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Posted
7 hours ago, Blackread said:

Problem does happen with a new game. Data files for the NG generation.

Logs and data files for the Tamriel test generation. I used the default scripts in DynDOLOD resources SE 3, so PapyrusUtil I believe.

Trace and DebugInformation were turned off. Two Papyrus logs with them turned on.

Does the problem also happen with the Tamriel test generation and PapyrusUtil?

Posted

1) Can the grass brightness settings in DynDOLOD_SSE.ini be raised above 1? I once tried raising them above 1 and it didn't seem to work.

2) Unrelated to DynDOLOD probably but I don't know where else to ask. In my game the moss/snow on buildings, mountains, etc. would creep up when seen from further away and sometimes would appear on neighboring surfaces that aren't suppose to have them, as shown in the video. Is there a way to disable/lessen this effect? I've set both fDecalLODFadeEnd and fDecalLODFadeStart to 1.

Posted
1 hour ago, heheloveer said:

1) Can the grass brightness settings in DynDOLOD_SSE.ini be raised above 1? I once tried raising them above 1 and it didn't seem to work.

2) Unrelated to DynDOLOD probably but I don't know where else to ask. In my game the moss/snow on buildings, mountains, etc. would creep up when seen from further away and sometimes would appear on neighboring surfaces that aren't suppose to have them, as shown in the video. Is there a way to disable/lessen this effect? I've set both fDecalLODFadeEnd and fDecalLODFadeStart to 1.

1) As explained in the INI those values are multipliers. A multiplier of 0.5 halfs the vertex color values, a multiplier of 2 doubles the vertex color values. Vertex colors are clamped from 0.0 to 1.0.

2) This is how decals work in the engine, they are always painted in front of things so they do not z-fight because of floating point precision. In LE with default settings it most likely would faded away in time. In SE Bethesda made a lot of decals not fade with the flag in the NIF causing this issue everywhere, especially with large references loading these full models further away making it so much worse.

Posted
13 minutes ago, sheson said:

2) This is how decals work in the engine, they are always painted in front of things so they do not z-fight because of floating point precision. In LE with default settings it most likely would faded away in time. In SE Bethesda made a lot of decals not fade with the flag in the NIF causing this issue everywhere, especially with large references loading these full models further away making it so much worse.

Welp, that sucks. This also explains why models from different mods can lessen/exacerbate this issue. Thanks for the explanation, at least now I know it's not my fault lol.

Posted (edited)
8 hours ago, sheson said:

Does the problem also happen with the Tamriel test generation and PapyrusUtil?

No, couldn't find any bugged glow LODs with that one.

This also sometimes happens with the LODs:

I haven't yet figured out what causes it. The footage was recorded in The Shire, but I have also seen it in the Tamriel worldspace, near Solitude and Whiterun.

Edited by Blackread
Posted
8 minutes ago, Blackread said:

No, couldn't find any bugged glow LODs with that one.

This also sometimes happens with the LODs:

I haven't yet figured out what causes it. The footage was recorded in The Shire, but I have also seen it in the Tamriel worldspace, near Solitude and Whiterun.

You did not provide any generation logs or information about the video. Make sure to use the latest DynDOLOD DLL and scripts available (2.x or NG)

Posted (edited)
2 hours ago, sheson said:

You did not provide any generation logs or information about the video. Make sure to use the latest DynDOLOD DLL and scripts available (2.x or NG)

Sorry about the sloppy report.

I can't reproduce it elsewhere so I'll focus on The Shire, as it seems to be easily reproducible at least on my setup. Here's a new video that shows the whole process:

And here are the logs for this LOD generation: https://mega.nz/file/IGsFDa7Z#kcMgWwnAkBc6lj3TcJEYq-Y4BBNbv1r8D75QFWed2AU

Written steps of how to reproduce:

1. Start a new game

2. Exit character creation and wait a few seconds in the starting cell

3. Leave the starting cell. Once in an exterior, wait until the message DynDOLOD successfully initialized is displayed

4. cow theshire 0 0

5. You should see some hobbit holes and a path in front of them. Follow the path to the west up a hill

6. Roughly atop the hill should be a spot where some parts of the LOD flash as you pass over it. It's not possible to stop in a spot and have the LOD disappear for an extended period of time, or at least I can't do it.

I'm using the Alpha-4 version of DynDOLOD DLL NG downloaded from this link

Edited by Blackread
Posted
56 minutes ago, Blackread said:

Sorry about the sloppy report.

I can't reproduce it elsewhere so I'll focus on The Shire, as it seems to be easily reproducible at least on my setup. Here's a new video that shows the whole process:

And here are the logs for this LOD generation: https://mega.nz/file/IGsFDa7Z#kcMgWwnAkBc6lj3TcJEYq-Y4BBNbv1r8D75QFWed2AU

Written steps of how to reproduce:

1. Start a new game

2. Exit character creation and wait a few seconds in the starting cell

3. Leave the starting cell. Once in an exterior, wait until the message DynDOLOD successfully initialized is displayed

4. cow theshire 0 0

5. You should see some hobbit holes and a path in front of them. Follow the path to the west up a hill

6. Roughly atop the hill should be a spot where some parts of the LOD flash as you pass over it. It's not possible to stop in a spot and have the LOD disappear for an extended period of time, or at least I can't do it.

I'm using the Alpha-4 version of DynDOLOD DLL NG downloaded from this link

Check the papyrus logs, if they show similar errors to the one you uploaded yesterday (worshipper scrips). It is most likely related to that. I am still looking into that, as well in addition to the glow not unloading.
If there are no errors in the papyrus log, check the DynDOLOD SkyUI MCM - You Are Here if this happens while change cells, then also check the Information page if the Current/Active Activator both switch when changing cells. 

