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DynDOLOD 3.00 Alpha 180


sheson

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I fixed the college of Winterhold with a meshmask rule, and now I can't unsee the missing Azura statue.

Debug @ Googledrive link. Log hereDynDOLOD_TES5VR_log.txt.

I tried both ideas for meshmask rules from here Replaced Full Model - Example Azura Statue | DynDOLOD, and neither one seemed to work for me. I am not replacing Azura with a mod, and there is no light or anything. It might be a higher quality mesh, but it is the right nif name and has the lod in lod\clutter\ that it should have (and they match), and I verified in xEdit that nothing effects 0033dcb or 0033dca after dyndolod. Only BDS2.1 messes with 003dca, and only UESP modifies 0033dcb. In either case, dyndolod is last.

This is also an issue with the mountain tops near Azura, so maybe it is a large reference issue. I am definitely closer than 100 cells away.

Example: "architecture\winterhold\winterholdextcenter01.nif None None None None NeverFadeLOD Unchanged" works and I can see that mesh from anywhere it is not blocked from view, like from Shor'sWatchtower for example. The same meshmask rule for Azura changes nothing.

This is different from None None None None NeverFadeFull Unchanged and the Full Full Full None FarLOD Unchanged in the linked dyndolod explainer, but I tried those already with the same results.

 VirtualDesktop.Android-20240501-152357.thumb.jpg.e95083a457b8f7f6e8d59b9734eb6e08.jpgVirtualDesktop.Android-20240501-152414.thumb.jpg.a88bc83f33361f30d8cae76dedac194c.jpg 
Azura pops in at the top of the mountain behind Winstad manor from the west and at the flat rock by Cragslane Cavern located here.

 image.thumb.jpeg.f11b582b764df3a81dafa7444bc603c4.jpeg 

And yes, I am amazed that dyndolod is so good that I can see the rock on the map. This is the view from the rock

 VirtualDesktop.Android-20240430-223433.thumb.jpg.eab85fde41af7b517c39fd64d46256f5.jpg 

and if I take one step backward

 image.thumb.jpeg.2f98f3e1718dd086e018a7f4f7e267d0.jpeg 

the tops of the mountains and the statue disappear, but the college remains. I am stumped.

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Never mind. I set a mesh rule that works for me.

VWD None None None None NeverFadeFull Original. I can it from everywhere, and I don't care so much about the mountain peaks.

 com.oculus.shellenv-20240501-170125.thumb.jpg.9159e9ddc07b386e96736206a3f74f4c.jpg

Aedra and Daedra together at last

 com.oculus.shellenv-20240501-165352.thumb.jpg.f26d0736e29cf679274ecb37f691cb2c.jpg  

The view from Shor's Watchtower.

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is re-generating dyndlod mid-save akin to compressing form IDs of plugin in a sense?  The form IDs generated in the re-run would not remain the same as they were in the prior build? ... Does using/updating the existing plugins as opposed to deleting them mitigate any change to the form IDs?

I know what the manual says about updating, but it advises you to disable the plugins in an existing save, which seems like a worse idea.

 

 

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2 hours ago, Soulmancer said:

is re-generating dyndlod mid-save akin to compressing form IDs of plugin in a sense?  The form IDs generated in the re-run would not remain the same as they were in the prior build? ... Does using/updating the existing plugins as opposed to deleting them mitigate any change to the form IDs?

I know what the manual says about updating, but it advises you to disable the plugins in an existing save, which seems like a worse idea.

If there is an actual issue behind these questions, then report it.

Form IDs are not the same when generating from scratch. That is why the clean save instructions exists since epoch. Following this procedure is not a problem with plugins generated by DynDOLOD. The remaining orphaned scripts are reused by the new LOD patch generated from scratch without a problem.

Updating only adds new records, it does not remove records and does not change the form IDs of existing records.

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11 hours ago, The_Franks said:

I fixed the college of Winterhold with a meshmask rule, and now I can't unsee the missing Azura statue.

