Jump to content

DynDOLOD 3.00 Alpha 169


sheson

Recommended Posts

On 10/10/2022 at 9:10 PM, Blackread said:

Okay I think I found it! I thought I checked I had the latest version of Majestic Mountains but turns out I didn't. From the changelog of 4.01:

Edit: Just to be clear, some objects in the moss esp had their object bounds set to all 0, including one of the ones that were present in the cell we were checking.

Believe it or not, but I think this resulted in my strange behaviour earlier as well. I just came back to found out at still using version 4 of the moss plugin. After I updated to 4.01 and updated DynDOLOD I don't have anymore issues like the vanishing windmill and also the honning brew meadery buildings are either LOD or full model, no more overlapping - I used the exact same method as before where the problems were, nothing. Everything is normal now.
Also I did the regen with alpha 102 if it matters, but so far...no LOD related issues anymore.

I know this seems not related, but updating the moss esp from MM is the only difference and the change from alpha 101 to 102 (but as I read in the changelog this couldn't be it).

Edited by PRieST
Link to comment
Share on other sites

25 minutes ago, mansai said:

After updating to Alpha 102, I get a CTD on Falkreath Hold.

TreeAspen03 and DynDOLOD.esm in NetScriptFramework logs.

Crash logs have been uploaded.
https://ufile.io/uv7uwaao

Read the first post which DynDOLOD log and debug log to upload when making posts.

The third party LOD model used by base record xx00A65E in DynDOLOD.esm needs to be fixed in order to be usable with dynamic LOD.

Link to comment
Share on other sites

1 hour ago, sheson said:

投稿時にDynDOLODログとデバッグログをアップロードする 最初の投稿を読んでください 。

DynDOLOD .esm のベース レコード xx00A65E で使用されるサード パーティの LOD モデルは 、動的 LOD で使用できるように修正する必要があります。

Thank you for your response.
I had missed your first post.

bugreport
https://ufile.io/1c33k226

DynDOLOD_SSE_log
https://ufile.io/j2a7okn1

DynDOLOD_SSE_Debug_log
https://ufile.io/4cn0fabp

Link to comment
Share on other sites

2 hours ago, mansai said:

Thank you for your response.
I had missed your first post.

bugreport
https://ufile.io/1c33k226

DynDOLOD_SSE_log
https://ufile.io/j2a7okn1

DynDOLOD_SSE_Debug_log
https://ufile.io/4cn0fabp

Unfortunately you started DynDOLOD again after the successful generation, so the debug log got overwritten.

In regards to the CTD: I see you are using Veydogolt. The 3D LOD models are known to be bad and causing CTD. It came up before.  In particular the model with NiSwitchNode Name: `TreeAspen03`. If check teh base record as I already wrote in the other post, you will most likely find it uses a 3D tree LOD model from the mod.
I created a fixed version for another user:  https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-102/?do=findComment&comment=263935

Also pay attention to log messages:
https://dyndolod.info/Messages/Textures-Do-Not-Match - You seem to have a mod installed that overwrites DynDOLOD Resources SE imperial wall and fort LOD meshes. You might want to double overwrite orders for best visual results.
https://dyndolod.info/Messages/Deleted-Reference - There are plugins in the load order that need to be cleaned. 

Link to comment
Share on other sites

10 hours ago, sheson said:

Unfortunately you started DynDOLOD again after the successful generation, so the debug log got overwritten.

In regards to the CTD: I see you are using Veydogolt. The 3D LOD models are known to be bad and causing CTD. It came up before.  In particular the model with NiSwitchNode Name: `TreeAspen03`. If check teh base record as I already wrote in the other post, you will most likely find it uses a 3D tree LOD model from the mod.
I created a fixed version for another user:  

 

Also pay attention to log messages:
https://dyndolod.info/Messages/Textures-Do-Not-Match - You seem to have a mod installed that overwrites DynDOLOD Resources SE imperial wall and fort LOD meshes. You might want to double overwrite orders for best visual results.
https://dyndolod.info/Messages/Deleted-Reference - There are plugins in the load order that need to be cleaned. 

We are indeed using Veydogolt Tree.
Thanks for the solution and the advice!

Link to comment
Share on other sites

I have two questions regarding LOD material shaders:

1. Is it possible to configure DynDOLOD to use a different FormID for the ash and snow LOD shaders? Or would I need to use the existing vanilla forms, and modify them to be what I want?

2. Can I create a new rule for LOD shaders, for a moss LOD shader?

Link to comment
Share on other sites

1 hour ago, Gamma_Metroid said:

I have two questions regarding LOD material shaders:

1. Is it possible to configure DynDOLOD to use a different FormID for the ash and snow LOD shaders? Or would I need to use the existing vanilla forms, and modify them to be what I want?

