Jump to content

DynDOLOD 3.00 Alpha 173


sheson

Recommended Posts

  • sheson changed the title to DynDOLOD 3.00 Alpha 154

Sheson, I use a mod Called M.O.I.S.T which uses BOS to swap out some trees in the Morthal area for different ones and I noticed that some of the trees which the full models weren't swapped have lod for a different tree at a distance (treepineforestdead02 for example shows as only a trunk up close but has a lod for a much larger M.O.I.S.T-added marsh tree when far away).  Here are my logs, I realize they are from alpha 153 but I don't think this was affected in the last update.

Texgen log https://drive.google.com/file/d/1XTGMwf4cbKtEepvwYr_lAdtdPEXBYLb1/view?usp=sharing

Texgen debug https://drive.google.com/file/d/1TAP5ul7OfmBhWNllqjAfYUjJwyFRaPj-/view?usp=sharing

Dyndo log https://drive.google.com/file/d/1kIYXkVCLlQf1NWI_rmAkcZLECQYogBfE/view?usp=sharing

Dyndo debug https://drive.google.com/file/d/1g6R35qtSVh-0pIHMFVbPmDHLSjOxnlFL/view?usp=sharing

Link to comment
Share on other sites

On 10/8/2023 at 8:10 AM, sheson said:

Here is a diff of the customized texconv.cpp.

texconv.cpp.7z 3.19 kB · 1 download

Thank you. I will take a look at it. I am currently using the latest version of Texconv. You may have seen that I filed a bug report for Texconv. Texconv could not handle spaces in path names. I guess that your diff does not yet contain these changes, but your latest version of DynDOLOD does? I know your statement about "don't take other Texconv versions, but the one that comes with DynDOLOD." Don't be angry with me for that. I am currently on the trail of something where TexGen64 hangs after about an hour under Linux. As soon as I know more, I will provide logs etc. Maybe now you understand a bit my questions and my actions? In this respect, I would like to make as little work for you as possible.

Link to comment
Share on other sites

31 minutes ago, ErikSteiner said:

Thank you. I will take a look at it. I am currently using the latest version of Texconv. You may have seen that I filed a bug report for Texconv. Texconv could not handle spaces in path names. I guess that your diff does not yet contain these changes, but your latest version of DynDOLOD does? I know your statement about "don't take other Texconv versions, but the one that comes with DynDOLOD." Don't be angry with me for that. I am currently on the trail of something where TexGen64 hangs after about an hour under Linux. As soon as I know more, I will provide logs etc. Maybe now you understand a bit my questions and my actions? In this respect, I would like to make as little work for you as possible.

Support for spaces was added with DynDOLOD 2.74 in October 2019 already. Those changes can be removed from the diff.

When using TexGen/DynDOLOD, TexConv should not be running for more than seconds, maybe a minute at most to complete converting a batch of textures.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Check-the-FAQhttps://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures
Test if adding LockTexconv=1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI changes anything.

Link to comment
Share on other sites

8 hours ago, MisterMorden said:

Sheson, I use a mod Called M.O.I.S.T which uses BOS to swap out some trees in the Morthal area for different ones and I noticed that some of the trees which the full models weren't swapped have lod for a different tree at a distance (treepineforestdead02 for example shows as only a trunk up close but has a lod for a much larger M.O.I.S.T-added marsh tree when far away).  Here are my logs, I realize they are from alpha 153 but I don't think this was affected in the last update.

Texgen log https://drive.google.com/file/d/1XTGMwf4cbKtEepvwYr_lAdtdPEXBYLb1/view?usp=sharing

Texgen debug https://drive.google.com/file/d/1TAP5ul7OfmBhWNllqjAfYUjJwyFRaPj-/view?usp=sharing

Dyndo log https://drive.google.com/file/d/1kIYXkVCLlQf1NWI_rmAkcZLECQYogBfE/view?usp=sharing

Dyndo debug https://drive.google.com/file/d/1g6R35qtSVh-0pIHMFVbPmDHLSjOxnlFL/view?usp=sharing

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots with more informative console or provide a reference form id in text.

Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt

Link to comment
Share on other sites

5 hours ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots with more informative console or provide a reference form id in text.

Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt

Ok apparently I was wrong about which trees were changing...it seems to be treereachtree01.  Here are some screens and my tree report file.