Debug @ Googledrive link. Log hereDynDOLOD_TES5VR_log.txt.

I tried both ideas for meshmask rules from here Replaced Full Model - Example Azura Statue | DynDOLOD, and neither one seemed to work for me. I am not replacing Azura with a mod, and there is no light or anything. It might be a higher quality mesh, but it is the right nif name and has the lod in lod\clutter\ that it should have (and they match), and I verified in xEdit that nothing effects 0033dcb or 0033dca after dyndolod. Only BDS2.1 messes with 003dca, and only UESP modifies 0033dcb. In either case, dyndolod is last.

This is also an issue with the mountain tops near Azura, so maybe it is a large reference issue. I am definitely closer than 100 cells away.

Example: "architecture\winterhold\winterholdextcenter01.nif None None None None NeverFadeLOD Unchanged" works and I can see that mesh from anywhere it is not blocked from view, like from Shor'sWatchtower for example. The same meshmask rule for Azura changes nothing.

This is different from None None None None NeverFadeFull Unchanged and the Full Full Full None FarLOD Unchanged in the linked dyndolod explainer, but I tried those already with the same results.

 VirtualDesktop.Android-20240501-152357.thumb.jpg.e95083a457b8f7f6e8d59b9734eb6e08.jpgVirtualDesktop.Android-20240501-152414.thumb.jpg.a88bc83f33361f30d8cae76dedac194c.jpg 
Azura pops in at the top of the mountain behind Winstad manor from the west and at the flat rock by Cragslane Cavern located here.

 image.thumb.jpeg.f11b582b764df3a81dafa7444bc603c4.jpeg 

And yes, I am amazed that dyndolod is so good that I can see the rock on the map. This is the view from the rock

 VirtualDesktop.Android-20240430-223433.thumb.jpg.eab85fde41af7b517c39fd64d46256f5.jpg 

and if I take one step backward

 image.thumb.jpeg.2f98f3e1718dd086e018a7f4f7e267d0.jpeg 

the tops of the mountains and the statue disappear, but the college remains. I am stumped.

The google link for the debug log wants me to login.

I know from the other post you now have a solution that works for you, however we never actually followed through investigating the actual reason for the statue, college or mountains to not show at a certain distance or from a certain location. For example, I asked to double check the object LOD distances in the DynDOLOD SkyUI - MCM and to test without Occlusion.esp in the load order etc.

For future reference, it is better to first find out the actual reason for something, so it can be fixed properly instead of making workarounds like setting full models to show in the LOD area. That should not be needed under normal circumstance and costs more performance. These references typically do not show on the map. It is also possible that the issue is caused by a problem or bug somewhere that ought to be fixed properly for everybody.

In case there is an issue in the future, just report it verbatim and follow through with requested information and the suggested troubleshooting steps. You do need to find a workaround for something that should not require a workaround to begin with. The statue, college and mountains should just show as is.

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Posted (edited)
17 hours ago, sheson said:

The google link for the debug log wants me to login.

I know from the other post you now have a solution that works for you, however we never actually followed through investigating the actual reason for the statue, college or mountains to not show at a certain distance or from a certain location. For example, I asked to double check the object LOD distances in the DynDOLOD SkyUI - MCM and to test without Occlusion.esp in the load order etc.

For future reference, it is better to first find out the actual reason for something, so it can be fixed properly instead of making workarounds like setting full models to show in the LOD area. That should not be needed under normal circumstance and costs more performance. These references typically do not show on the map. It is also possible that the issue is caused by a problem or bug somewhere that ought to be fixed properly for everybody.

In case there is an issue in the future, just report it verbatim and follow through with requested information and the suggested troubleshooting steps. You do need to find a workaround for something that should not require a workaround to begin with. The statue, college and mountains should just show as is.

I'll do that stuff for you and get back to you. Here, try this link to the debug log.  https://drive.google.com/file/d/1TT_w94HwSwRKzdjsTfRdUKZFKtVmdxnc/view?usp=sharing.  

