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DynDOLOD 3.00 Alpha 169


sheson

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hi there!  I am very new to this and I need some help.  I have installed dynDOLOD etc exactly as instructed and ran texgen/LOD/dynDOLOD and everything went well.  I tested it 3x with adding more textures and rerunning.  I then added the rest of my mods and went to run it again to update it (deleted the outputs), and texgen can no longer find my skyrim.  I haven't moved anything, only installed more texture mods.  Please correct whatever I've done wrong or help me to help texgen find my skyirm.  It is on my D Drive, which as I said, it found fine before.  I am frustrated to the point of tears please help

 

---edit

I found that I had to run actual skyrim.exe and not through skse.  I don't know why it worked before and stopped but this fixed it for me.
thank you for reading my post.  Sorry for those who are familiar with this 

Edited by Nellie
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7 hours ago, Nellie said:

hi there!  I am very new to this and I need some help.  I have installed dynDOLOD etc exactly as instructed and ran texgen/LOD/dynDOLOD and everything went well.  I tested it 3x with adding more textures and rerunning.  I then added the rest of my mods and went to run it again to update it (deleted the outputs), and texgen can no longer find my skyrim.  I haven't moved anything, only installed more texture mods.  Please correct whatever I've done wrong or help me to help texgen find my skyirm.  It is on my D Drive, which as I said, it found fine before.  I am frustrated to the point of tears please help

 

---edit

I found that I had to run actual skyrim.exe and not through skse.  I don't know why it worked before and stopped but this fixed it for me.
thank you for reading my post.  Sorry for those who are familiar with this 

Read the first post which log and debug log to upload when making posts. Also read  https://dyndolod.info/Official-DynDOLOD-Support-Forum, in particular https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messageshttps://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

See https://dyndolod.info/Messages/Windows-Registry-Key

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Hey sheson,

I was able to regenerate the object lod for Bruma and it's working now. One thing though, I would like to just generate the ultra tree lod and leave the rest of the original object lod alone. Is there some way I can specify this in DDL?

Thanks for the help, enjoy my firstborn

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53 minutes ago, bargalarkh said:

Hey sheson,

I was able to regenerate the object lod for Bruma and it's working now. One thing though, I would like to just generate the ultra tree lod and leave the rest of the original object lod alone. Is there some way I can specify this in DDL?

Thanks for the help, enjoy my firstborn

https://dyndolod.info/Help/Ultra-Tree-LOD
"Ultra tree LOD" or "LOD trees in object LOD" are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system.

You can not use a feature that uses object LOD without updating object LOD.

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23 minutes ago, bargalarkh said:

Yeah I know, just checking to see if there was any way to do it only for trees.

https://dyndolod.info/How-LOD-Works
https://dyndolod.info/Help/Object-LOD
An object LOD *.BTO at least covers 4x4 (8x8, 16x16) cells and can only contain representation/be created for/from existing references/base records and assets. What assets actually depict is irrelevant. Existing *.BTO are irrelevant for LOD generation.

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Gotcha, thanks.

One last question - I am generating Seasons and was reading the wiki page where it said to check that there is a seasons identifier next to the worldspaces - all good there.

However in the seasons of skyrim ini I also see listed these worldspaces:

RiftenWorld
SolitudeWorld
WhiterunWorld

These aren't available in the dropdown. I just want to be sure that this won't negatively affect the lod generation? I assume they are done as part of the Skyrim worldspace but I do see MarkarthWorld listed so wanted to double check.

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1 hour ago, bargalarkh said:

Gotcha, thanks.

One last question - I am generating Seasons and was reading the wiki page where it said to check that there is a seasons identifier next to the worldspaces - all good there.

However in the seasons of skyrim ini I also see listed these worldspaces:

RiftenWorld
SolitudeWorld
WhiterunWorld

These aren't available in the dropdown. I just want to be sure that this won't negatively affect the lod generation? I assume they are done as part of the Skyrim worldspace but I do see MarkarthWorld listed so wanted to double check.

Child worldspaces like Whiterun etc. use the parent world Tamriel for LOD. Markarth is the exception.

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Got it. Im able to generate for all my individual workspaces correctly now but have memory issues (I think) when I try to do them all at once which is where my issues arise. I've read all your suggestions on the wiki and other threads which don't work for me (they help but it's hit and miss how often it works).

My thoughts are to either try building texture atlas separately or to build for individual workspaces separately and merge.

Wiki says this about generating atlas textures in expert mode:

The button Rebuild Atlas updates the object LOD and tree LOD atlas textures depending on the Generate object LOD and Generate tree LOD checkboxes for the selected worldspaces based on the atlas map files of the last LOD generation process.

Am i right in thinking then that this would only work if i previously had a working texture atlas? Or can I generate from scratch in this way and then generate lod separately and then merge the outputs.

Or for separately generating worldspaces - i understand from the wiki and other posts that you should generate, copy the output into your output mod (enabling occlusion and the dyndolod plugins) and then updating these with subsequent runs of DDL.

