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DynDOLOD 3.00 Alpha 173


sheson

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Attached is my modlist: https://pastebin.com/PxvKazcD

Logs: 

https://anonfiles.com/A8Oco9mcz2/DynDOLOD_SSE_Debug_log_txt

https://anonfiles.com/6bO7obm0z0/TexGen_SSE_Debug_log_txt

https://anonfiles.com/g5O4o3mcz2/bugreport_txt

13 minutes ago, MayhemBlankz said:

Hi guys! I need some help. I've generated xlodgen texgen and dyndolod, but only dyndolod seems to be giving me an infinite loading screen. When I disable it, my game runs fine. I really want to run the game with grass lod so im not sure why this isnt working.

I've redone this dyndolod step so many times now and I've noticed if I just dyndolod on high preset, it's fine, but i dont get grass lod. Only with the advanced option I can enable grass lod but it will give me Infinite loading screen.

context: https://www.nexusmods.com/skyrimspecialedition/mods/78707?tab=posts

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6 hours ago, MayhemBlankz said:

The debug log gets replaced with every tool start. The debug logs you uploaded do not contain information of the generation session anymore.
You would need to run the tools again and save/upload the debug logs right away before starting the tools again.
Also see the first post which logs to upload in addition to the debug logs.

Also upload log and debug of the LOD generation that works without problems in the game.

You posted a list of game plugins instead of the actual lists of all mods. The list of plugins does not contain any DynDOLOD plugins.
Does that mean you already tested output without plugins and just the meshes/textures folder?

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Okay, I will do that. I've narrowed the cause of the issue for Infinite loading to the grass lod being enabled or not in the dyndolod settings. However I want grass lod to be in my game. I am using AE skyrim. My steps were: XLODGEN,TEXGEN,DYNDOLOD.

 

I've also gotten the QW grass patch 2 pre-cache from here:

https://www.nexusmods.com/skyrimspecialedition/mods/78707?tab=description

 

The culprit for Infinite Loading Screen is without a doubt, definitely Grass LOD. With it enabled I have it, With it disabled, I don't have it.

 

Working log and debug (no grass lod enabled): 

https://anonfiles.com/U4c9t5m7zf/DynDOLOD_SSE_log_txt

https://anonfiles.com/b9dat7mez6/DynDOLOD_SSE_Debug_log_txt

https://anonfiles.com/Ndc3t4mdzf/TexGen_SSE_log_txt

https://anonfiles.com/K1cftcm8z9/TexGen_SSE_Debug_log_txt

 

Infinite loading screen log and debug (grass lod enabled):

https://anonfiles.com/q9Ydt9m2z4/TexGen_SSE_log_txt

https://anonfiles.com/peYat8mcz7/TexGen_SSE_Debug_log_txt

https://anonfiles.com/n3Y9t7m7ze/DynDOLOD_SSE_log_txt

https://anonfiles.com/w1Y4t4mbzf/DynDOLOD_SSE_Debug_log_txt

 

I am using vortex so plugins and load order are the best I can do to share my modlist unfortunately. I will put both so you can look at them, should you be curious.

https://anonfiles.com/I6Y8t6m8z3/plugins_txt

https://anonfiles.com/F8Yct9m0z7/loadorder_txt

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On 4/19/2023 at 6:37 PM, MayhemBlankz said:

Okay, I will do that. I've narrowed the cause of the issue for Infinite loading to the grass lod being enabled or not in the dyndolod settings. However I want grass lod to be in my game. I am using AE skyrim. My steps were: XLODGEN,TEXGEN,DYNDOLOD.

 

I've also gotten the QW grass patch 2 pre-cache from here:

https://www.nexusmods.com/skyrimspecialedition/mods/78707?tab=description

 

The culprit for Infinite Loading Screen is without a doubt, definitely Grass LOD. With it enabled I have it, With it disabled, I don't have it.

 

Working log and debug (no grass lod enabled): 

https://anonfiles.com/U4c9t5m7zf/DynDOLOD_SSE_log_txt

https://anonfiles.com/b9dat7mez6/DynDOLOD_SSE_Debug_log_txt

https://anonfiles.com/Ndc3t4mdzf/TexGen_SSE_log_txt

https://anonfiles.com/K1cftcm8z9/TexGen_SSE_Debug_log_txt

 

Infinite loading screen log and debug (grass lod enabled):

https://anonfiles.com/q9Ydt9m2z4/TexGen_SSE_log_txt

https://anonfiles.com/peYat8mcz7/TexGen_SSE_Debug_log_txt

https://anonfiles.com/n3Y9t7m7ze/DynDOLOD_SSE_log_txt

https://anonfiles.com/w1Y4t4mbzf/DynDOLOD_SSE_Debug_log_txt

 

I am using vortex so plugins and load order are the best I can do to share my modlist unfortunately. I will put both so you can look at them, should you be curious.

https://anonfiles.com/I6Y8t6m8z3/plugins_txt

https://anonfiles.com/F8Yct9m0z7/loadorder_txt

The DynDOLOD log for the grass LOD generation shows a few messages like Billboard for model Meshes\...\grass\*.nif has different CRC32 for textures\...\*.dds
Generate TexGen with grass LOD billboards checked for the current load order before generating grass LOD to make sure grass LOD uses the correct billboards. This should not really affect the problem.

