfortunately to get the ideal transition between LOD trees and loaded trees there needs to be a small amount of space in the loaded cells where shadows are not applied. Otherwise, when the full model gets loaded over the lod, there will be a sudden fade to dark when shadows are applied.

Given that uGrids update when the player is past the midpoint of the adjacent-to-center cells, a setting of uGrids 5 leaves a minimum distance of 6144 units between player and LOD. Given that the default fShadowDistance = 8000, this is unideal. Therefore, I see two possible solutions to this.

1) Reduce fShadowDistance to 4096 (2048 units seems to be enough distance under most circumstance to facilitate the transition from lod to full unshadowed model). Unfortunately, this is really ugly, and the unshadowed trees in the distance are really noticeable.

2) Increase fShadowDistance to the maximum distance the player can be away from LOD terrain, then manually blend LOD textures to the full lods with applied shadows. With uGrids 5, that distance is ~20275 units. Unfortunately fShadowDistance scales up the fShadowMapResolution and makes shadows look ugly. Not to mention issues like shadow acne and flickering.

Given these two options, increasing uGrids to 7 seems to be the better approach. Unless of course there's something I'm missing.

Use ENB with distance shadows as alternative.

Share this post


Link to post
Share on other sites
33 minutes ago, sheson said:

Use ENB with distance shadows as alternative.

I've been testing with with this setting active. The shadows appear to be different enough to where the buffer zone between ENB shadows and game shadows is still necessary for seamless transition. At least with Manty's 3d trees. I can't speak for the card pines most people use.

Share this post


Link to post
Share on other sites
34 minutes ago, AiElias said:

I've been testing with with this setting active. The shadows appear to be different enough to where the buffer zone between ENB shadows and game shadows is still necessary for seamless transition. At least with Manty's 3d trees. I can't speak for the card pines most people use.

I just want to point out that I believe the doc states (or sheson stated somewhere) that transition changes should be tested with collision and without speedmult ≥ 500. I do all of my LOD testing without collision and at high speed in sneak mode, but not for transitions (which are fairly stark when flying around like this).

Share this post


Link to post
Share on other sites
24 minutes ago, z929669 said:

I just want to point out that I believe the doc states (or sheson stated somewhere) that transition changes should be tested with collision and without speedmult ≥ 500. I do all of my LOD testing without collision and at high speed in sneak mode, but not for transitions (which are fairly stark when flying around like this).

Good to know the specifics of Sheson's methodology. I've been testing all sorts of different ways. I've found that at ground level with collision enabled (as the lighting is different compared to when you're flying around) with a speedmult of 400 seems to be the sweet spot between efficiency and accurate gameplay representation. Sounds like I've been on the ball. :)

Share this post


Link to post
Share on other sites
49 minutes ago, z929669 said:

I just want to point out that I believe the doc states (or sheson stated somewhere) that transition changes should be tested with collision and without speedmult ≥ 500. I do all of my LOD testing without collision and at high speed in sneak mode, but not for transitions (which are fairly stark when flying around like this).

That's in the DynDOLOD-README.txt. This only affect dynamic LOD. It stops updating the player position until speed is lower again. it won't affect other LOD types.

Yes the distance shadow is a very rough and quick estimate for performance reasons.

Share this post


Link to post
Share on other sites

Hi sheson

No matter what I do, I keep getting this error. After years of never having an issue with Dyndolod. I have checked OS, UAC, 3rd party program + the other information listed in the manual. Any idea how to fix?

Please see below:

[Main Instruction]
Can not copy resource textures\dungeons\imperial\impwood01_n.dds to D:\Wabbajack\Dyndolod\TexGen_Output\DynDOLOD-temp\textures\dungeons\ships\shipwood02_n.dds:

[Content]
The system cannot find the path specified.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.