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DynDOLOD 3.00 Alpha 169


sheson

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51 minutes ago, RainingTacco said:

Ok the culprit was found it was this mod

https://www.nexusmods.com/skyrimspecialedition/mods/82469

Removed it and voila, lod32 working fine again. It seems the dyndolod swaps the meshes for the mod's meshes, but can't find appropriate LODs for these. 

Also due to the fact that the tree/static entries were broken in dyndolod.esm/.esp, no amount of "execute lodgen" would help, so if something like that happens YOU HAVE TO redo the whole dyndolod thing with new plugins. 

And btw, why when i use expert mode and lod32 enabled, the high dyndolod rules are really poor and i have to add a lot of lod32 to many objects, like for example the gildergreen tree in whiterun had no lod32 rule, windhelm bridge and so on. I think when users enable lod32, dyndolod should by default add rules to add these, most users wont know about it as "a clear map of skyrim" mod advise only to add rules to "/" and "tree" lod, and some specialized objects like those above i've mentioned will be missed due to that.

enb2023_3_24_11_06_22.jpg

Read the first post whihc log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum
If you want us to help with troubleshooting and potentially solving the actual cause of a problem, provide the information we ask for.

Read https://dyndolod.info/Generation-Instructions and https://dyndolod.info/Updating.

The default low, medium, high rules are always the same regardless of Wizard, Advanced or Expert mode. They default rules shipping with DynDOLOD do not set anything on LOD Level 32 because by default the game uses object LOD Level 16 for the map as explained at https://dyndolod.info/Mods/Maps-And-Map-Mods

Read https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map, which explains the default behavior:
If all rules for LOD Level 32 are set to None (not a single model or billboard is used in LOD Level 32) for a worldspace, LODGen will generate LOD level 32 object LOD files to be just like the LOD level 16 object LOD files without any LOD for trees. If there are any models or billboards defined in LOD Level 32 for a worldspace, then LOD level 32 object LOD will be generated for the worldspace as usual with only the specifically assigned models and billboards - just like object LOD for any of the other LOD levels.

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Im just telling you, that if the user choose to use LOD32, the applicable rules of low, medium or high, should be updated to account the user decision. Just as low, medium and high have some optimum settings chosen by you as a template, so should lod32. If the user decide to use LOD32 by intentionally going to dyndolod_sse.ini and switch the variable, then he or she knows what is doing and want and expect good lod32 generation with applicable and desirable settings. So i would propose if LOD32 is toggled on, for the low settings to use billboards6 and for high settings to use Level0/12 for LOD32 objects. But it's your software and your decision anyway. 

 

BTW, the standard dyndolog log has not much of valuable information beyond what you get in summary. It's the debug log that had valuable information for me, but i won't obviously upload a 150mb log here, as its too much hassle for my internet. From what i can tell, dyndolod uses the ivy mod .SWAP inis which use Base object swapper, but then can't find the matching lods[this was not stated anywhere in the both logs, its my guess]. Problem is it never gives an error, neither in summary or in the standard log. Thus i had to use my own knowledge and guesstimate what was wrong. 

Edited by RainingTacco
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35 minutes ago, DoubleYou said:

Setting rules for some items do not make sense, like Gildegreen, since it uses dynamic lod, and so will not show up on the map. Many rules you will see that "don't" have lod32 rules for them are overridden by configured matching rules that load earlier and therefore take precedence. 

 

Thanks. How can i know which object uses dynamic lod vs object lod, so i will know where to add LOD32 rules and where to left it as "none"? I already use "/" and "tree" lod32 rules from ACMOS nexus guide. 

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Hey there,

excuse me if this seems to be an odd question, but what can Dyndolod really do for me? I am generating outputs for weeks to seemingly solve an issue but i fear that this acutally is not an issue but just a limitation of Skyrim/Dyndolod. So, whats the issue? Trees are visually changing when i come closer to them. I am not talking about the color. I am aware about the color and shadows and weather and enbs and that i am supposed the tweak this, i mean that the tree morphs into a different one when i come closer.

Initally I wanted to use HLT, but the cell transition just looks awful and immersion breaking. Totally different trees when coming closer. Than I tried EVT. Its better but still awful. Then i tried without any tree mod. Just plain vanilla and its bearable, but still odd. I told myself that i did something wrong, despite reading and hanging around on dyndolod.info more than i like to admit (I told my SO that i am working on a very promissing side project. She would kill me if she knew that I havent had time in the evenings the last few weeks because i want to have better trees for a video game).

