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DynDOLOD 3.00 Alpha 178


sheson

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1 hour ago, Mur4s4me said:

Greetings. I seem to be running with some issues regarding Dyndolod and Wyrmstooth where LOD don't seem to be generating properly. Before I start, note that the following tests were done by using COC from the main menu directly to wyrmstoothstonehollow01 to check if there are issues. I also generated terrain with LODGEN following the guide, generated textures with Texgen, and then generated objects + trees with Dyndolod. Lastly, I'm using Dyndolod 3, so everything is generated through the tools and no exterior billboards\resources are used except for Majestic Mountains DynDoLod V 3.0 Lod pack created by Sheson himself (which I tried with and without, and made no difference).

  1. When I go to Wyrmstooth without Dyndolod active in my load order, the LODs look fine even if they don't match my textures (obviously)
  2. When I go to Wyrmstooth with Dyndolod active, the LODs are all low quality, and no objects appear in the distance (trees and others). Sorry for the screenshot lacking clarity. I didn't get to take a proper screenshots as I'm still troubleshooting and regenerating everything again. However, you can see in the distance that lots of hills are missing, causing a campfire to appear floating.
  3. When I go to Wyrmstooth with Dyndolod active, but disabled the checkboxes for Wyrmstooth, then the LOD will be empty and filled with holes. (I thought it would be a workaround to match point 1 in Wyrmstooth, but it didn't work).

I went through the docs to see if I can find a solution, but so far I haven't found something about this situation. Maybe I searched wrong though, so if anyone could assist, I'd appreciate it. Dyndolod, everywhere else, is working fine. Everywhere I checked, Wyrmstooth seems to be listed as working out of the box, so there's definitely something wrong I'm doing.

I'm currently regenerating everything again (LODGEN, Texgen, DynDOLOD) to try one more time, and if it's still looking weird, I'll take more proper screenshots.

Read the first post of the DynDOLOD 3 alpha thread where to make posts. I moved the post to thread.
Read the first post which log and debug log to upload when making posts.

There is no difference how LOD is generated for worldspaces, e.g the setting and mesh rules apply all the same.

2. Use tfc to fly to make better screenshots from higher position. 
Check the log for errors and warnings. Pay attention to the summary.
Check the LOD distance settings in the DynDOLOD SkyUI MCM Settings page.

3. If a worldspace is not selected in the LOD options, then DynDOLOD does not generate LOD for that worldspace and can also not affect the LOD of the world in any way.
There are no [meshes|textures]/terrain folders or files generated with the worldspace name and there also won't be any overwrites for that worldspace in any of the generated plugins. Hence the worldspace or its LOD can not be directly affected.

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28 minutes ago, sheson said:

snip

Thank you and my apologies!
 I'm currently regenerating Dyndolod with the proper seasons settings to give it one more try, and then I'll go in-game for proper screenshots + MCM settings. I included the logs from my previous files generating though, which could still give an insight.

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27 minutes ago, Mur4s4me said:

Thank you and my apologies!
 I'm currently regenerating Dyndolod with the proper seasons settings to give it one more try, and then I'll go in-game for proper screenshots + MCM settings. I included the logs from my previous files generating though, which could still give an insight.

The log do not seem complete or generation was stopped. 

If it is still not fine with all seasons generated for all desired worldspace, upload new logs.

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22 minutes ago, sheson said:

The log do not seem complete or generation was stopped. 

If it is still not fine with all seasons generated for all desired worldspace, upload new logs.

Greetings again! The issue is fixed by checking the seasons for Wyrmstooth. I knew it was an user error!
Thank you for your time Sheson, and the wonderful update even if it's still in alpha form.

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Hello,

I've been lurking on this post for a long time but never needed to create an account, as your release cycle is quite fast and you managed to fix every issue I had with Dyndolod 3 :)

However, I've been trying to use v74 for a week now while generating Lods for the four seasons.  I'm facing more of a hardware issue, as Dyndolod hits the memory limit of my computer (16GB, nevertheless).  It needs to be noted that I have quite a large modded game with 470 active plugins.  The logs I joined probably won't help much, but if you can't find a viable solution, could you add the possibility to run the seasonal generations sequentially (not in parallel) to avoid taking up too much memory ?

 

Thanks for your work

LODGen_SSE_Tamriel_SUM_log.txtLODGen_SSE_Tamriel_SPR_log.txtLODGen_SSE_Tamriel_AUT_log.txtLODGen_SSE_Tamriel_WIN_log.txt

LODGen_SSE_Tamriel_log.txt

Edited by natacc11
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27 minutes ago, natacc11 said:

Hello,

I've been lurking on this post for a long time but never needed to create an account, as your release cycle is quite fast and you managed to fix every issue I had with Dyndolod 3 :)

However, I've been trying to use v74 for a week now while generating Lods for the four seasons.  I'm facing more of a hardware issue, as Dyndolod hits the memory limit of my computer (16GB, nevertheless).  It needs to be noted that I have quite a large modded game with 470 active plugins.  The logs I joined probably won't help much, but if you can't find a viable solution, could you add the possibility to run the seasonal generations sequentially (not in parallel) to avoid taking up too much memory ?