Tree report https://ufile.io/jb8lp2x8

Screenshots https://imgur.com/a/rCf5cxs

Thank you!

Link to comment
Share on other sites

2 hours ago, MisterMorden said:

Ok apparently I was wrong about which trees were changing...it seems to be treereachtree01.  Here are some screens and my tree report file.

Tree report https://ufile.io/jb8lp2x8

Screenshots https://imgur.com/a/rCf5cxs

Thank you!

Looks like the mod is not working and the full models are not being swapped. 

000A9E65 and 0002D49F should be using the model Moist_RreachTree01.nif

What are the changes made to the base record by DynDOLOD.esp?

Link to comment
Share on other sites

7 minutes ago, sheson said:

Looks like the mod is not working and the full models are not being swapped. 

000A9E65 and 0002D49F should be using the model Moist_RreachTree01.nif

What are the changes made to the base record by DynDOLOD.esp?

I'll look at them in xedit when I get home this evening and get screenshots

Edit - Ahhh, I'm now recalling that I made a change in the swap file for this mod because some of the trees were clipping but since I didn't edit the esp dyndolod must still be creating those lods...I notice in one of my screenshots another tree has different lod than it should and you saying the mod wasn't working sparked the memory.  I'm going to try reinstalling M.O.I.S.T. and regenerating as well and see if things change.

Edited by MisterMorden
Link to comment
Share on other sites

On 10/7/2023 at 1:24 PM, sheson said:

Moved to the DynDOLOD 3 Alpha thread.

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

https://dyndolod.info/Forum#Use-Search

See posts above how to delete or move LODGenx64Win.exe so that LODGenx64.exe is used instead.

https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-152/?do=findComment&comment=274757

Hey, sorry for the delayed response on this, was sick the past few days and just got a chance to check it. I thought I had attached the logs, but it was fairly late when I made the post, so I must have forgotten, sorry about that. As for the generation issue, switch to LODGenx64.exe remedied the problem. Thanks for your help!

Link to comment
Share on other sites

10 hours ago, sheson said:

Looks like the mod is not working and the full models are not being swapped. 

000A9E65 and 0002D49F should be using the model Moist_RreachTree01.nif

What are the changes made to the base record by DynDOLOD.esp?

Ok, I did modify the swap file but the trees with the issue were not the ones I edited so I don't think that's the issue.  It doesn't look like dyndolod.esp makes any changes to the base record unless I just missed it:

https://imgur.com/a/UeWsjP1

 

Edit - And apparently it's not all of these that don't use the M.O.I.S.T. model...the ones directly around Morthal stay how they should but as you extend further out into the swamp the big dead tree lods start turning into small reach trees.  This mod uses a swap file with a Location ID to limit the changes to the swamp...could this not be done correctly?

Edited by MisterMorden
Link to comment
Share on other sites

6 hours ago, MisterMorden said:

Ok, I did modify the swap file but the trees with the issue were not the ones I edited so I don't think that's the issue.  It doesn't look like dyndolod.esp makes any changes to the base record unless I just missed it:

https://imgur.com/a/UeWsjP1

 

Edit - And apparently it's not all of these that don't use the M.O.I.S.T. model...the ones directly around Morthal stay how they should but as you extend further out into the swamp the big dead tree lods start turning into small reach trees.  This mod uses a swap file with a Location ID to limit the changes to the swamp...could this not be done correctly?

With the vanilla swap file the two provided trees should be swapped as the containing cells belong to the 000C5855 WeatherTundraMarsh region.

DynDOLOD sets the Has Distant LOD flag in the screenshot of xEdit you provided, but typically this should not happen. It is unclear at the moment if that is related.

Link to comment
Share on other sites

6 hours ago, sheson said:

With the vanilla swap file the two provided trees should be swapped as the containing cells belong to the 000C5855 WeatherTundraMarsh region.

I see.  Understood.

5 hours ago, sheson said:

DynDOLOD sets the Has Distant LOD flag in the screenshot of xEdit you provided, but typically this should not happen. It is unclear at the moment if that is related.

Ah yea I thought maybe that was supposed to happen so I didn't mention it.  I have been setting the "make large trees large references" box, but I guess that showed in the logs and probably wouldn't matter for this case?

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.