Regardless of that, for the output with grass LOD, disable/hide/move all 3 plugins to make sure the issue with the object LOD meshes/textures only.
If the ILS happens without the plugins, disable the DynDOLOD DLL NG mod just to make sure.
If the ILS the plugins and DLL, hide/move object LOD level 8 and 16 from the output as grass LOD is only in LOD level 4. Assuming the problem happen with Tamriel that would be all files with starting with ..\Meshes\Terrain\Tamriel\Objects\Tamriel.8.*.*.bto and Tamriel.16.*.*.bto. Just keep the files Tamriel.4.*.*.bto
If the ILS happens with only the Tamriel.4.*.*.bto let me kn ow for the next steps.

How large are all the Tamriel.4.*.*.bto file with the grass LOD compared to the non grass LOD?

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Hi. Im updating lods from time to time, but always follow clear save procedure. And never had any problems. But now Im using alpha 122 and resources alpha 34 + DLL NG and scripts alpha 5 and after lod generation windmills are gone from my game. Not like windmills in the distance only, they are gone even if you approach them. Almost completly, only wings in the air. They are back if you disable output and they are present if I check on new game. Can that be fixed for my current save or is doomed and beyond repair? :D

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40 minutes ago, xbk123 said:

Hi. Im updating lods from time to time, but always follow clear save procedure. And never had any problems. But now Im using alpha 122 and resources alpha 34 + DLL NG and scripts alpha 5 and after lod generation windmills are gone from my game. Not like windmills in the distance only, they are gone even if you approach them. Almost completly, only wings in the air. They are back if you disable output and they are present if I check on new game. Can that be fixed for my current save or is doomed and beyond repair? :D

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

Read the answers for "Out of place or floating objects" at https://dyndolod.info/FAQ

See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing

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On 4/18/2023 at 10:54 PM, DoubleYou said:

This is caused by using Worldspace Transition Tweaks and xLODGen Resource - SSE Terrain Tamriel together. Use only one or the other.

 

On 4/19/2023 at 1:33 AM, sheson said:

Read the first post which explains to use a file service to upload large logs.

This is an issue with terrain though, which is done by xLOGen.

See https://dyndolod.info/Help/xLODGen#Requirements
Do not install any of the plugins in case a plugin from a mod already contains the restored data, for example like Worldspace Transition Tweaks.

Can confirm using only WTT fixes this issue. Had no idea that WTT included SSE Terrain Tamriel lol. Thank you both.

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15 hours ago, sheson said:

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

Read the answers for "Out of place or floating objects" at https://dyndolod.info/FAQ

See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing

Thanks. I was wrong, windmills were gone even after I disabled dyndolod output. So there was something wrong with this save. I narrowed it down by loading saves with different dates that it happened (windmills gone) after lod regeneration at some point. So had to go few saves back when they are still present. Removed unofficial NG dll and scripts, installed only official Dyndolod DLL from nexus, did clean save, redone all lods and everything is now back to normal.

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54 minutes ago, Asmodeus said:

Almost 12 hours..... broo

image.thumb.png.4826d7a7a4307345912623edb2fb8b52.png

As has been said many times, please provide logs and information about what version of DynDOLOD you are running. Then post in the proper topic for that version.

Recommended: DynDOLOD 3 Alpha 122 (if you are not running the latest Alpha, then update and regenerate. Post those logs in that topic if you have this issue.)

Not recommended: DynDOLOD Beta 2.98

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6 hours ago, Asmodeus said:

Almost 12 hours..... broo

image.thumb.png.4826d7a7a4307345912623edb2fb8b52.png

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum
Do not post screenshots of text. Post the logs instead.

https://dyndolod.info/FAQ "Long running time or output several GB in file size" and "High memory usage / Out of memory"

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On 4/17/2023 at 8:26 AM, TomForStep said:

I have an issue with grass LOD (see also linked movie file below): the grass LOD in the distance is almost black, when getting nearer, the grass LOD seems to disappear and when getting even nearer, the "real" grass appears. At least that's what it looks to me.

I use Folkvangr Complex grass with pre-cached grass and DynDOLOD 3 Alpha 122.

