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DynDOLOD 3.00 Alpha 173


sheson

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33 minutes ago, tooandrew said:

Is there a way to run multiple instances of dyndolod at once? Shy of running one on a different computer? It takes so long to run its like really time consuming trying to dial in the grassbrightness setting to get everything matching the normal grass. Currently I'm running it on two computers - my third is a 6 year old laptop with a mobile i7, im sure itll be so slow i might as well not use it. But if you had an identical executable that had a different process name so i could run multiple instances concurrently on the same machine, that would probably save me a good deal of time

https://dyndolod.info/Help/Grass-LOD#Updating
To test different GrassBrightnessTop* or GrassBrightnessBottom* 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.
[..]
To speed things up, limit generation to LOD Level 4 by using the Specific Chunk dropdowns. Use the West/South coordinates to generate and test with a specific BTO file until the desired results are found.

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file:///E:/DynDOLOD/Summary/DynDOLOD_Index.html

Hi, i have a lot of large reference bugs mainly from elfx and no snow under the roof wizkid edition.

Do i need to just flag the esp plugin as esm, or do i have to "create a dedicated ESM+ESL flagged plugin containing the overwrites only while removing these overwrites from the ESP"

Incase of ESM+ESL flagged plugin, how do i do this?

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2 hours ago, AenSeidhe said:

file:///E:/DynDOLOD/Summary/DynDOLOD_Index.html

Hi, i have a lot of large reference bugs mainly from elfx and no snow under the roof wizkid edition.

Do i need to just flag the esp plugin as esm, or do i have to "create a dedicated ESM+ESL flagged plugin containing the overwrites only while removing these overwrites from the ESP"

Incase of ESM+ESL flagged plugin, how do i do this?

Read https://dyndolod.info/Help/Large-References. Setting the ESM flag makes a plugin ESM, however it  depends on the content of the plugin if is save/advisable to do. If it is save to flag a  plugin ESL depends on the content of the plugin. When copying records as new or override with xEdit, it asks into what plugin (and in case it is new what types) to copy.

All that is beyond LOD generation and support and testing the DynDOLOD 3 Alpha.

I suggest to do nothing (other than turning large references off in case bugs are a problem) unless having a good understanding how creating/converting mods with CK/xEdit works and its ramifications.

Future DynDOLOD 3 Alpha versions might include workarounds that can better mitigate the issues that are caused by plugins that are incompatible/unaware about the large reference feature and its bugs.

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I've generated DynDOLOD a number of times with my mod order, but in every attempt, trees on the world map are no longer generated, and there doesn't seem to be a grass cache for generating trees.  I've tried reading the documentation, but am fairly lost.  I'm probably not including requested information for a support post, but will provide any necessary information.  Thank you for your attention.

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35 minutes ago, fractalbase said:

I've generated DynDOLOD a number of times with my mod order, but in every attempt, trees on the world map are no longer generated, and there doesn't seem to be a grass cache for generating trees.  I've tried reading the documentation, but am fairly lost.  I'm probably not including requested information for a support post, but will provide any necessary information.  Thank you for your attention.

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

Read https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map.

The grass cache contains information where to place full grass and can be used for grass LOD LOD generation. See https://dyndolod.info/Help/Grass-LOD.

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1 hour ago, sheson said:

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

Read https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map.

The grass cache contains information where to place full grass and can be used for grass LOD LOD generation. See https://dyndolod.info/Help/Grass-LOD.

Requested files are shared.

Edited by fractalbase
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1 hour ago, fractalbase said:

 

Requested files are shared.

As explained in the already linked https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map, tree LOD on the  map only shows for trees done in object LOD. Check [x] ultra on the advanced options.

Also read https://dyndolod.info/Generation-Instructions#Prerequisites, in particular:
Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards.

See https://dyndolod.info/Mods/Majestic-Mountains and make sure to install the DynDOLOD V3.0 LOD Pack correctly. It seems it might not.

Pay attention to log messages and the summary. Clean and error check plugins before generating LOD.

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13 hours ago, sheson said:

As explained in the already linked https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map, tree LOD on the  map only shows for trees done in object LOD. Check [x] ultra on the advanced options.

Also read https://dyndolod.info/Generation-Instructions#Prerequisites, in particular:
Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards.

See https://dyndolod.info/Mods/Majestic-Mountains and make sure to install the DynDOLOD V3.0 LOD Pack correctly. It seems it might not.

Pay attention to log messages and the summary. Clean and error check plugins before generating LOD.

