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Posted
9 hours ago, sheson said:

Can you click the dirt cover with console open and get its reference form id? If so make a screenshot.

Or does it go away when disabling all LOD with tll in console?

I tried clicking all around the area where the dirt should be, but it always selects DragonMoundBase.  When I'm from a distance and the dirt cover is visible using the tll command makes the whole dragon mound disappear including the dirt.

Posted (edited)
2 hours ago, sheson said:

No bugreport.txt was created, correct?

What mod is Weapons Armours LOTD Merge.esp from or can you upload it?
It is possible this is a bug.

Correct, no bugreport.txt was generated.

That plugin is my merge of a number of new weapon and armour plugins, to save esp slots, along with their LOTD patches that add displays and tracking. I'm uploading the esp and the merge folder, so you can see the plugins included (although I think they're listed in the merged plugin description).

The record mentioned in the error message is originally from Oblivion Artifacts Pack.

https://mega.nz/file/BxwW1J4B#6ts2YZV1C9KpUEA23OTJFuEOrG2qqXnaVOkL_jgJX_c

Edited by godescalcus
Posted
8 hours ago, leostevano said:

Alright, thanks for the help Sheson.

I created LOD models for many stumps and small shrubs like TreeAspen4.in most of those I've done, IIRC (Myrkvior and maybe HLT, EVT, SRO). The assets are so small, I just created them for those that want that level of detail by using the INI settings sheson mentioned to lower the threshold for generation. You can test with these if you don't have a LOD model like TreeAspen04_CRC32passthru_lod.nif that match your TreeAspen.nif CRC32.

Posted
14 hours ago, ikonomov said:

I tried clicking all around the area where the dirt should be, but it always selects DragonMoundBase.  When I'm from a distance and the dirt cover is visible using the tll command makes the whole dragon mound disappear including the dirt.

Replace C:\Games\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_all.ini with the attached version.
Do the usual clean save routine before updating. Then start DynDOLOD, make sure to click High button again so the new rules are being loaded. Then generate as usual.

The dirt cover should then be dynamic LOD and show or not snow based on the full models state. Let me know if it works either way.

DynDOLOD_SSE_all.ini

Posted
15 hours ago, godescalcus said:

Correct, no bugreport.txt was generated.

That plugin is my merge of a number of new weapon and armour plugins, to save esp slots, along with their LOTD patches that add displays and tracking. I'm uploading the esp and the merge folder, so you can see the plugins included (although I think they're listed in the merged plugin description).

The record mentioned in the error message is originally from Oblivion Artifacts Pack.

https://mega.nz/file/BxwW1J4B#6ts2YZV1C9KpUEA23OTJFuEOrG2qqXnaVOkL_jgJX_c

Get latest xEdit 4.1.5c Extremely Experimental from the xEdit discord. Test if it loads the Weapons Armours LOTD Merge.esp with all its master also letting it build the reference cache.

I believe you should see the same overflow error but without it mentioing the record. Make a post on the xEdit discord #xEdit-support channel with xEdit log, exception log etc. for ElminsterAU

Maybe test if loading/saving the plugin with CK helps.

Posted
17 hours ago, z929669 said:

I created LOD models for many stumps and small shrubs like TreeAspen4.in most of those I've done, IIRC (Myrkvior and maybe HLT, EVT, SRO). The assets are so small, I just created them for those that want that level of detail by using the INI settings sheson mentioned to lower the threshold for generation. You can test with these if you don't have a LOD model like TreeAspen04_CRC32passthru_lod.nif that match your TreeAspen.nif CRC32.

Yeah I ended up creating the settings instead, because apparently lowering the volume creates unnecessary lods like the ironwood trees from a CC mods that's located inside a cavern.

I'm trying this new tree mod and strangely the author made TreeAspen04 to be the tallest aspen tree, so it really caught me off guard when trees started popping in without lods.

Posted
11 hours ago, sheson said:

Replace C:\Games\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_all.ini with the attached version.
Do the usual clean save routine before updating. Then start DynDOLOD, make sure to click High button again so the new rules are being loaded. Then generate as usual.

The dirt cover should then be dynamic LOD and show or not snow based on the full models state. Let me know if it works either way.

DynDOLOD_SSE_all.ini 1.71 kB · 2 downloads

It worked.  The mounds look quite a bit brighter in the LOD, do you think it's simply the result of having different lighting in the LOD or partly because I need to generate a new TexGen with the new rules?  Either way, it works.

I compared the old and the new .ini file that you provided, I can see the changes but I have no idea what it does.  Is this something specific to my load order and use, or a newly found bug?

Thank you for your help.