What am I doing wrong? Any settings I should change in TexGen and/or DynDOLOD?

https://we.tl/t-nywyYOftdA

 

On 4/17/2023 at 9:15 AM, sheson said:

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

https://dyndolod.info/Help/Grass-LOD
Using the grass cache made by somebody else for a different load order for grass LOD generation only but not in game, means that grass LOD and full grass are not going to match.

https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

Make sure full grass renders to the edge of the active cells if NGIO is not used. Have a look at Grass Cache Fixes.
If full grass texture have bad mipmaps that were made without alpha-to-coverage it becomes more transparent the further away the texture are. To create better mipmaps for a full texture you can use Texconv -keepcoverage number. See https://github.com/Microsoft/DirectXTex/wiki/Texconv

Ok, so I have generated my own grass pre-cache and configured it and XLodGen/TexGen and DynDoLod with the settings as suggested on https://stepmodifications.org/wiki/SkyrimSE:Grass_LOD_Guide and the DynDoLod help pages.

-> Unfortunately, the grass LOD in the distance is still too dark (see video right at the beginning) with Rudy's ENB on. With the ENB off, the grass LOD is fine. Which settings should I change to make it look brighter with ENB on?

-> There is still grass LOD missing and when getting nearer, the real grass is showing up (see video at about 10 second timestamp). What could be the reason for this behaviour?

Video: https://we.tl/t-yksDrQi8Sh

Log and Debug logs: https://we.tl/t-Z20S9BK1UU

Edited by TomForStep
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48 minutes ago, TomForStep said:

Ok, so I have generated my own grass pre-cache and configured it and XLodGen/TexGen and DynDoLod with the settings as suggested on https://stepmodifications.org/wiki/SkyrimSE:Grass_LOD_Guide and the DynDoLod help pages.

-> Unfortunately, the grass LOD in the distance is still too dark (see video right at the beginning) with Rudy's ENB on. With the ENB off, the grass LOD is fine. Which settings should I change to make it look brighter with ENB on?

-> There is still grass LOD missing and when getting nearer, the real grass is showing up (see video at about 10 second timestamp). What could be the reason for this behaviour?

Video: https://we.tl/t-yksDrQi8Sh

Log and Debug logs: https://we.tl/t-Z20S9BK1UU

https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

The video seems to show full grass being set to fade-in after cells attach. This should not happen with NGIO being set to use grass cache and DynDOLODGrassMode=1 in GrassControl.config.txt.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Also pay attention to this part of the https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\.

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23 hours ago, sheson said:

https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

The video seems to show full grass being set to fade-in after cells attach. This should not happen with NGIO being set to use grass cache and DynDOLODGrassMode=1 in GrassControl.config.txt.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Also pay attention to this part of the https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\.

Ok, with adjusting the values for Direct/Ambient settings for grass LOD billboards in TexGen and in DynDOLOD_SSE.ini, I am able to achieve a reasonable look for grass LOD with Rudy's ENB. Thank you for your directions!

Regarding the seemingly missing grass LOD and then the grass fade-in: I think I have installed DynDOLOD correctly. At least it seems to work fine for everything else (trees, buildings etc.). The fade-in happens regardless whether NGIO is enabled or disabled during gameplay (actually, I would prefer to have it disabled during gameplay as I plan to move to AE some day). The fade-in seems to occur only at certain specific places and there it's always reproducable. I have double and triple checked the suggested settings in https://dyndolod.info/Help/Grass-LOD#Settings. What else could I test/check/change?

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14 minutes ago, TomForStep said:

Ok, with adjusting the values for Direct/Ambient settings for grass LOD billboards in TexGen and in DynDOLOD_SSE.ini, I am able to achieve a reasonable look for grass LOD with Rudy's ENB. Thank you for your directions!

Regarding the seemingly missing grass LOD and then the grass fade-in: I think I have installed DynDOLOD correctly. At least it seems to work fine for everything else (trees, buildings etc.). The fade-in happens regardless whether NGIO is enabled or disabled during gameplay (actually, I would prefer to have it disabled during gameplay as I plan to move to AE some day). The fade-in seems to occur only at certain specific places and there it's always reproducable. I have double and triple checked the suggested settings in https://dyndolod.info/Help/Grass-LOD#Settings. What else could I test/check/change?

You have yet to show any screenshots of the supposedly missing grass LOD. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

DynDOLOD / grass LOD does not change or affect full grass in any way.

Either setup NGIO with grass cache correctly, or disable grass fade-in via INI setting. As explained at https://dyndolod.info/Help/Grass-LOD, have a look at Grass Cache Fixes

Unless the game use the same grass cache files - with NGIO or natively - as were used for generating LOD, the game auto generates grass at cell load. The full grass will match the current load order and INI settings, while the grass LOD will match the load order and INI settings at grass cache generation. Even If the load order does not change at all, full grass placements/rotations/brightness will randomly be slightly different ever time cells load.

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