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DynDOLOD 3.00 Alpha 169


sheson

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2 hours ago, heheloveer said:

Several builds ago (I think it was alpha 119) an alt3 complex grass billboard was added. I don't think this particular change was mentioned in the changelogs, and the description in DynDOLOD_SSE.ini was pretty vague, aside from "experimental" and "do not use". So what does it do exactly? Is there any information you can disclose right now?

What it does and what it is for is explained in the INI
; alt3 = softlight/backlight using diffuse - for shader development - do not use

https://stepmodifications.org/forum/topic/18542-tree-lod-shaders/?do=findComment&comment=270049

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Sheson, or anyone capable of helping, I'm here to beg for help in a very annoying issue, my LODs are popping in close to me, specially trees, but I saw mountains and other stuff pop in as well. I am using xLODGen and DynDOLOD 3 with Happy Little Trees, HLT 3D addon, HLT Reworked, HLT Ivy BoS and HLT DLC BoS.

You can check an example here: 


I'm attaching the logs asked, the bug report file and my modlist, plugins and load order, if anyone can help, I'll appreciate it very much! : https://ufile.io/f/csql1

I've tried doing:

Switching INIs
Switching Load Order of the Trees
Removing "Less Vanilla Trees"
Re-Running DynDOLOD with or without Ultra Trees
Ticking/Unticking LOD in Shadow Boost plugin
Re-installing every mod I found to be relevant 
Running DynDOLOD with various settings from different guides (STEP, Animunculory, Performance LODS Github, etc.)

 

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5 hours ago, sheson said:

What it does and what it is for is explained in the INI
; alt3 = softlight/backlight using diffuse - for shader development - do not use

https://stepmodifications.org/forum/topic/18542-tree-lod-shaders/?do=findComment&comment=270049

I suspected it had something to do with Community Shaders and it’s nice to have the confirmation. Thanks for the pointers.

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9 hours ago, Charolas said:

Sheson, or anyone capable of helping, I'm here to beg for help in a very annoying issue, my LODs are popping in close to me, specially trees, but I saw mountains and other stuff pop in as well. I am using xLODGen and DynDOLOD 3 with Happy Little Trees, HLT 3D addon, HLT Reworked, HLT Ivy BoS and HLT DLC BoS.

You can check an example here: 


I'm attaching the logs asked, the bug report file and my modlist, plugins and load order, if anyone can help, I'll appreciate it very much! : https://ufile.io/f/csql1

I've tried doing:

Switching INIs
Switching Load Order of the Trees
Removing "Less Vanilla Trees"
Re-Running DynDOLOD with or without Ultra Trees
Ticking/Unticking LOD in Shadow Boost plugin
Re-installing every mod I found to be relevant 
Running DynDOLOD with various settings from different guides (STEP, Animunculory, Performance LODS Github, etc.)
 

https://dyndolod.info/Official-DynDOLOD-Support-Forum
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.

Provide at least one screenshot with the Mfg for a full model tree that does not have LOD.

https://dyndolod.info/FAQ "Something does not have LOD"
For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation.
If a LOD billboard does not exist, use TexGen to generate it. Also see TexGen Configuration.

Check DynDOLOD_SSE_Object_Report.txt
You will most likely find that for those tree base records you found via the game console information no billboards exists.

You have a mod HLT Ivy BoS that randomly switches tree models at each new game load.
Checking the TexGen log you can see that no billboards are generated for this plugin automatically. That is because the tree base records have no object bounds. https://dyndolod.info/Help/Object-Bounds and https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

In addition the mod adds random base object swapper information for some trees, e.g. the swaps are not consistent for each base record and/or game load. This can not be reflected in LOD. The outcome is not properly defined in the current Alpha version, it may generate LOD for the original base record or one of the swapped versions for all tree references using that base record. Next alpha version will properly ignore such random swaps and generate LOD for the original base record.

