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DynDOLOD 3.00 Alpha 173


sheson

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i am getting z fighting on some bridges and some other dwemer architectures (around the riften area). i am using nobles skyrim with their hdlods. i have followed gamerpoets guide on dyndolod 3. my load order is as follows:

noble skyrim texture pack, dyndolod resources,scripts and dlls, hlt 3d billboards, majestic mountains and their supported lods, HD Lods (for noble skyrim), and then texgen output, with dyndolod output at end.

the bridge seems to be fighting with a darker low res lod texture

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2 hours ago, teadude said:

i am getting z fighting on some bridges and some other dwemer architectures (around the riften area). i am using nobles skyrim with their hdlods. i have followed gamerpoets guide on dyndolod 3. my load order is as follows:

noble skyrim texture pack, dyndolod resources,scripts and dlls, hlt 3d billboards, majestic mountains and their supported lods, HD Lods (for noble skyrim), and then texgen output, with dyndolod output at end.

the bridge seems to be fighting with a darker low res lod texture

Moved to the DynDOLOD 3 alpha thread.

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

See  https://dyndolod.info/FAQ answers for "Object LOD model and full model show at the same time causing texture flicker" and maybe "Object LOD shows in active exterior cells"

If it is neither of those two settings, provide a screenshot https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

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41 minutes ago, sheson said:

Moved to the DynDOLOD 3 alpha thread.

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

See  https://dyndolod.info/FAQ answers for "Object LOD model and full model show at the same time causing texture flicker" and maybe "Object LOD shows in active exterior cells"

If it is neither of those two settings, provide a screenshot https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

setting uLargeRefLODGridSize=5

fixes it kinda. when  i get closer to the bridge it z fights again and then transitions to the full model. i will try upload a video

 

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54 minutes ago, sheson said:

Moved to the DynDOLOD 3 alpha thread.

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

See  https://dyndolod.info/FAQ answers for "Object LOD model and full model show at the same time causing texture flicker" and maybe "Object LOD shows in active exterior cells"

If it is neither of those two settings, provide a screenshot https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

on uLargeRefLODGridSize=5

 

if its on 9 (which it was on before) the bridge was constantly z fighting. i didnt see any of it on other buildings though, just those bridges in particular

 

Edited by teadude
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47 minutes ago, teadude said:

setting uLargeRefLODGridSize=5

fixes it kinda. when  i get closer to the bridge it z fights again and then transitions to the full model. i will try upload a video

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

https://dyndolod.info/How-LOD-Works
Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker).

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37 minutes ago, sheson said:

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

https://dyndolod.info/How-LOD-Works
Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker).

https://1drv.ms/u/s!AlnY0Qe-TkQqhnpxdujtzL6x3Yby?e=LAUCFB

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1 hour ago, teadude said:

Read the log message and pay attention to the summary. https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages

For example:

Warning: Overwritten large reference in Hidden Hideouts of Skyrim City Edition - Merged.esp ...
Warning: Overwritten large reference in Lux Orbis - Great Village of Mixwater Mill patch.esp...
Warning: Overwritten large reference in The Great Village of Mixwater Mill.esp ...
-> https://dyndolod.info/Messages/Overwritten-Large-Reference

Warning: Deleted reference Update.esm ...
Warning: Deleted reference Dawnguard.esm ...
Warning: Deleted reference Watchtowers of Skyrim.esp ...
Warning: Deleted reference Natasha's Falkreath.esp ...
-> https://dyndolod.info/Messages/Deleted-Reference

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Alpha95 works fine for me, but when I switched to Alpha97 I no longer get trees/grass in the distance.

With Alpha95, I loaded the game, walked outside, disabled DynDOLOD, walked back inside and saved the game. Then I uninstalled, xLODGen, TexGen, DynDOLOD and unchecked the Resources,. then I started the game, then I saved the game again and quit.

Now I tried using Alpha97/Resources Alpha28, generated xLODGen, TexGen, DynDOLOD, then I loaded the output as usual into MO2, and now no distance trees and grass.

I used HD Grass in TexGen, because I had complex grass installed for Folkvangr and Origins of Forests.

I don't get why Alpha97 isn't working for me.

THANKS

P.S. I can no longer attach anything on the forum, it now always shows me a very low total size allowed to attach. So I can't attach logs.

  • Max total size 0.13MB

P.S. The one thing I don't have installed is .NET Runtime 6 when I was using Alpha95, but see it listed.

Downloads | DynDOLOD

Edited by mooit
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3 hours ago, mooit said:

Alpha95 works fine for me, but when I switched to Alpha97 I no longer get trees/grass in the distance.

With Alpha95, I loaded the game, walked outside, disabled DynDOLOD, walked back inside and saved the game. Then I uninstalled, xLODGen, TexGen, DynDOLOD and unchecked the Resources,. then I started the game, then I saved the game again and quit.

Now I tried using Alpha97/Resources Alpha28, generated xLODGen, TexGen, DynDOLOD, then I loaded the output as usual into MO2, and now no distance trees and grass.

I used HD Grass in TexGen, because I had complex grass installed for Folkvangr and Origins of Forests.

I don't get why Alpha97 isn't working for me.