 

Thanks for your work

LODGen_SSE_Tamriel_SUM_log.txt 41.14 kB · 0 downloads LODGen_SSE_Tamriel_SPR_log.txt 41.14 kB · 0 downloads LODGen_SSE_Tamriel_AUT_log.txt 41.21 kB · 0 downloads LODGen_SSE_Tamriel_WIN_log.txt 41.19 kB · 0 downloads

LODGen_SSE_Tamriel_log.txt 16.5 kB · 1 download

How come you have no post the log and debug log from DynDOLOD?

Switch to expert mode https://dyndolod.info/Help/Expert-Mode and select only the Tamriel worldspace and the default season and click Execute LODGen, see if it runs through.

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Hello, I'm new so not sure if I should seek help here. My question is if the difference in LODs brightness as seen in the attached image is normal. Ground LOD is dark and the tree LODs even darker.  I used TexGen and DynDOLOD and all the necessary extra files from the Nexus and followed this tutorial on youtube. I've read as much as I can from the overwhelming amount of information about this mod. I did xEdit clean on all the dirty plugins prior to using DynDOLOD and TexGen. While the two mods were running I saw errors in the log but they were moving too fast to read. Now I am not sure which of the many files in the log folder to check for the errors and I didn't see an answer for that in the FAQs. It is possible that I might be missing something since I am new to modding of this level. Is there anythig that can be done for the difference in brightness?

Mods for trees I use are: 3D Trees and Plants v4.0.2 + billbords for it  /  Aspens Alaze + Dyndolod mod for it

Mod for mountains is Red Rocks 4k and there's no billboards for it

Terrain mod is Terrain Lod Redone

DynDOLOD Outputs are at the bottom of the load order in Vortex as first I the TexGen output and the the DynDOLOD output.

Edit: Useing DynDOLOD 3.0 since is required by the Aspes Ablaze DynDOLOD mod

ScreenShot53.jpg

Edited by 1KayDee1
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1 hour ago, sheson said:

How come you have no post the log and debug log from DynDOLOD?

Switch to expert mode https://dyndolod.info/Help/Expert-Mode and select only the Tamriel worldspace and the default season and click Execute LODGen, see if it runs through.

Unfortunately, the debug log weighs around 330MB and the regular log is 3.3MB, putting them both above the 3MB upload limit.  I've zipped all the logs and uploaded them here :

https://mega.nz/file/TU9myTiK#pvBKHoH0r1J5mGmgR8VuaEexR6i8o5gbPCHHVLHt_GA

Before seeing your comment, I relaunched a lod generation for all worldspaces, but only checked the Default and WIN seasons (I always run in Advanced Mode).  It isn't done yet, but so far it hasn't crashed.  I'll try your suggestion in a next run.

 

Edited by natacc11
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35 minutes ago, 1KayDee1 said:

Hello, I'm new so not sure if I should seek help here. My question is if the difference in LODs brightness as seen in the attached image is normal. Ground LOD is dark and the tree LODs even darker.  I used TexGen and DynDOLOD and all the necessary extra files from the Nexus and followed this tutorial on youtube. I've read as much as I can from the overwhelming amount of information about this mod. I did xEdit clean on all the dirty plugins prior to using DynDOLOD and TexGen. While the two mods were running I saw errors in the log but they were moving too fast to read. Now I am not sure which of the many files in the log folder to check for the errors and I didn't see an answer for that in the FAQs. It is possible that I might be missing something since I am new to modding of this level. Is there anythig that can be done for the difference in brightness?

Mods for trees I use are: 3D Trees and Plants v4.0.2 + billbords for it  /  Aspens Alaze + Dyndolod mod for it

Mod for mountains is Red Rocks 4k and there's no billboards for it

Terrain mod is Terrain Lod Redone

DynDOLOD Outputs are at the bottom of the load order in Vortex as first I the TexGen output and the the DynDOLOD output.

Edit: Useing DynDOLOD 3.0 since is required by the Aspes Ablaze DynDOLOD mod

ScreenShot53.jpg

DynDOLOD Standalone is not really a mod. It is a selection of tools based on xEdit/xLODGen to generate a LOD mod for improved tree and object LOD.
That's why there are so many options, settings and explanations for all the different things.

Note that the video you linked does not account for the changes of DynDOLOD 3 Alpha.
Do not install any 3rd party billboards with DynDOLDO 3 Alpha, use TexGen to generate all desired billboards.
https://dyndolod.info/Installation-Instructionshttps://dyndolod.info/Generation-Instructionshttps://dyndolod.info/Help/Tree-Grass-LOD-Billboards

The first post of this thread and https://dyndolod.info/Messages explain which log files the messages are saved to. Also, a summary of messages is opened once the tools finish if there were errors or warning messages.

DynDOLOD does not affect terrain LOD. As explained on the first post of the xLODGen thread, install a noise.dds that does not change brightness of terrain LOD.
If you use a mod that includes pre-made terrain LOD textures made with xLODGen, make sure its ..\data\textures\terrain\noise.dds is not being overwritten by other mods unintentionally.

