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DynDOLOD 3.00 Alpha 173


sheson

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7 hours ago, Smokey said:

For some reason i keep getting this weird tree render distance issue where certain whiterun trees does not render until i get super close as seen in this video: I have tried everything from increasing render distance in beth.ini to max and running dyndolod according to this guide here https://github.com/LivelyDismay/Learn-To-Mod/blob/main/lessons/DynDOLOD 3.0 and Grass Cache.md. These are the tree mods i have :

Trees addon SE :https://www.nexusmods.com/skyrimspecialedition/mods/22053

Veydogolot Trees: https://www.nexusmods.com/skyrimspecialedition/mods/62414 

whiterun's tree overhaul: https://www.nexusmods.com/skyrimspecialedition/mods/16230

I set the rules in dyndolod to what trees addon sse recommended. 

Im at a loss at this point i have tried everything i can think of but i cannot solve this issue here:

https://imgur.com/a/c9NUqVF

Any help would be greatly appreciated

Moved to the DynDOLOD 3 Alpha thread since you mentioned following a third party guide for DynDOLOD 3 Alpha. If you have problems with a third party guide ask its author.
Refer to the always up-to-date and comprehensive DynDOLOD documentation https://dyndolod.info

Read the first post of the DynDOLOD 3 Alpha thread which log and debug log to upload. When taking videos or screenshots, make them at broad daylight.

For things to have LOD they require LOD assets (LOD models and/or billboards for trees) to be installed. Do not install 3rd pary billboard. Use TexGen automatically generates required billboards. See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards

See https://dyndolod.info/Help/TexGen#Tree-Grass-LOD-Billboards and in particular https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards in case billboards for new trees added by mods are not generated automatically. Also pay attention to the log messages of TexGen. Make sure a tree LOD billboard has been generated for the tree base record.

In addition, check if a 3D tree LOD model is shipping/available for the new tree.  Look up the base record form id (zero the first two bytes of the plugin load order id) in ..\DynDOLOD3\Logs\DynDOLOD_SSE_Tree_Report.txt

Make sure LOD was generated for the current load order.

If none of this helps, make a screenshot of the tree with more informative console information. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

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2 hours ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread since you mentioned following a third party guide for DynDOLOD 3 Alpha. If you have problems with a third party guide ask its author.
Refer to the always up-to-date and comprehensive DynDOLOD documentation https://dyndolod.info

Read the first post of the DynDOLOD 3 Alpha thread which log and debug log to upload. When taking videos or screenshots, make them at broad daylight.

For things to have LOD they require LOD assets (LOD models and/or billboards for trees) to be installed. Do not install 3rd pary billboard. Use TexGen automatically generates required billboards. See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards

See https://dyndolod.info/Help/TexGen#Tree-Grass-LOD-Billboards and in particular https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards in case billboards for new trees added by mods are not generated automatically. Also pay attention to the log messages of TexGen. Make sure a tree LOD billboard has been generated for the tree base record.

In addition, check if a 3D tree LOD model is shipping/available for the new tree.  Look up the base record form id (zero the first two bytes of the plugin load order id) in ..\DynDOLOD3\Logs\DynDOLOD_SSE_Tree_Report.txt

Make sure LOD was generated for the current load order.

If none of this helps, make a screenshot of the tree with more informative console information. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

I have a pic of the tree while using more informative console:

Image

also i should've mentioned this before but i am getting a error while running dyndolod now after a hour of running it:

[Window Title]
DynDOLOD

[Main Instruction]
Error processing object quad [-24,4] Access violation at address 0000000000417B8E in module 'DynDOLODx64.exe'.

[Content]
Read of address 0000000DB7321004.

Click on this link for additional explanations and help for this message

[OK] [Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

I checked this for help and disabled my antivirus which didnt work it still gives me the error from above. I never had that error from dyndolod until now i dont know if its possibly from my grass cache files or not but this is a relatively new issue as dyndolod used to finish fully and allow me to zip and exit.