However I noticed that files in ./SKSE/plugins/ only reflect the worldspaces you just generated for, so I'm not sure how significant this is or how it would affect the game if o was copying and overwriting each time 

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39 minutes ago, bargalarkh said:

Got it. Im able to generate for all my individual workspaces correctly now but have memory issues (I think) when I try to do them all at once which is where my issues arise. I've read all your suggestions on the wiki and other threads which don't work for me (they help but it's hit and miss how often it works).

My thoughts are to either try building texture atlas separately or to build for individual workspaces separately and merge.

Wiki says this about generating atlas textures in expert mode:

The button Rebuild Atlas updates the object LOD and tree LOD atlas textures depending on the Generate object LOD and Generate tree LOD checkboxes for the selected worldspaces based on the atlas map files of the last LOD generation process.

Am i right in thinking then that this would only work if i previously had a working texture atlas? Or can I generate from scratch in this way and then generate lod separately and then merge the outputs.

Or for separately generating worldspaces - i understand from the wiki and other posts that you should generate, copy the output into your output mod (enabling occlusion and the dyndolod plugins) and then updating these with subsequent runs of DDL.

However I noticed that files in ./SKSE/plugins/ only reflect the worldspaces you just generated for, so I'm not sure how significant this is or how it would affect the game if o was copying and overwriting each time 

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt (if it exists) to upload when making posts.

See answers for High memory usage / Out of memory at https://dyndolod.info/FAQ
See https://dyndolod.info/Help/Seasons#Out-of-Memory-errors
See https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

When running different sessions for different worldspaces, the output needs to be installed/merged every time, overwriting all older files before starting a new session.

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I've already followed all these steps.

Can I take from your answer then that the ./skse/plugins/DynDOLOD_Worlds.txt and ./skse/plugins/DynDOLOD_Worlds.json files won't have any effect if they are overwritten?

If generation 1 (for Skyrim worldspaces) gives me a file referencing Skyrim worldspaces and generation 2 (for Dragonborn worldspaces) gives me a file which references Dragonborn worldspaces, overwriting with the second generation will result in a DynDOLOD_Worlds.txt and DynDOLOD_Worlds.json which do not now reference Skyrim worldspaces. Will this have any effect at all?

Alternatively, is it possible to just select Rebuild Atlas on the first run and then Execute LODGen on the second?

Edited by bargalarkh
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50 minutes ago, bargalarkh said:

I've already followed all these steps.

Can I take from your answer then that the ./skse/plugins/DynDOLOD_Worlds.txt and ./skse/plugins/DynDOLOD_Worlds.json files won't have any effect if they are overwritten?

If generation 1 (for Skyrim worldspaces) gives me a file referencing Skyrim worldspaces and generation 2 (for Dragonborn worldspaces) gives me a file which references Dragonborn worldspaces, overwriting with the second generation will result in a DynDOLOD_Worlds.txt and DynDOLOD_Worlds.json which do not now reference Skyrim worldspaces. Will this have any effect at all?

Alternatively, is it possible to just select Rebuild Atlas on the first run and then Execute LODGen on the second?

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt (if it exists) to upload when making posts.

DynDOLOD supports updating/adding new worldspace to existing output. If there are problems with features make a problem report as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum with the log and debug log as explained. If doing several session, secure the debug log, as it gets overwritten with every new session.
Edit: I was able to reproduce this regression in the current alpha version. It will be fixed in the next alpha version.

Rebuilding the atlas is a feature to replace the existing atlas textures. 

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20 minutes ago, bargalarkh said:

I just reran generation again for all worldspaces - the Taking Your Firstborn program closed itself without error message while one of the command line windows was still open.

Here's the logs (no bugreport.txt)

https://ufile.io/f/etyej

TexGen/DynDOLOD do not close themselves without user interaction. The debug log you uploaded seems to show the tool was closed by the user. The debug log is not necessarily from that session, since logs are only saved when the program is allowed to handle its own shut down after user interaction.

If a program "closes itself" without a exception message prompt and without being able to save the log, debug log, it means it was terminated by the OS (in that case there should be Windows event log entry), because of hardware issues like CPU overclocking, temps, memory etc. or the task manager for example.

Install the latest WHQL Recommended graphics drivers only, without any crapware.

The debug log shows that MaxLODGen and LODGenThreadSplit is still the default 0 and MaxLODGenPerWorldspace is still the default 2.
Read https://dyndolod.info/Help/Seasons#Out-of-Memory-errors.

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Yeah I did close the console window after noticing the DDL program itself was closed, but definitely the Taking Your Firstborn window closed without message or prompt from me. It's not installed in a UAC folder, I turned off Antivirus, and don't have any crapware that I know of (and I have checked). No overclocking etc either.

By WHQL would that be the latest graphical drivers? I have an AMD card and have the most up-to-date version of it running. Following the advice in this thread i turned off the AMD named processes which helped initially.

I just ran again with MaxLodGen limited to 2 (logs)

This is my CPU (six cores). Should I try for LODGenThreadSplit=12 then?

 

I have got Event Viewer up now to see the windows event logs but I'm not sure how to find logs pertaining to this program

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