Jump to content

Recommended Posts

Posted
1 hour ago, sheson said:

What are the mods that are missing the texture?

If you found and installed the missing texture there is nothing else to do.

They are "Detailed Rugs" and "SSEUT - Clutter" to the latest version".

 

Posted
50 minutes ago, Eumeta said:

They are "Detailed Rugs" and "SSEUT - Clutter" to the latest version".

Could you check for me which which mod changes ..Meshes\Architecture\Tents\LargeNordicTent01.nif?

Posted
4 hours ago, sheson said:

Post the log and debug log of DynDOLOD as explained in the first post.

Look up the mentioned  STAT base record xx058C0A in DynDOLOD.esp with xEdit and check which model.nif it actually uses. Then find that file in the load order and upload it.

Thank you for replying sheson. Here are all the files you've requested:

https://ufile.io/f/nyrh7

Posted
1 hour ago, sheson said:

See if this particular crash goes away / the crash log changes after replacing the NIF with the one attached. I would not be surprised if another form id/NIF has similar problems.

treepineforest03_F7CE5204passthru_lod.nif 11.47 kB · 0 downloads

Wow, thanks sheson, it worked! I'm no longer crashing in those areas. I will let you know if I enounter any more crashes like this one. If i do, is replacing the nif file  safe to do mid game? And also, if I may ask, what changes did you make to that file?

PS. DynDOLOD is amazing and you are a wonderful person for helping people with their issues :)

Posted
42 minutes ago, Akidson said:

Wow, thanks sheson, it worked! I'm no longer crashing in those areas. I will let you know if I enounter any more crashes like this one. If i do, is replacing the nif file  safe to do mid game? And also, if I may ask, what changes did you make to that file?

PS. DynDOLOD is amazing and you are a wonderful person for helping people with their issues :)

Replacing NIF files is safe.

There seem to be a lot of problematic 3D tree LOD models in the the two "3D Hybrid LODs" archives of the mod. The models contain NiSwitch nodes instead of being static 3D tree LOD models as explained in https://dyndolod.info/Help/3D-Tree-LOD-Model. They might work for object LOD generation as LODGen might be able to extract what it needs and remove duplicate stuff on the fly, but the way the NIFs are made they cause CTD when used directly in the game for dynamic LOD. They probably a (couple) dozen references here and there that could be problematic. They need to be fixed.

I made the 3D tree LOD a real static model by copying the actual crown BSTriShape to the root node and removed all the uneeded/interfering blocks. Comparing the NIFs in Nifskope should make it clear.

It might be possible to automate this if the split crown NIFs  are made available.

Posted
37 minutes ago, sheson said:

Replacing NIF files is safe.

There seem to be a lot of problematic 3D tree LOD models in the the two "3D Hybrid LODs" archives of the mod. The models contain NiSwitch nodes instead of being static 3D tree LOD models as explained in https://dyndolod.info/Help/3D-Tree-LOD-Model. They might work for object LOD generation as LODGen might be able to extract what it needs and remove duplicate stuff on the fly, but the way the NIFs are made they cause CTD when used directly in the game for dynamic LOD. They probably a (couple) dozen references here and there that could be problematic. They need to be fixed.

I made the 3D tree LOD a real static model by copying the actual crown BSTriShape to the root node and removed all the uneeded/interfering blocks. Comparing the NIFs in Nifskope should make it clear.

Oh, so maybe I should remove the 3D Hybrid LODs file and use the 3D full models that come with the main Veydogolt Trees file instead and run TexGen and DynDOLOD again.

Posted
41 minutes ago, Akidson said:

Oh, so maybe I should remove the 3D Hybrid LODs file and use the 3D full models that come with the main Veydogolt Trees file instead and run TexGen and DynDOLOD again.

I generally do not recommend using full model trees for object LOD generation because of the performance impact and time required to generate the huge LOD meshes.

A better working solution might be to keep the LOD resources installed and use the usual "tree" mesh rule with Level0 for LOD Level 4, Billboard* for LOD Level 8/16 and just change Grid from "Far LOD" to "Far Full". Then only the few case of dynamic LOD should be using the full models.

Let me know if that works out, e.g. if you do not crash at the spot afterwards or look up the STAT base record (it will have a new form ID but same EditorID) that it uses the full model.

If you do not want to generate LOD again, you can manually update all the STAT base records using such tree LOD models in xEdit to use the full model instead.

Posted

I always appreciate your dedication.
I got two problems. I use Castle Volkihar Rebuilt, Worldspace Transition Tweaks and A Clear Map of Skyrim and Other Worlds  
The front right tower of Volkihar Castle disappears from the world map. 
And  I can't see parts of Solstheim at high hrothgar.
I attach a screenshot and log file. Please give me your help me!
https://drive.google.com/drive/folders/1zPeDr2NZYhGb1Fo5CDBs_n7lPofkdFa7?usp=sharing

Posted
1 hour ago, zeuslee766 said:

I always appreciate your dedication.
I got two problems. I use Castle Volkihar Rebuilt, Worldspace Transition Tweaks and A Clear Map of Skyrim and Other Worlds  
The front right tower of Volkihar Castle disappears from the world map. 
And  I can't see parts of Solstheim at high hrothgar.
I attach a screenshot and log file. Please give me your help me!
https://drive.google.com/drive/folders/1zPeDr2NZYhGb1Fo5CDBs_n7lPofkdFa7?usp=sharing

The mod Castle Volkihar Rebuilt changes the reference of the tower so it has an enable parent, to switch it out with a version that has the roof fixed. Such reference have dynamic LOD instead of static object LOD. Right now it is not possible to automatically address this, but it is a planed feature for a future versions in case LOD Level 32 is used for map  - since it does not show in the game world and the map could simply use the initial version regardless.