As explained in the https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees", use the advanced mode options https://dyndolod.info/Help/Advanced-Mode tree LOD brightness setting to compensate for ENB/weather bods.

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26 minutes ago, natacc11 said:

Unfortunately, the debug log weighs around 330MB and the regular log is 3.3MB, putting them both above the 3MB upload limit.  I've zipped all the logs and uploaded them here :

https://mega.nz/file/TU9myTiK#pvBKHoH0r1J5mGmgR8VuaEexR6i8o5gbPCHHVLHt_GA

Before seeing your comment, I relaunched a lod generation for all worldspaces, but only checked the Default and WIN seasons (I always run in Advanced Mode).  It isn't done yet, but so far it hasn't crashed.  I'll try your suggestion in a next run.

That is why the first  explains to a file service for large log files...

Are the virtual memory settings handled by the OS / default or do they have custom settings?

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On 2/23/2022 at 10:12 PM, Phlunder said:

Thank you, I could swear I already tried that, but I'll give it another go!

Edit: Hm, no that didn't work. I tried to give the tropical tree trunks that are very commonly used in the Powder Desert billboards, one of them would be _00E_TropicalTree_Trunk01 [STAT:000880FA] for example, or the ref ID 99544. I added the Has Tree LOD flag to all of them (in the Test.esp), but they weren't picked up by TexGen. Here's the TexGen log: https://drive.google.com/file/d/1xTA-q8l-qnqOT8wLhL-cqsqnJ0gQQA6P/view?usp=sharing

I can confirm that the Has Tree LOD flag works in other cases, like the static DLC1TreeWinterAspenSnow01 [STAT:0200CE13]. Though with the Enderal tree mentioned in my previous post, _00E_TropicalTree_Trunk01 [STAT:000880FA], adding the flag does nothing. Are there any other requirements than the flag and volume for it to be detected, or do I have to solve this with a dedicated LOD mesh? That's fine too of course, just trying to understand the requirements.

Edited by Phlunder
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50 minutes ago, Phlunder said:

I can confirm that the Has Tree LOD flag works in other cases, like the static DLC1TreeWinterAspenSnow01 [STAT:0200CE13]. Though with the Enderal tree mentioned in my previous post, _00E_TropicalTree_Trunk01 [STAT:000880FA], adding the flag does nothing. Are there any other requirements than the flag and volume for it to be detected, or do I have to solve this with a dedicated LOD mesh? That's fine too of course, just trying to understand the requirements.

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

Object bounds or z height too small.

Search for the form id in the debug log.
Something like Ignoring *.nif bounds volume x

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2 hours ago, sheson said:

DynDOLOD Standalone is not really a mod. It is a selection of tools based on xEdit/xLODGen to generate a LOD mod for improved tree and object LOD.
That's why there are so many options, settings and explanations for all the different things.

Note that the video you linked does not account for the changes of DynDOLOD 3 Alpha.
Do not install any 3rd party billboards with DynDOLDO 3 Alpha, use TexGen to generate all desired billboards.
https://dyndolod.info/Installation-Instructionshttps://dyndolod.info/Generation-Instructionshttps://dyndolod.info/Help/Tree-Grass-LOD-Billboards

The first post of this thread and https://dyndolod.info/Messages explain which log files the messages are saved to. Also, a summary of messages is opened once the tools finish if there were errors or warning messages.

DynDOLOD does not affect terrain LOD. As explained on the first post of the xLODGen thread, install a noise.dds that does not change brightness of terrain LOD.
If you use a mod that includes pre-made terrain LOD textures made with xLODGen, make sure its ..\data\textures\terrain\noise.dds is not being overwritten by other mods unintentionally.

As explained in the https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees", use the advanced mode options https://dyndolod.info/Help/Advanced-Mode tree LOD brightness setting to compensate for ENB/weather bods.

Thanks, I will read the information you provided and try to fix the issues. Hopefully I won't mess something up.

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1 hour ago, sheson said:

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

Object bounds or z height too small.

Search for the form id in the debug log.
Something like Ignoring *.nif bounds volume x

The Form ID isn't mentioned in the debug log at all (its also linked in my original post I quoted). I checked the object bounds and they exceed the minimum threshold.

Edit. Sorry, after checking again I see that at least 3 of the variants have no object bounds set. All the others (and the one in question) do however, and are exceeding the threshold as mentioned.

Edited by Phlunder
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3 hours ago, natacc11 said:

Unfortunately, the debug log weighs around 330MB and the regular log is 3.3MB, putting them both above the 3MB upload limit.  I've zipped all the logs and uploaded them here :

https://mega.nz/file/TU9myTiK#pvBKHoH0r1J5mGmgR8VuaEexR6i8o5gbPCHHVLHt_GA

Before seeing your comment, I relaunched a lod generation for all worldspaces, but only checked the Default and WIN seasons (I always run in Advanced Mode).  It isn't done yet, but so far it hasn't crashed.  I'll try your suggestion in a next run.

 

As mentioned in the OP and the forum rules checklist, you should truncate your logs to the last meaningful run. you probably have several or more DynDOLOD sessions recorded in those logs. 330 Mb is insane.

I normally delete my logs folder between runs to avoid the issue.

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