I went to youtube to find acual videos what it looks like if one uses Dyndolod. Well, i couldnt find a single video where someone is just running through the grid. Just videos from heavilly modded Skyrims with NPC standing around, walking very slowly and changing the view before new cells are loaded and so on. Except this one, where at 0:44 you can see the very same thing i try to fix. The title of the video says "Alpha Advanced setting experiments", so i am not sure if it want to shows something different. But you can cleary see the issue i am having.

As far as I understood I do not need any extra files to use Ultra Tree LOD 3D when using VT or EVT. Still, although the trees are visible in the distance, what I really like, the transitions looks bad. I also tried different mesh mask rules for trees. No luck...

So my questions are: is this the normal Dyndolod behaviour? Or am I doing this wrong? Bonus questions: are there videos showing the player running through the world to see the transition?

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1 hour ago, RainingTacco said:

Im just telling you, that if the user choose to use LOD32, the applicable rules of low, medium or high, should be updated to account the user decision. Just as low, medium and high have some optimum settings chosen by you as a template, so should lod32. If the user decide to use LOD32 by intentionally going to dyndolod_sse.ini and switch the variable, then he or she knows what is doing and want and expect good lod32 generation with applicable and desirable settings. So i would propose if LOD32 is toggled on, for the low settings to use billboards6 and for high settings to use Level0/12 for LOD32 objects. But it's your software and your decision anyway. 

BTW, the standard dyndolog log has not much of valuable information beyond what you get in summary. It's the debug log that had valuable information for me, but i won't obviously upload a 150mb log here, as its too much hassle for my internet. From what i can tell, dyndolod uses the ivy mod .SWAP inis which use Base object swapper, but then can't find the matching lods[this was not stated anywhere in the both logs, its my guess]. Problem is it never gives an error, neither in summary or in the standard log. Thus i had to use my own knowledge and guesstimate what was wrong. 

Read the first post which log and debug log to upload when making posts. Read this https://dyndolod.info/Official-DynDOLOD-Support-Forum. We do not guess and are not interested in assumptions. It is pointless asking for help or reporting a problem while purposefully withholding information.

As explained by the documentation and the text above the Level32 INI setting, it exists to disable tree LOD on the map while automatically using the LOD level 16 settings for LOD Level 32 object LOD generation.

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1 hour ago, RainingTacco said:

Thanks. How can i know which object uses dynamic lod vs object lod, so i will know where to add LOD32 rules and where to left it as "none"? I already use "/" and "tree" lod32 rules from ACMOS nexus guide. 

Read https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

Mesh mask rules match base records and most typically cover what should happen in case a reference can have static object LOD or dynamic LOD. https://dyndolod.info/Help/Dynamic-LOD

For example, references having an enable parent typically means LOD for that reference will be done as dynamic LOD.

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1 hour ago, schmurftdurft said:

Hey there,

excuse me if this seems to be an odd question, but what can Dyndolod really do for me? I am generating outputs for weeks to seemingly solve an issue but i fear that this acutally is not an issue but just a limitation of Skyrim/Dyndolod. So, whats the issue? Trees are visually changing when i come closer to them. I am not talking about the color. I am aware about the color and shadows and weather and enbs and that i am supposed the tweak this, i mean that the tree morphs into a different one when i come closer.

Initally I wanted to use HLT, but the cell transition just looks awful and immersion breaking. Totally different trees when coming closer. Than I tried EVT. Its better but still awful. Then i tried without any tree mod. Just plain vanilla and its bearable, but still odd. I told myself that i did something wrong, despite reading and hanging around on dyndolod.info more than i like to admit (I told my SO that i am working on a very promissing side project. She would kill me if she knew that I havent had time in the evenings the last few weeks because i want to have better trees for a video game).

I went to youtube to find acual videos what it looks like if one uses Dyndolod. Well, i couldnt find a single video where someone is just running through the grid. Just videos from heavilly modded Skyrims with NPC standing around, walking very slowly and changing the view before new cells are loaded and so on. Except this one, where at 0:44 you can see the very same thing i try to fix. The title of the video says "Alpha Advanced setting experiments", so i am not sure if it want to shows something different. But you can cleary see the issue i am having.

As far as I understood I do not need any extra files to use Ultra Tree LOD 3D when using VT or EVT. Still, although the trees are visible in the distance, what I really like, the transitions looks bad. I also tried different mesh mask rules for trees. No luck...

So my questions are: is this the normal Dyndolod behaviour? Or am I doing this wrong? Bonus questions: are there videos showing the player running through the world to see the transition?

Read the first p[osy which logs and debug logs to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum

https://dyndolod.info
Dynamic Distant Objects LOD (DynDOLOD) is the advanced and easier version of xLODGen to generate a comprehensive LOD mod for the entire load order of the different Skyrim and Enderal game versions for drastically enhanced and better matching tree LOD and object LOD plus optional dynamic LOD (hence the name), glow LOD, grass LOD, occlusion data and terrain underside in a few simple steps.