Edit: lod settings L0-35000, L1-70000, tree-102500. 

Edit2: running a regular high settings build without the occlusion.esp doesn't change anything about the visibility of the college, the statue, nor the mountain peaks. 

Edited by The_Franks
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Im new to modding so sorry ahead of time, im getting this error running the TextGen file:

 
Old DynDOLOD files detected. Unpack the DynDOLOD Standalone archive into a new 'DynDOLOD' folder.
 
my DynDOLOD is already in a correct folder, I looked up this issue but Im stumped.
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2 hours ago, Crimson121 said:

Im new to modding so sorry ahead of time, im getting this error running the TextGen file:

 
Old DynDOLOD files detected. Unpack the DynDOLOD Standalone archive into a new 'DynDOLOD' folder.
 
my DynDOLOD is already in a correct folder, I looked up this issue but Im stumped.

Searching this forum using the term, "old files" (with quotes), yields your answer:

 

Delete your current \DynDOLOD folder, and replace it with the \DynDOLOD folder from the downloaded archive. Retry.

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6 hours ago, The_Franks said:

I'll do that stuff for you and get back to you. Here, try this link to the debug log.  https://drive.google.com/file/d/1TT_w94HwSwRKzdjsTfRdUKZFKtVmdxnc/view?usp=sharing.  

Edit: lod settings L0-35000, L1-70000, tree-102500. 

Edit2: running a regular high settings build without the occlusion.esp doesn't change anything about the visibility of the college, the statue, nor the mountain peaks. 

Got the log OK now. Thanks.

Object LOD has 3 LOD levels in the game world and 3 distance settings https://dyndolod.info/Help/Object-LOD#Settings
The fBlockMaximumDistance is the one of interest. Beyond that the game just shows terrain LOD. Increase it to show object LOD further away.

As mentioned earlier, the current settings can be checked in the DynDOLOD SkyUI MCM - Settings page  https://dyndolod.info/Help/Mod-Configuration-Menu#Settings
Mods like VR FPS Stabilizer can change them on the fly.

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Posted (edited)

Hi Sheson

Using DynDOLOD 3.0 Alpha-169 x64 - Skyrim Special Edition (SSE), with DynDOLOD DLL NG Alpha-23 and DynDOLOD Resources SE3.00 Alpha-49.

Trying to generate LODs for a fairly large mod list with new worldspaces (Wyrmstooth, MannyGT, Arnima etc), and Seasons, and Grass Lods with the new NGIO NG. On 1.6.640.

Lod gen took the longest it ever has - 16 hours+! - and right at the end, I got an error message, viz. LODGen4Win.exe failed to generate object LOD for Tamriel Sum.

I am not sure why this happened, all the other worldspaces and seasons worked fine, and for the Tamriel worldspace all other seasons generated LOD just fine. Hoping you can find the cause.

Link to the Logs - https://drive.google.com/drive/folders/1dfRGkkfrW25YraDvNharhFIT0Bq146cF?usp=sharing

Do i need to restart the whole process, or is there a way I can just generate the LODs for Tamriel SUM and add it to the already generated LODs?

Edited by ni1by2
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37 minutes ago, ni1by2 said:

Hi Sheson

Using DynDOLOD 3.0 Alpha-169 x64 - Skyrim Special Edition (SSE), with DynDOLOD DLL NG Alpha-23 and DynDOLOD Resources SE3.00 Alpha-49.

Trying to generate LODs for a fairly large mod list with new worldspaces (Wyrmstooth, MannyGT, Arnima etc), and Seasons, and Grass Lods with the new NGIO NG. On 1.6.640.

Lod gen took the longest it ever has - 16 hours+! - and right at the end, I got an error message, viz. LODGen4Win.exe failed to generate object LOD for Tamriel Sum.

I am not sure why this happened, all the other worldspaces and seasons worked fine, and for the Tamriel worldspace all other seasons generated LOD just fine. Hoping you can find the cause.