Posted
3 hours ago, sheson said:

Check the papyrus logs, if they show similar errors to the one you uploaded yesterday (worshipper scrips). It is most likely related to that. I am still looking into that, as well in addition to the glow not unloading.
If there are no errors in the papyrus log, check the DynDOLOD SkyUI MCM - You Are Here if this happens while change cells, then also check the Information page if the Current/Active Activator both switch when changing cells. 

The spot where the glitch happens is indeed where the cell changes. I did three tests, two of the logs had dyndolod errors.

Spoiler
[03/22/2023 - 12:04:56AM] error: Cannot call GridState() on a None object, aborting function call
stack:
    [thebawbsshireesp_3B8569_theshire_DynDOLOD_LOD (7A85B778)].SHESON_DynDOLOD_LODObject.OnActivate() - "SHESON_DynDOLOD_LODObject.psc" Line 39
[03/22/2023 - 12:04:56AM] error: Cannot call GridState() on a None object, aborting function call
stack:
    [thebawbsshireesp_3CA51C_theshire_DynDOLOD_LOD (7A85B776)].SHESON_DynDOLOD_LODObject.OnActivate() - "SHESON_DynDOLOD_LODObject.psc" Line 39
[03/22/2023 - 12:04:56AM] error: Cannot call GridState() on a None object, aborting function call
stack:
    [thebawbsshireesp_3B856D_theshire_DynDOLOD_LOD (7A85B777)].SHESON_DynDOLOD_LODObject.OnActivate() - "SHESON_DynDOLOD_LODObject.psc" Line 39
[03/22/2023 - 12:04:56AM] warning: Assigning None to a non-object variable named "::temp0"
stack:
    [thebawbsshireesp_3B8569_theshire_DynDOLOD_LOD (7A85B778)].SHESON_DynDOLOD_LODObject.OnActivate() - "SHESON_DynDOLOD_LODObject.psc" Line 39
[03/22/2023 - 12:04:56AM] warning: Assigning None to a non-object variable named "::temp0"
stack:
    [thebawbsshireesp_3CA51C_theshire_DynDOLOD_LOD (7A85B776)].SHESON_DynDOLOD_LODObject.OnActivate() - "SHESON_DynDOLOD_LODObject.psc" Line 39
[03/22/2023 - 12:04:56AM] warning: Assigning None to a non-object variable named "::temp0"
stack:
    [thebawbsshireesp_3B856D_theshire_DynDOLOD_LOD (7A85B777)].SHESON_DynDOLOD_LODObject.OnActivate() - "SHESON_DynDOLOD_LODObject.psc" Line 39
Spoiler
[03/22/2023 - 12:22:16AM] error: File "" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[skyrimesm_0A9745_DeepwoodRedoubtWorld_DynDOLOD_LOD (7A86140D)].SHESON_DynDOLOD_LODObject.OnCellAttach() - "SHESON_DynDOLOD_LODObject.psc" Line 235
[03/22/2023 - 12:22:16AM] error: File "" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[skyrimesm_0A9745_DeepwoodRedoubtWorld_DynDOLOD_LOD (7A86140D)].SHESON_DynDOLOD_LODObject.OnCellAttach() - "SHESON_DynDOLOD_LODObject.psc" Line 236


I checked the activators and they were both empty. The activators were present in Helgen prior to teleporting, but as soon as I arrived to theshire they were emptied and never filled again.

However, afterwards I did two tests where I waited considerably longer, a minute or two past getting the initialization message. Those times when I teleported to theshire the activators were there, and there were no LOD glitches. Maybe it just needs a bit more time for things to settle? Or maybe there's some other initialisation going on that messes things up.

Posted

Hello. I want to run a DynDoLOD but at the end error appears " DynDOLOD.esp already exists. Either activate it for updating or remove it to generate it from scratch."  How should I activate if for updating? 

Posted
21 minutes ago, Madi said:

Hello. I want to run a DynDoLOD but at the end error appears " DynDOLOD.esp already exists. Either activate it for updating or remove it to generate it from scratch."  How should I activate if for updating? 

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

Refer to the manual of the mod manager you are using how to activate plugins in the load order. https://dyndolod.info/Updating

Posted
10 minutes ago, arthounot said:

Cant generate the billboards, the textgen64 closes without error msgs, and the textgen generate error msg:

Access violation at address 978783AC in module 'atioglxx.dll'. Read of address 000001B0.

https://paste.ee/r/denst/0

Maybe a problem with AMD?

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

Update to the latest driver or do a clean reinstall. Install the driver only, do not install any crapware.

Posted (edited)

Anyone had a situation after generating lod32 that one holds had trees and others didnt in the world map? Wrong texgen generation, wrong lod meshes, or else? Dyndolod generated lod32 trees in riften and solitude but not in falkreath, reach and whiterun. Dyndolod summary doesn't point in any way to tree meshes/textures having problem so im at a loss. 

 

What i understand: Execute LODgen = rebuilds object lod

Rebuild Atlas = rebuilds textures

OK = what does ok does if i already select LOD32 from dropdown? It does both of above things at once?

Edited by RainingTacco
Posted
1 hour ago, RainingTacco said:

Anyone had a situation after generating lod32 that one holds had trees and others didnt in the world map? Wrong texgen generation, wrong lod meshes, or else? Dyndolod generated lod32 trees in riften and solitude but not in falkreath, reach and whiterun. Dyndolod summary doesn't point in any way to tree meshes/textures having problem so im at a loss. 

 

What i understand: Execute LODgen = rebuilds object lod

Rebuild Atlas = rebuilds textures

OK = what does ok does if i already select LOD32 from dropdown? It does both of above things at once?

Modify the tree rule by double clicking it. Under the LOD Level 32 dropdown, select Billboard6 (or Level2 if stronger computer).

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