Read https://dyndolod.info/How-LOD-Works for a basic explanation of how standard LOD works in the game. DynDOLOD does not change how LOD works. E.g. there is always a switch between LOD and full model at some point.

See answers for Billboard tree LOD does not match close-up full model trees https://dyndolod.info/FAQ
If tree LOD does not match full trees, then you have no followed the generation instructions https://dyndolod.info/Generation-Instructions and may have still 3rd party billboards installed.

Consider generating HD tree LOD billboards and to use https://dyndolod.info/Help/Ultra-Tree-LOD with the HD Billboards and/or 3D tree LOD models. 3D tree LOD resources are often an extra download or mod for tree mods.

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I've been having issues with DynDOLOD with my most recent mod setup. At first, it never initialized, and so the LOD and models were overlaid everywhere. Then, it would never get past the initial loading screen. After a couple days spent cleaning up various errors, I finally got everything to run again without DynDOLOD, so I tried running it. For two days, it would hang up on generating the texture atlases for Tamriel for over seven hours with no CPU usage, though as soon as I told DynDOLOD to close, one or two processes would kick off that suddenly ate up the CPU, though I always closed them, because by that point, I figured the whole run was a waste. I tried generating the texture atlases without running the full DynDOLOD generation, which worked fine, but I couldn't figure out how to get it to skip the atlas generation on the full run because I already had them. Now, I'm getting this error:

Error: OpenGL: E669E681 framebuffer unknown 0

I've spent something like two weeks now trying to get DynDOLOD to work. It worked fine for an earlier mod setup, but after adding a few more mods and cleaning up the list a bit to get rid of redundant files (i.e. Book Covers when I have Legacy of the Dragonborn), it hasn't been working.

bugreport.txt: https://paste.ee/p/q9KVi

DynDOLOD_SEE_log.txt: https://paste.ee/p/qfZyB

Modwatch: https://modwat.ch/u/AvatarOfEvil

 

New error that hasn't shown before:
Error: OpenGL: invalid operation for 12454F79 while processing 12454F79 (4) while processing textures\lod\falmerhutlod.dds.

Log: https://pastebin.com/brk193wJ

 

It is now getting hung up on Manantis the same way it was getting hung up on Tamriel before. 9 hours with no new files created and no CPU usage. Is it possible to create the various pieces of DynDOLOD output (object LOD, dynamic LOD, Occlusion plugin, and DynDOLOD plugins) piecemeal? It seemed to run through the texture atlas "rebuild" very quickly, so I'm wondering if it's just somehow running out of memory and not knowing how to proceed, somehow, when doing it all at once.

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33 minutes ago, AvatarOfEvil said:

I've been having issues with DynDOLOD with my most recent mod setup. At first, it never initialized, and so the LOD and models were overlaid everywhere. Then, it would never get past the initial loading screen. After a couple days spent cleaning up various errors, I finally got everything to run again without DynDOLOD, so I tried running it. For two days, it would hang up on generating the texture atlases for Tamriel for over seven hours with no CPU usage, though as soon as I told DynDOLOD to close, one or two processes would kick off that suddenly ate up the CPU, though I always closed them, because by that point, I figured the whole run was a waste. I tried generating the texture atlases without running the full DynDOLOD generation, which worked fine, but I couldn't figure out how to get it to skip the atlas generation on the full run because I already had them. Now, I'm getting this error:

Error: OpenGL: E669E681 framebuffer unknown 0

I've spent something like two weeks now trying to get DynDOLOD to work. It worked fine for an earlier mod setup, but after adding a few more mods and cleaning up the list a bit to get rid of redundant files (i.e. Book Covers when I have Legacy of the Dragonborn), it hasn't been working.

bugreport.txt: https://paste.ee/p/q9KVi

DynDOLOD_SEE_log.txt: https://paste.ee/p/qfZyB

Modwatch: https://modwat.ch/u/AvatarOfEvil

 

New error that hasn't shown before:
Error: OpenGL: invalid operation for 12454F79 while processing 12454F79 (4) while processing textures\lod\falmerhutlod.dds.

Log: https://pastebin.com/brk193wJ

 

It is now getting hung up on Manantis the same way it was getting hung up on Tamriel before. 9 hours with no new files created and no CPU usage. Is it possible to create the various pieces of DynDOLOD output (object LOD, dynamic LOD, Occlusion plugin, and DynDOLOD plugins) piecemeal? It seemed to run through the texture atlas "rebuild" very quickly, so I'm wondering if it's just somehow running out of memory and not knowing how to proceed, somehow, when doing it all at once.