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Hi guys,

I'm hitting a number of errors when attempting to run DynDOLOD, and after researching them and applying relevant fixes, I'm still stuck. Here are the debug files and truncated DynDOLOD_SSE_log, but here is one example of each error type:

Quote

 

[00:07] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodyslopepassthru_lod.nif Water for ENB.esm FXWaterfallBodySlope_static [STAT:000FC85F]>

[00:13] <Warning: Textures do not match for "MountainRidge03:0": textures\landscape\mountains\mountainslab01.dds in mountainridge03.nif -> textures\landscape\mountains\mountainslab02.dds in mountainridge03_lod_0l.nif for Skyrim.esm MountainRidge03_Light_SN [STAT:00053908]>

[01:05] <Warning: Billboard for model Meshes\landscape\trees\treeaspen07.nif has different CRC32 for textures\terrain\lodgen\aspens ablaze.esp\treeaspen07_00000d61.dds Aspens Ablaze.esp TreeAspen07 [TREE:68000D61]>

[01:57] <Warning: Moved large reference from [18,24] to [18,23] Skyrim.esm [REFR:000F7A25] (places FXAmbSnowBlowingDriftTip [MSTT:000197CA] in GRUP Cell Temporary Children of [CELL:00008EC9] (in Tamriel "Skyrim" [WRLD:0000003C] at 18,24))>

[02:00] <Error: Deleted reference Themarshlands.esp [REFR:0010D8A8] (places INV_SkyrimCloudShape05_50 [STAT:0010C493] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]))>

[02:03] <Warning: Overwritten large reference in SMIM-SE-Merged-All.esp [REFR:02011CFD] (places RTDockPier03SMIM [STAT:0E00AA05] in GRUP Cell Temporary Children of DLC1IcewaterJetty [CELL:00006E11] (in Tamriel "Skyrim" [WRLD:0000003C] at -37,29))>

[02:09] <Error: File not found scripts\cwitelescopescript.pex CollegeOfWinterholdImmersive.esp [REFR:2232C9F3] (places CWIStrotiTelescope [STAT:220428E8] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 20,3)>

[02:09] <Warning: Property not found mgritual03 in scripts\cwicourtyardweatherscript.pex CollegeOfWinterholdImmersive.esp CWICourtyardWeatherHub [REFR:2259CC03] (places XMarker [STAT:0000003B] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 28,27)>

[02:09] <Warning: Property not found mgritual03lightref in scripts\cwicourtyardweatherscript.pex CollegeOfWinterholdImmersive.esp CWICourtyardWeatherHub [REFR:2259CC03] (places XMarker [STAT:0000003B] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 28,27)>

[02:09] <Warning: Duplicate reference ignored for LOD. CollegeOfWinterholdImmersive.esp [REFR:222CAE12] (places RockCliff03Snow [STAT:00024BAD] in GRUP Cell Temporary Children of WinterholdExteriorBridge [CELL:00008E82] (in Tamriel "Skyrim" [WRLD:0000003C] at 27,26)) adds same model at same position, rotation and scale as Skyrim.esm [REFR:0010793F] (places RockCliff03Snow [STAT:00024BAD] in GRUP Cell Temporary Children of WinterholdExteriorBridge [CELL:00008E82] (in Tamriel "Skyrim" [WRLD:0000003C] at 27,26))>

 

Some of these errors are supposed to come from not using up-to-date files, but I'm using the latest versions of DynDOLOD Alpha, Resources, DLL SE, Cathedral Landscapes' DynDOLOD resources mod, and tree mods. Any idea what's going on? Thanks.

https://ufile.io/bt13k0c5

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1 hour ago, CBSkyrimModding said:

Hi guys,

I'm hitting a number of errors when attempting to run DynDOLOD, and after researching them and applying relevant fixes, I'm still stuck. Here are the debug files and truncated DynDOLOD_SSE_log, but here is one example of each error type:

Some of these errors are supposed to come from not using up-to-date files, but I'm using the latest versions of DynDOLOD Alpha, Resources, DLL SE, Cathedral Landscapes' DynDOLOD resources mod, and tree mods. Any idea what's going on? Thanks.

https://ufile.io/bt13k0c5

Read the first post which entire DynDOLOD log truncated to the entire last session of interest to upload. Read the first post which entire DynDOLOD debug log to upload.