Does the island come into view when you get closer? The game renders about a 100 cells into the distance and everything beyond just vanishes. You might want to increase object LOD distance for LOD Level 16 fBlockMaximumDistance in SkyrimPrefs.INI or  https://dyndolod.info/Help/Mod-Configuration-Menu#Settings so the max distance is shows object LOD on top of the terrain LOD.

  • Like 1
Posted
13 hours ago, DoubleYou said:

@z929669

See this addition to the documentation with the update:

image.png

I think we want to try that UseMipMaps thing he added.

Refer to my previous post for context.

Testing the aspens again using the latest alpha 97 ...

  1. The first screen corresponds to test case #4 in contextual link above (this is what is configured in the AA DynDOLOD Add-On mod (performance, autumnal).
  2. The second screen is using the same models exactly but referencing the original AA diffuse (test case #1 in the contextual link above) rather than the special version I created from the 256 mip of the original (saved this without mips). UPDATE: since I did not set "UseMipMaps" in the name strings of the crown BsTriShapes of the LOD models, this is effectively DynDOLOD mipmapping of the original AA crown textures.
  3. The third screen is based on the same setup as the second screen, but the "UseMipMaps" keyword was added to the BsTriShape name strings of all LOD models:

z21.jpgz22.jpgz23.jpg

Note that using the native AA texture mipmaps is much too thin, so it's the correct direction, but too far. The solution would either be to lower the NiAlphaProperty to something like 64, or continue using the custom branch texture as test case #4 described in the contextual link above. The "UseMipMaps" feature may still be useful in some current/future situations, so thatnks for that.

Logs corresponding to the third image: https://mega.nz/file/nMlCRRrb#dPQ4BXCqf_NAiwEUzFdpehj7PyAubK1dUMyFjrevGoo

Posted
6 hours ago, sheson said:

Thank you for all the help. Use the working version and enjoy.

 

Just to add to the praise and to confirm that it works: I can now run TexGen using the 'working version' using the release version of MO2.

 

Thank you for your help! What a fantastic and responsive dev!

  • Like 2
Posted
8 hours ago, sheson said:

I generally do not recommend using full model trees for object LOD generation because of the performance impact and time required to generate the huge LOD meshes.

A better working solution might be to keep the LOD resources installed and use the usual "tree" mesh rule with Level0 for LOD Level 4, Billboard* for LOD Level 8/16 and just change Grid from "Far LOD" to "Far Full". Then only the few case of dynamic LOD should be using the full models.

Let me know if that works out, e.g. if you do not crash at the spot afterwards or look up the STAT base record (it will have a new form ID but same EditorID) that it uses the full model.

If you do not want to generate LOD again, you can manually update all the STAT base records using such tree LOD models in xEdit to use the full model instead.

Ok, so I've run AutoTest and I haven't encountered even a single crash related to DynDOLOD. (There were some random ones but nothing serious as they couldn't be replicated after doing the Auto Test) It seems that was the only problematic model. Thank you so much for the assistance sheson! :)

Posted
17 hours ago, sheson said:

Could you check for me which which mod changes ..Meshes\Architecture\Tents\LargeNordicTent01.nif?

There is one mod "Nordic tent" by Pfuscher.

 

Posted

Just want to report an ongoing issue with all of the alpha versions since like alpha 33. I haven't reported these for a while, since we got nowhere with a similar but worse issue about a year ago (it was mysteriously resolved for me with a subsequent alpha update).

I will try again. This happens at the very end of running either TexGen or DynDOLOD about 25% of the time for me. The processing completes and the exit/view log dialog appears in a partially-rendered state before the program quits disgracefully ... NO logs or bug report is ever created, since there is no hand-off to the process that creates the logs ... or in the case of DynDOLOD: saves the plugins.

With TexGen, this is not an issue, since I run against the same mod list pretty much constantly in testing, and I know my output bit sizes, which are always consistent, given the nearly identical LO each run. I just use the TexGen output in such cases and move on to DynDOLOD without issue.

With DynDOLOD, it's quite frustrating, as it's a waste of 15-50 minutes of processing, depending. Reason being because the program disgracefully halts without generating the plugins (I could probably reuse those from other runs, but I don't ... they are usually the same exact bits).

Anyway, the only clue is in the Win event log, and it's always the same for either program:

Faulting application name: TexGenx64.exe, version: 3.0.0.0, time stamp: 0x63207073
Faulting module name: KERNELBASE.dll, version: 10.0.22000.918, time stamp: 0xb42fa627
Exception code: 0xc000041d
Fault offset: 0x000000000004474c
Faulting process id: 0x2604c
Faulting application start time: 0x01d8c7dd47b3dae2
Faulting application path: C:\Modding\Tools\DynDOLOD\TexGenx64.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll

Info on the error: https://github.com/dynamorio/drmemory/issues/1355

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.