Moved to the DynDOLOD 3 Alpha thread. Read the first post which entire log and debug log to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

"Long running time or output several GB in file size" at https://dyndolod.info/FAQ 
Crapware installed with graphics drivers is known to prolong running times. Install only the drivers and not any of the bloatware.

Reinstall the latest graphics drivers only without any of the unnecessary bloat/crapware.
Delete old logs and bugreport.txt and run again. If problem persists upload new bugreport.txt, entire log and debug log.

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14 minutes ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread. Read the first post which entire log and debug log to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

"Long running time or output several GB in file size" at https://dyndolod.info/FAQ 
Crapware installed with graphics drivers is known to prolong running times. Install only the drivers and not any of the bloatware.

Reinstall the latest graphics drivers only without any of the unnecessary bloat/crapware.
Delete old logs and bugreport.txt and run again. If problem persists upload new bugreport.txt, entire log and debug log.

What counts as "bloatware"? The AMD dashboard?

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31 minutes ago, AvatarOfEvil said:

What counts as "bloatware"? The AMD dashboard?

I use AMD and have found that simply killing all 'AMD' processes (most notably Adrenaline) prior to launching TexGen/DynDOLOD resolves the 'boatware' lag issue. This allows benefits of said software outside of LODGen processing.

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10 hours ago, RainingTacco said:

 

Thanks. How can i know which object uses dynamic lod vs object lod, so i will know where to add LOD32 rules and where to left it as "none"? I already use "/" and "tree" lod32 rules from ACMOS nexus guide. 

There is quite simply no need. I have accounted for all rules in ACMOS provided rules already.

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I don't really understand how this settings work, here are the multipliers, i've upped red brightness a little:

ComplexGrassBrightnessTopR=0.8
ComplexGrassBrightnessTopG=0.75
ComplexGrassBrightnessTopB=0.75

How should i change them to increase the redness of the grass LOD? This is just brightness increase, and increasing brightness of red channel had opposite effect in my game, it didn't increase redness. So how to proceed? I wish dyndolod had not only brightness mixer but also just color mixer. 

And also what does execute lodgen and rebuilt atlas do? The guide is not very helpful at explaining things

https://dyndolod.info/Help/Expert-Mode

Should i run execute lodgen or rebuild atlas to only update grass lod with new above multipliers applied?

 

Edit: I've literally set this

ComplexGrassBrightnessTopR=1
ComplexGrassBrightnessTopG=0
ComplexGrassBrightnessTopB=0
; make bottom darker to fake shadowing
ComplexGrassBrightnessBottomR=1
ComplexGrassBrightnessBottomG=0
ComplexGrassBrightnessBottomB=0

According to the setting you would expect every grass lod texture to be red.

but i've rebuilt atlas, compared the DYNDOLOD_tamriel.dds grass subtextures and there's no change of color, brightness, anything. How does this work then?

Edited by RainingTacco
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54 minutes ago, RainingTacco said:

I don't really understand how this settings work, here are the multipliers, i've upped red brightness a little:

ComplexGrassBrightnessTopR=0.8
ComplexGrassBrightnessTopG=0.75
ComplexGrassBrightnessTopB=0.75

How should i change them to increase the redness of the grass LOD? This is just brightness increase, and increasing brightness of red channel had opposite effect in my game, it didn't increase redness. So how to proceed? I wish dyndolod had not only brightness mixer but also just color mixer. 

And also what does execute lodgen and rebuilt atlas do? The guide is not very helpful at explaining things

https://dyndolod.info/Help/Expert-Mode

Should i run execute lodgen or rebuild atlas to only update grass lod with new above multipliers applied?

As explained on the first post, use search to find similar questions and answers.
https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-120/page/488/#comment-270217
https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-120/page/108/#comment-249656
As explained above the INI settings, they are multipliers. For example, ComplexGrassBrightnessTopR is multiplied with the red vertex color value in the NIF/BTO. Higher values mean the red vertex color is nearing 1.0 in the NIF. Each color channel can be multiplied with a different value, so this is giving full color mixing control.
To make something more red, increase ComplexGrassBrightnessTopR and/or decrease ComplexGrassBrightnessTopG/ComplexGrassBrightnessTopB

https://dyndolod.info/Help/Expert-Mode#Execute-LODGen
The button Execute LODGen starts LODGen for the selected worldspaces again that already have existing object LOD data exported by DynDOLOD in the last LOD generation processes.

https://dyndolod.info/Help/Expert-Mode#Rebuild-Atlas
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.

As explained, the buttons redo executing LODGen or generating atlas textures from the last generation for the selected worldspaces.

https://dyndolod.info/Help/Grass-LOD#Updating
To test different GrassBrightnessTop*/GrassBrightnessBottom* or GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation.

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