THANKS

P.S. I can no longer attach anything on the forum, it now always shows me a very low total size allowed to attach. So I can't attach logs.

  • Max total size 0.13MB

P.S. The one thing I don't have installed is .NET Runtime 6 when I was using Alpha95, but see it listed.

Downloads | DynDOLOD

Read the first post which log and debug log to upload. The first post and my signature also explain to use a file or text sharing service.

If there is no standard tree LOD, increase the standard tree LOD distance in https://dyndolod.info/Help/Mod-Configuration-Menu#Settings

https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

Tree and object LOD are just meshes and textures that are loaded by the game directly. They are not affect by save games.

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I looked through the output of xLODGen, TexGen, DynDOLOD, there are some differences, but the majority of the output is the same as Alpha95, which I thought they should show exactly the same content.

As one example, under  Alpha95 DynDOLOD/textures there's dlc02, DynDOLOD, lod, but dlc02 isn't present in Alpha97, I just see a few things different like this.

I also looked through the logs, and don't see anything that shows a problem to cause this.

It's not just the trees, distance grass and building/castles/objects, don't appear either. Going from Alpha95 to Alpha97, I only changed in DynDOLOD_SSE.ini GrassGID=gid

Then I noticed for xLODGen, TexGen, and DynDOLOD on the Wiki the new settings, so I changed mine the same, this is all I have done compared to Alpha95, so this should be working, but it's not.

I've been using DynDOLOD from version 2, so I'm assuming going from Alpha95 to 97, the screen shot settings on the Wiki, along with using Complex Grass are the only differences, I see that I'm doing different from Alpha95, which I don't see that these should be causing any of this.

For the DynDOLOD settings, I assumed if they are working for Alpha95, the should be for 97.

Screen shot of my DynDOLOD settings;

DynDOLOD Settings — Freeimage.host

Screen shot no trees/grass in the distance; (Even no buildings rendered in the distance, the castle that should be off in the distance straight ahead.)

No Trees Grass — Freeimage.host

hmm

DynDOLOD_SSE_Debug_log

Upload files for free - DynDOLOD_SSE_Debug_log.txt - ufile.io

DynDOLOD_SSE_log

Upload files for free - DynDOLOD_SSE_log.txt - ufile.io

 

THANKS

Edited by mooit
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1 hour ago, mooit said:

I looked through the output of xLODGen, TexGen, DynDOLOD, there are some differences, but the majority of the output is the same as Alpha95, which I thought they should show exactly the same content.

As one example, under  Alpha95 DynDOLOD/textures there's dlc02, DynDOLOD, lod, but dlc02 isn't present in Alpha97, I just see a few things different like this.

I also looked through the logs, and don't see anything that shows a problem to cause this.

It's not just the trees, distance grass and building/castles/objects, don't appear either. Going from Alpha95 to Alpha97, I only changed in DynDOLOD_SSE.ini GrassGID=gid

Then I noticed for xLODGen, TexGen, and DynDOLOD on the Wiki the new settings, so I changed mine the same, this is all I have done compared to Alpha95, so this should be working, but it's not.

I've been using DynDOLOD from version 2, so I'm assuming going from Alpha95 to 97, the screen shot settings on the Wiki, along with using Complex Grass are the only differences, I see that I'm doing different from Alpha95, which I don't see that these should be causing any of this.

For the DynDOLOD settings, I assumed if they are working for Alpha95, the should be for 97.

Screen shot of my DynDOLOD settings;

DynDOLOD Settings — Freeimage.host

Screen shot no trees/grass in the distance; (Even no buildings rendered in the distance, the castle that should be off in the distance straight ahead.)

No Trees Grass — Freeimage.host

hmm

DynDOLOD_SSE_Debug_log

Upload files for free - DynDOLOD_SSE_Debug_log.txt - ufile.io

DynDOLOD_SSE_log

Upload files for free - DynDOLOD_SSE_log.txt - ufile.io

 

THANKS

The official DynDOLOD documentation https://dyndolod.info is not a Wiki.

As explained in the documentation, ultra tree and grass LOD are generated to the object LOD. So the problem is missing object LOD https://dyndolod.info/Help/Object-LOD

There is no obvious problem in the logs. Everything seems to have generated as it should.

Check one ore more of the generated BTO files are not empty / small file size. Especially the files for LOD level 4 should be several MB if they include ultra tree and grass LOD.

Doublecheck the object LOD distance settings in the DynDOLOD SkyUI MCM Settings, try if changing them makes a difference.

Test with default INIs.

Unrelated but you should really fix or remove the plugins with HITMEs. https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME

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I did test with default INI. Hmm HITMEs how do you fix them and what sort of problem are they causing?

I meant the SSE Wiki, for new xLODGen, TexGen, DynDOLOD screen shots.

Step Skyrim Special Edition Guide (stepmodifications.org)

The BTO between Alpha 95 & 97, look about the same, but maybe to make things simpler, here's the output archives.

1. xLODGen Output (mediafire.com)

2. TexGen Output (mediafire.com)

3. DynDOLOD Output (mediafire.com)

THANKS

P.S. Alpha97 doesn't like me... LOL 

Edited by mooit
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