2. Can I create a new rule for LOD shaders, for a moss LOD shader?

This is hardcoded in the game exe. https://dyndolod.info/Help/Snow-Ash-LOD-Shader

Link to comment
Share on other sites

Hey, sheson...I'm not sure if this is the proper place to ask this but I don't have logs on it to post in the alpha support thread so sorry in advance if I messed up.  I was trying to use Blubbo's replacer (latest version) for windave's tree addon mod and every time I generated lod (newest alpha & resources fyi) I would get some tall pines that had inappropriately huge lod.  I normally wouldn't ask you about another author's mod but I noticed the author stated in the posts that you had assisted them with the mod (or maybe the scaling of the 3d lod? I might be misunderstanding) and was wondering if you might have any insight into this issue.  Thanks!

Link to comment
Share on other sites

3 minutes ago, MisterMorden said:

Hey, sheson...I'm not sure if this is the proper place to ask this but I don't have logs on it to post in the alpha support thread so sorry in advance if I messed up.  I was trying to use Blubbo's replacer (latest version) for windave's tree addon mod and every time I generated lod (newest alpha & resources fyi) I would get some tall pines that had inappropriately huge lod.  I normally wouldn't ask you about another author's mod but I noticed the author stated in the posts that you had assisted them with the mod (or maybe the scaling of the 3d lod? I might be misunderstanding) and was wondering if you might have any insight into this issue.  Thanks!

Moved to the DynDOLOD 3 Alpha thread. As the first post explains, posts in this thread when participating in the alpha test.

Read the first post which logs and debug logs to upload when making posts. They are created when the tools are closed.

From the post, lets assume you are talking about ultra tree LOD with Level0 for LOD Level 4 and you have third party 3D tree LOD models installed that have size/scale issues.

Check ..DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt to see which base record uses which 3D tree LOD model.

If they are using 3D tree LOD models from Blubbos trees for Daves Trees Addon, make sure to use its latest version 1.3 which is supposed to include 3D tree LOD models I fixed.

If you are using that version and none of the 3D tree LOD models are overwritten, then provide the filename of the 3D tree LOD model in question.

Link to comment
Share on other sites

40 minutes ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread. As the first post explains, posts in this thread when participating in the alpha test.

Read the first post which logs and debug logs to upload when making posts. They are created when the tools are closed.

From the post, lets assume you are talking about ultra tree LOD with Level0 for LOD Level 4 and you have third party 3D tree LOD models installed that have size/scale issues.

Check ..DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt to see which base record uses which 3D tree LOD model.

If they are using 3D tree LOD models from Blubbos trees for Daves Trees Addon, make sure to use its latest version 1.3 which is supposed to include 3D tree LOD models I fixed.

If you are using that version and none of the 3D tree LOD models are overwritten, then provide the filename of the 3D tree LOD model in question.

I believe I may have found the issue just thumbing through the passthrough lod nifs...nifskope shows this one has a scale of 2.20000 TreeAddon_BlubboReachCliffTree02_19871AEEpassthru_lod.nif

All other nifs have a scale of 1.000000

Link to comment
Share on other sites

21 minutes ago, MisterMorden said:

I believe I may have found the issue just thumbing through the passthrough lod nifs...nifskope shows this one has a scale of 2.20000 TreeAddon_BlubboReachCliffTree02_19871AEEpassthru_lod.nif

All other nifs have a scale of 1.000000

Set it to 1.0. Execute LODGen to update object LOD

  • Thanks 1
Link to comment
Share on other sites

2 minutes ago, Gamma_Metroid said:

I see, that is unfortunate. Thanks for the info!
And just a heads up, that page in the manual says the ash forms are in Dawnguard.esm when they are actually in Dragonborn.esm.

Of course they are. Fixed.

Link to comment
Share on other sites

I noticed a couple LOD related issues in my game again.

The first one is that LOD for the Winterhold College tower is flickering in and out of existence. You should see it next to the mountain on the right side.

To my eyes it looks like it could be occlusion not fully working as intended. Looking at the footage I also noticed there's something strange happening with the horizon line on the left. There's also a hole in the sea LOD that appears and disappears as you move around, this is just outside the main gate of Winterhold:

riHqetf.png

R3ytRPG.png

Not sure if these are related though.

The second is that there's a building in the middle of Winterhold that's not supposed the be there.

fANMqF8.png

The reference 62eb6 is overwritten by The Great City of Winterhold v4.esp which makes it into a UDR, and then DynDOLOD.esm which swaps it with the fix activator. The base 9307d is last (and only) overwritten by Better Dynamic Snow SE.esp changing the directional material, as reported by console. Just as with moved large references I reported some months ago (which, as it happens, this also is), you need to approach the city from afar by foot to see the building. COCing or fast traveling straight inside it's not there.

Looking at the logs it looks like the reference for the inn is not reported as being a moved large reference, so that could be the reason for this happening.

Edited by Blackread
Link to comment
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
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.