Link to the Logs - https://drive.google.com/drive/folders/1dfRGkkfrW25YraDvNharhFIT0Bq146cF?usp=sharing

Do i need to restart the whole process, or is there a way I can just generate the LODs for Tamriel SUM and add it to the already generated LODs?

If should be obvious there is something going wrong and nobody should wait 16 hours. See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size, though I have a feeling it is high memory usage https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory

Was there not a message with a Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/LODGen-Failed-To-Generate-Object-LOD at the end?
See Expert Mode how to execute LODGen again for a worldspace to complete object LOD generation.

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.

Start experts mode, select desired worldspaces and seasons and click Execute LODGen.

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Posted (edited)
17 minutes ago, sheson said:

If should be obvious there is something going wrong and nobody should wait 16 hours. See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size, though I have a feeling it is high memory usage https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory

Was there not a message with a Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/LODGen-Failed-To-Generate-Object-LOD at the end?
See Expert Mode how to execute LODGen again for a worldspace to complete object LOD generation.

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.

Start experts mode, select desired worldspaces and seasons and click Execute LODGen.

I figued given the extra worldspaces, and seasons, and grass LODS, it would take longer? The process didn't freeze at any point. I am using the STEP settings, and hitting the Medium button.  Hardware is 5800x3D and 3080. 32 Gigs of memory.

My DynDOLOD_Output folder is 424 GB. Uncompressed, obvs. No idea if that is normal or not, but suspect not :biggrin:.

Task manager reported plenty of times where 100% of CPU and 100% of RAM were being used.

> Was there not a message with a Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/LODGen-Failed-To-Generate-Object-LOD at the end?
See Expert Mode how to execute LODGen again for a worldspace to complete object LOD generation.

There was, and I am 26 minutes into generating Object LOD for Tamriel SUM as I write this. I wasn't sure if this would overwrite my previous DynDOLOD output, so I made a new output folder - assuming I can just merge this with the Old output and it should be ok?

Edited by ni1by2
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12 minutes ago, ni1by2 said:

I figued given the extra worldspaces, and seasons, and grass LODS, it would take longer? The process didn't freeze at any point. I am using the STEP settings, and hitting the Medium button.  Hardware is 5800x3D and 3080. 32 Gigs of memory.

My DynDOLOD_Output folder is 424 GB. Uncompressed, obvs. No idea if that is normal or not, but suspect not :biggrin:.

Task manager reported plenty of times where 100% of CPU and 100% of GPU were being used.

> Was there not a message with a Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/LODGen-Failed-To-Generate-Object-LOD at the end?
See Expert Mode how to execute LODGen again for a worldspace to complete object LOD generation.

There was, and I am 26 minutes into generating Object LOD for Tamriel SUM as I write this. I wasn't sure if this would overwrite my previous DynDOLOD output, so I made a new output folder - assuming I can just merge this with the Old output and it should be ok?

Speechless at 424GB. That probably means more than 100GB for the default season. That is probably the result of full models used for LOD and/or insane settings for lots of full grass. How is the game performing after doing something like this?

LODGen generates object LOD meshes. Executing LODGen will overwrite the existing ones of the selected worldspace and seasons in generates. That is actually what you want.

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When I click `Execute LODGen`, the Expert mode window doesn't close. See this image:. Also, for watever reason, DynDOLOD is not letting me reset the path back to the old Output folder. Still writing to the secondary folder i created.

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5 minutes ago, ni1by2 said:

When I click `Execute LODGen`, the Expert mode window doesn't close. See this image:. Also, for watever reason, DynDOLOD is not letting me reset the path back to the old Output folder. Still writing to the secondary folder i created.

As explained, clicking the Execute LODGen button starts LODGen.exe processes for the selected worldspaces and seasons by reusing existing export files.

Wait for them to finish before closing DynDOLOD with the Cancel button or the X top right.

Manually copy the generated files wherever you want them, overwriting the existing old and incomplete output.

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