Posted
51 minutes ago, ikonomov said:

It worked.  The mounds look quite a bit brighter in the LOD, do you think it's simply the result of having different lighting in the LOD or partly because I need to generate a new TexGen with the new rules?  Either way, it works.

I compared the old and the new .ini file that you provided, I can see the changes but I have no idea what it does.  Is this something specific to my load order and use, or a newly found bug?

Thank you for your help.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.
Also upload C:\Games\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Lets assume the useful screenshot posted earlier of the full model still applies.

Mesh mask / reference rules for DynDOLOD have no effect on how TexGen generates textures. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

All mounts use the same dirt textures. Consider checking other mounds for comparison.

Posted
1 hour ago, leostevano said:

Yeah I ended up creating the settings instead, because apparently lowering the volume creates unnecessary lods like the ironwood trees from a CC mods that's located inside a cavern.

I'm trying this new tree mod and strangely the author made TreeAspen04 to be the tallest aspen tree, so it really caught me off guard when trees started popping in without lods.

This sounds like you are using a tree mod that is replacing full models without updating the objects bounds of the affected base records.

Read the already linked explantions https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
For the calculations, the 'OBND - Object Bounds' from the tree/grass base record are used.
In case the object bounds are not set properly in a plugin, the CreationKit Object Window has a right click context menu entry 'Recalc Bounds' to update them.

Posted (edited)
6 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.
Also upload C:\Games\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Lets assume the useful screenshot posted earlier of the full model still applies.

Mesh mask / reference rules for DynDOLOD have no effect on how TexGen generates textures. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

All mounts use the same dirt textures. Consider checking other mounds for comparison.

It's in the same location as the one posted in my previous post, here is a new screenshot.  I did check one other mound and it also showed the correct dirt texture (uncovered).

log files

Edited by ikonomov
Posted
8 hours ago, sheson said:

This sounds like you are using a tree mod that is replacing full models without updating the objects bounds of the affected base records.

Read the already linked explantions https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
For the calculations, the 'OBND - Object Bounds' from the tree/grass base record are used.
In case the object bounds are not set properly in a plugin, the CreationKit Object Window has a right click context menu entry 'Recalc Bounds' to update them.

Wow I didn't know that, I guess I'll recalc the bounds on CK, thank you!

Posted
On 2/15/2024 at 12:23 PM, Farsveinn said:

Video

In addition to my post, maybe this will help. It looks like those side waterfalls are just not switching to the dyndilod correctly. The center waterfall is visible from any distance, and the others are just off by a long distance. :)

Replace Meshes\lod\waterfalls\fxwaterfallbodytall02passthru_lod.nif from DynDOLOD Resources with this fxwaterfallbodytall02passthru_lod.nif

Start DynDOLOD in expert mode, select Tamriel and check Object LOD and then click the Execute LODGen button to update the object LOD meshes from the last generation. See https://dyndolod.info/Help/Expert-Mode

Let us know if there is less flicker now.

fxwaterfallbodytall02passthru_lod.nif

Posted
On 2/16/2024 at 9:49 PM, ikonomov said:

It's in the same location as the one posted in my previous post, here is a new screenshot.  I did check one other mound and it also showed the correct dirt texture (uncovered).

log files

Replace Meshes\lod\nordicexterior\dragonmoundbase_lod_0.nif and dragonmoundbasealt_lod_0.nif from DynDOLOD Resources with these new versions.

Start DynDOLOD in expert mode, select Tamriel and check Object LOD and then click the Execute LODGen button to update the object LOD meshes from the last generation. See https://dyndolod.info/Help/Expert-Mode

Posted (edited)
11 hours ago, sheson said:

Replace Meshes\lod\nordicexterior\dragonmoundbase_lod_0.nif and dragonmoundbasealt_lod_0.nif from DynDOLOD Resources with these new versions.

Start DynDOLOD in expert mode, select Tamriel and check Object LOD and then click the Execute LODGen button to update the object LOD meshes from the last generation. See https://dyndolod.info/Help/Expert-Mode

Thank you so much for your help.  Using this texture makes a substantial difference, the LOD and loaded cell dragon mounds blend now as good as we can expect them.  They don't stand out and I think look as good as the other LOD objects generated by DynDOLOD.

comparison screenshots
logs
location

Edit: comparison screenshots before the texture change

Edited by ikonomov
Posted

Whats a typical file size for a TexGen output? Mine is 223mb and TexGen completed in about 2.5 minutes. I didn't get any error messages and it ran through fine. I haven't used Dyndolod in about 18 months, but I seem to remember TexGen used to take me about 20 minutes to complete. Has something changed with one of the updates? Or is there something I'm doing wrong with generation?

Thanks in advance.

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