All quotes messages have explanations at https://dyndolod.info/Messages. They explain what is going on.
https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block
https://dyndolod.info/Messages/Textures-Do-Not-Match
https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32
https://dyndolod.info/Messages/Moved-Large-Reference
https://dyndolod.info/Messages/Deleted-Reference
https://dyndolod.info/Messages/Overwritten-Large-Reference
https://dyndolod.info/Messages/File-Not-Found-Scripts
https://dyndolod.info/Messages/Property-Not-Found-In-Scripts
https://dyndolod.info/Messages/Duplicate-Reference

If you have a question about a specific message from the log or need further explanations for a warning or error, then ask a specific question. I would expect some of the assets in the DynDOLOD Resources are being overwritten causing the https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block and https://dyndolod.info/Messages/Textures-Do-Not-Match. MO2 right window data tab can help to find out and to report which mod (with link and version) overwriting file(s) come from.

Since you didn't ask, I assume you do not help with the https://dyndolod.info/Messages/Exceptions#Error-reading-grass-worldspace-x-y / https://dyndolod.info/Messages/Exceptions#Unknown-grass-data-file-format

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On 4/4/2023 at 1:12 AM, sheson said:

The load order of mods, especially when they do not contain textures used by TexGen, should have any effect on TexGen being terminated by the OS / exceptions with nvoglv64.dll without OPenGL reporting back the problem as "invalid operation" for example and TexGens own exception handler being executed. If anything it is indirectly. Check if the last mentioned full textures that are loaded in the log are from a different mod now.

I admit I've reached the end of my limited knowledge (and I'm a decade removed from Skyrim modding, getting back into it now) so I apologize in advance for that. By last mentioned full textures, do you mean the textures from the last line that has a "Loading..." statement like:

[02:58] [TwbRender.LoadTexture] <Debug: Loading textures\dlc01\dungeons\castle\CastleWallStone05.dds>

Should I be looking in my Vortex staging area to determine from which mod that file exists? Because I think the last texture that had that loading statement in my prior logfile was SERuinsBronzeInlay01_n.dds, which I don't see in my staging folder currently. I suppose that makes sense - I must have removed another mod in my fumbling that had the problem texture and that ""fixed"" the issue. (not really because it just avoided it without me understanding why)

I ran again with the test executable you provided and attached the log from that run. If I'm understanding correctly, this time the CastleWallStone05.dds file exists in Skyrim 202X 9.0.1 - Other. Is there anything else I can do to give you more info?

TexGen_SSE_realtime_log.zip

Edited by Onyx
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11 hours ago, Onyx said:

I admit I've reached the end of my limited knowledge (and I'm a decade removed from Skyrim modding, getting back into it now) so I apologize in advance for that. By last mentioned full textures, do you mean the textures from the last line that has a "Loading..." statement like:

[02:58] [TwbRender.LoadTexture] <Debug: Loading textures\dlc01\dungeons\castle\CastleWallStone05.dds>

Should I be looking in my Vortex staging area to determine from which mod that file exists? Because I think the last texture that had that loading statement in my prior logfile was SERuinsBronzeInlay01_n.dds, which I don't see in my staging folder currently. I suppose that makes sense - I must have removed another mod in my fumbling that had the problem texture and that ""fixed"" the issue. (not really because it just avoided it without me understanding why)

I ran again with the test executable you provided and attached the log from that run. If I'm understanding correctly, this time the CastleWallStone05.dds file exists in Skyrim 202X 9.0.1 - Other. Is there anything else I can do to give you more info?

TexGen_SSE_realtime_log.zip 289.83 kB · 0 downloads

Yes any texture in the last 2 or so seconds that has [TwbRender.LoadTexture] <Debug: Loading ... Not necessarily the last one, as things are multi-threaded and all parallel processes write to the log at the same. In this case textures\architecture\solitude\SStoneBase01.dds is also of interest. 
Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and add RenderTexturesSingleThread=1 under [TexGen] might help to have a clearer log - but might also make it so that the problem does not occur. See what happens if you do that.

If a file does not exist as loose file but only in BSAs, you can use the xEdit Asset Browser that is started with CTRL+F3 after loading the entire load order into xEdit. After enterting part of a filename into the filter field, the first mentioned container (BSA) for a file is the winning one. Data means loose file.