I used texgen so the tree billboards should be there i am not a expert on how everything works but i really just followed the dyndolod 3.0 tutorial all the way through with minor changes according to my tree mod which i had to change some dyndolod rules for but everything else is  copied directly from guide.

Edit:

I dont know if this is helpful but i kept the dyndolod messages console up and i noticed these warnings :

 <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-20.-20.bto": Error reading NIF block 100 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-20.-32.bto": Error reading NIF block 69 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-32.28.bto": Error reading NIF block 111 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.36.-28.bto": Error reading NIF block 135 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-44.4.bto": Error reading NIF block 163 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.36.-32.bto": Error reading NIF block 171 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.36.-12.bto": Error reading NIF block 139 BSSubIndexTriShape: Out of memory>

 

Edited by Smokey
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1 hour ago, Smokey said:

I have a pic of the tree while using more informative console:

also i should've mentioned this before but i am getting a error while running dyndolod now after a hour of running it:

[Window Title]
DynDOLOD

[Main Instruction]
Error processing object quad [-24,4] Access violation at address 0000000000417B8E in module 'DynDOLODx64.exe'.

[Content]
Read of address 0000000DB7321004.

Click on this link for additional explanations and help for this message

[OK] [Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

I checked this for help and disabled my antivirus which didnt work it still gives me the error from above. I never had that error from dyndolod until now i dont know if its possibly from my grass cache files or not but this is a relatively new issue as dyndolod used to finish fully and allow me to zip and exit.

I used texgen so the tree billboards should be there i am not a expert on how everything works but i really just followed the dyndolod 3.0 tutorial all the way through with minor changes according to my tree mod which i had to change some dyndolod rules for but everything else is copied directly from guide.

Edit:

I dont know if this is helpful but i kept the dyndolod messages console up and i noticed these warnings :

<Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-20.-20.bto": Error reading NIF block 100 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-20.-32.bto": Error reading NIF block 69 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-32.28.bto": Error reading NIF block 111 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.36.-28.bto": Error reading NIF block 135 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-44.4.bto": Error reading NIF block 163 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.36.-32.bto": Error reading NIF block 171 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.36.-12.bto": Error reading NIF block 139 BSSubIndexTriShape: Out of memory>

Read the first post which entire log from the LOD generation session, which entire debug log and bugreport.txt to upload when making posts.

Do screenshots in broad day light.

Read the answers for "High memory usage / Out of memory" at https://dyndolod.info/FAQ and/or https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

Do not use DynDOLOD output unless the process "completed successfully" as explained at https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD

Read the already linked explanations of the DynDOLOD documentation which explain how to use the tools, how everything works and how to troubleshoot certain things. For example, the screenshot shows the base form ID of the tree, which you can look up in the TexGen log to if a billboard has been generated and the already mentioned DynDOLOD_SSE_Tree_Report.txt to see which log assets were found and used. Ask specific questions if further help is needed in addition to the linked explanations.

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Hello Sheson, after I updated from Alpha-95 to Alpha-97, the mountain lod isn't the same. I use Majestic Mountain with Enhanced Landscape together, and the mountain lod under Alpha-95 is as below:

https://imgur.com/KeyOiGY

But with Alpha-97, the lod is like this:

 https://imgur.com/Z1N6MN7

I tried Alpha-97 but the result is just like the one in Alpha-98. I guess this difference is due to some changes in Alpha-96, 97 and 98, but I don't quite understand the basic logic though.

the log of Alpha-98 is attached. Some repeat warning that never showed up in Alpha-95 are

"[03:40] <Warning: Duplicate reference ignored for LOD. Enhanced Landscapes.esp [REFR:0800145C] (places MountainCliff02_HeavySN [STAT:000201F7] in GRUP Cell Temporary Children of [CELL:00009B11] (in Tamriel "Skyrim" [WRLD:0000003C] at -4,-11)) adds same model at same position, rotation and scale as Enhanced Landscapes.esp [REFR:0800145B] (places MountainCliff02_HeavySN [STAT:000201F7] in GRUP Cell Temporary Children of [CELL:00009B11] (in Tamriel "Skyrim" [WRLD:0000003C] at -4,-11))>"

 

I do love the change on grass lod with the enb effect, and I also love the mountain lod with enhanced landscapes. please do help me to find a way to keep both, thank you!