Performed the following steps:

disabled mods that contained LOD or Billboard

updated to latest DynDOLOD 3 alpha resources, had overwrite every conflict

reinstalled Majestic Mountain DynDOLOD resources, had overwrite every conflict (including previous)

set "Level32=1" setting in DynDOLOD_SSE.ini

set "uLockedObjectMapLOD=32" in Skyrim.ini

re-ran TexGen

installed, enabled, and deployed TexGen

re-ran DynDOLOD (with Ultra tree setting)

installed, enabled, and deployed DynDOLOD

 

world map appears to be sound, there are a few trees around whiterun (expected more), there are many trees around riften (expected), there are no trees around falkreath (unexpected)

here are my logs

 

any additional suggestions?

Edited by fractalbase
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51 minutes ago, fractalbase said:

Performed the following steps:

disabled mods that contained LOD or Billboard

updated to latest DynDOLOD 3 alpha resources, had overwrite every conflict

reinstalled Majestic Mountain DynDOLOD resources, had overwrite every conflict (including previous)

set "Level32=1" setting in DynDOLOD_SSE.ini

set "uLockedObjectMapLOD=32" in Skyrim.ini

re-ran TexGen

installed, enabled, and deployed TexGen

re-ran DynDOLOD (with Ultra tree setting)

installed, enabled, and deployed DynDOLOD

 

world map appears to be sound, there are a few trees around whiterun (expected more), there are many trees around riften (expected), there are no trees around falkreath (unexpected)

here are my logs

 

any additional suggestions?

Read https://dyndolod.info/Help/Ultra-Tree-LOD. The default is that trees show on the map when checking ultra tree LOD.

https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map
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.

The log shows that the "tree" mesh mask rule is set to None for LOD level 32. As explained in the documentation, this is the option to specifically not have trees on the map.

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12 hours ago, sheson said:

Read https://dyndolod.info/Help/Ultra-Tree-LOD. The default is that trees show on the map when checking ultra tree LOD.

https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map
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.

The log shows that the "tree" mesh mask rule is set to None for LOD level 32. As explained in the documentation, this is the option to specifically not have trees on the map.

Re-ran dyndolod with same texgen files, this time with "Level32=0" in DynDOLOD_SSE.ini (and Ultra setting).

Ran game without "uLockedObjectMapLOD" parameter in Skyrim.ini; no trees on map.

Any ideas why trees wouldn't be visible?

logs

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2 hours ago, fractalbase said:

Re-ran dyndolod with same texgen files, this time with "Level32=0" in DynDOLOD_SSE.ini (and Ultra setting).

Ran game without "uLockedObjectMapLOD" parameter in Skyrim.ini; no trees on map.

Any ideas why trees wouldn't be visible?

logs

It is possible there is a [plugin].ini in the (virtual) data folder that still sets uLockedObjectMapLOD=32, for example "A Clear Map of Skyrim.ini"
Check MO2, right window data tab for *.ini files and their settings.

If that is not it:

The debug log is replaced every time DynDOLOD is started and the one uploaded doesn't contain any information from the LOD generation anymore. So I can not properly check things.

Maybe if you could upload DynDOLOD_SSE_Tree_Report.txt and DynDOLOD_SSE_TexturesUsed_Tamriel.txt from the log folder and ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt I could check those instead.

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38 minutes ago, sheson said:

It is possible there is a [plugin].ini in the (virtual) data folder that still sets uLockedObjectMapLOD=32, for example "A Clear Map of Skyrim.ini"
Check MO2, right window data tab for *.ini files and their settings.

If that is not it:

The debug log is replaced every time DynDOLOD is started and the one uploaded doesn't contain any information from the LOD generation anymore. So I can not properly check things.

Maybe if you could upload DynDOLOD_SSE_Tree_Report.txt and DynDOLOD_SSE_TexturesUsed_Tamriel.txt from the log folder and ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt I could check those instead.

I actually have ACMoS installed.  Will edit the ini to remove the mentioned parameter.

Requested files have been added to the file share.

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1 hour ago, fractalbase said:

I actually have ACMoS installed.  Will edit the ini to remove the mentioned parameter.

Requested files have been added to the file share.

'twas the settings in ACMoS that was causing the issue.  Trees and buildings are now visible!

Thank you.

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so i got the grass matching, looks great, but now i found that mountaintrim01Pineforest01, from the majestic mountains moss addon is not generating lod models - majesticmountains_moss.esp . its just plain missing until i get close enough. i opened the mesh in nifskope, it's not a rootblock node issue. how can i fix this shy of just not using the moss addon?

Edited by tooandrew
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