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4 hours ago, sheson said:

Yes any texture in the last 2 or so seconds that has [TwbRender.LoadTexture] <Debug: Loading ... Not necessarily the last one, as things are multi-threaded and all parallel processes write to the log at the same. In this case textures\architecture\solitude\SStoneBase01.dds is also of interest. 
Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and add RenderTexturesSingleThread=1 under [TexGen] might help to have a clearer log - but might also make it so that the problem does not occur. See what happens if you do that.

If a file does not exist as loose file but only in BSAs, you can use the xEdit Asset Browser that is started with CTRL+F3 after loading the entire load order into xEdit. After enterting part of a filename into the filter field, the first mentioned container (BSA) for a file is the winning one. Data means loose file.

This should be the log from a single threaded run. For better or worse, no change with only single threaded, it's still exiting early with no other logs being generated. I don't really have a good understanding of where to go next from here.

Whoops, I had run with only having RenderThreads=1, not actually RenderTexturesSingleThread=1. With that additional flag, it looks like it's going to succeed (still running but it's already gotten past the prior error point). I'll upload the logs from this run once they finish and I wake up.

Also that is a really cool feature, thanks for the tip! I see that the textures\architecture\solitude\sstonebase01.dds winner is from loose files. It has, in order: Data, Enhanced Solitude SSE.bsa, Skyrim - Textures1.bsa.

Edited by Onyx
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Hello, Sheson! Thanks for your constant updates.

Recently I was investigating issue with color mismatch on distant snow objects compared to distant land, and it turns out that textures \textures\terrain\tamriel\tamriel.x.x.x.dds are vanilla, so using brighter modded snow texture causes notable mismatch on distant land. Any advises?

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45 minutes ago, adelinadragonborn said:

Hello, Sheson! Thanks for your constant updates.

Recently I was investigating issue with color mismatch on distant snow objects compared to distant land, and it turns out that textures \textures\terrain\tamriel\tamriel.x.x.x.dds are vanilla, so using brighter modded snow texture causes notable mismatch on distant land. Any advises?

https://dyndolod.info/Generation-Instructions#Prerequisites
Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD ...

https://dyndolod.info/Help/xLODGen

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1 hour ago, sheson said:

https://dyndolod.info/Generation-Instructions#Prerequisites
Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD ...

https://dyndolod.info/Help/xLODGen

Is it OK that terrain in world map looks like this?

My quality settings for terrain LOD meshes: LOD4 = 3, LOD8 = 5, LOD16 = 8, LOD32 = 10, Max vert = 32767

The Elder Scrolls V  Skyrim Special Edition Screenshot 2023.04.09 - 17.04.25.35.png

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11 hours ago, sheson said:

Yes any texture in the last 2 or so seconds that has [TwbRender.LoadTexture] <Debug: Loading ... Not necessarily the last one, as things are multi-threaded and all parallel processes write to the log at the same. In this case textures\architecture\solitude\SStoneBase01.dds is also of interest. 
Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and add RenderTexturesSingleThread=1 under [TexGen] might help to have a clearer log - but might also make it so that the problem does not occur. See what happens if you do that.

If a file does not exist as loose file but only in BSAs, you can use the xEdit Asset Browser that is started with CTRL+F3 after loading the entire load order into xEdit. After enterting part of a filename into the filter field, the first mentioned container (BSA) for a file is the winning one. Data means loose file.

OK, with RenderTexturesSingleThread=1 the run succeeded. I've attached all 3 logs that came from this run. Should I just keep that flag in my config and consider this issue solved? DynDOLOD was also able to complete successfully (albeit not free of warnings or errors).

TexGen_SSE_singlethreaded_logs.7z

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1 hour ago, Onyx said:

OK, with RenderTexturesSingleThread=1 the run succeeded. I've attached all 3 logs that came from this run. Should I just keep that flag in my config and consider this issue solved? DynDOLOD was also able to complete successfully (albeit not free of warnings or errors).

TexGen_SSE_singlethreaded_logs.7z 522.79 kB · 0 downloads

Thanks for the logs. Yes, it is OK, since we now know that none of the textures are cause of the exception in the nvoglv64.dll that can be avoided by not using multiple render contexts, which is a workable option for now.

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