DynDOLOD_SSE_log - Alpha-98.txt DynDOLOD_SSE_log - Alpha-95.txt

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2 hours ago, BASARA said:

Hello Sheson, after I updated from Alpha-95 to Alpha-97, the mountain lod isn't the same. I use Majestic Mountain with Enhanced Landscape together, and the mountain lod under Alpha-95 is as below:

https://imgur.com/KeyOiGY

But with Alpha-97, the lod is like this:

 https://imgur.com/Z1N6MN7

I tried Alpha-97 but the result is just like the one in Alpha-98. I guess this difference is due to some changes in Alpha-96, 97 and 98, but I don't quite understand the basic logic though.

the log of Alpha-98 is attached. Some repeat warning that never showed up in Alpha-95 are

"[03:40] <Warning: Duplicate reference ignored for LOD. Enhanced Landscapes.esp [REFR:0800145C] (places MountainCliff02_HeavySN [STAT:000201F7] in GRUP Cell Temporary Children of [CELL:00009B11] (in Tamriel "Skyrim" [WRLD:0000003C] at -4,-11)) adds same model at same position, rotation and scale as Enhanced Landscapes.esp [REFR:0800145B] (places MountainCliff02_HeavySN [STAT:000201F7] in GRUP Cell Temporary Children of [CELL:00009B11] (in Tamriel "Skyrim" [WRLD:0000003C] at -4,-11))>"

 

I do love the change on grass lod with the enb effect, and I also love the mountain lod with enhanced landscapes. please do help me to find a way to keep both, thank you!

DynDOLOD_SSE_log - Alpha-98.txt 917.66 kB · 0 downloads DynDOLOD_SSE_log - Alpha-95.txt 69.04 kB · 0 downloads

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

Explain what you mean by "looks like this" and what we are supposed to look for in the screenshots. Do you mean the LOD snow shader cover? Does it seem too dark or too bright or just too much more?

What is important is that the LOD matches the full models as good as possible (which is nearly impossible with snow shaders anyways), so LOD looking a bit different than before is not necessarily bad.

The difference is most likely because of ..\textures\landscape\mountains\mountainslabhqlod_n.dds being now updated from the full textures by TexGen.

Before it used the texture that I included in the DynDOLOD 3 LOD pack for MM which seems "flatter". Try this:

Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_majesticmountains_landscapeesm.txt in notepad.

Change the 8 lines containing mountainslab02.dds to mountainslab01.dds, then run TexGen sitched object LOD textures generation, install the output, test in game. See if you like that better. No need to run DynDOLOD. The LOD uses the texture directly.

Maybe other people using MM (also with other texture mods) can make suggestion which one should be the default.

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Hello sheson,

I am once again looking for assistance with LOD overlapping loaded large reference models. This time I'm having problems with Obscure's College of Winterhold. The issue seems to affect all or almost all of the references OCW places in the cell 28, 27. Naturally they aren't large references by default, but have been made such in my game (with the usual script). Some examples are:
xx4e43d1
xx4e43d3
xx4e43ce
xx4e43cb
xx4e43c4

Looking at things in xEdit I noticed that DynDOLOD.esm replaces the base objects in the equivalent vanilla references with ones that have had the Has Distand LOD flag removed. I was wondering if this is relevant and whether I should do a similar thing to the OCW references that replace the vanilla ones?

Anyway, here are the usual logs: https://mega.nz/file/YT8xjbxD#EYzt1jNYLf2Na8Mu0JakqCRR8z9MBthBe739G1HJa14

Additionally, the first 3 or 4 times I started TexGen after updating to Alpha 98 I got a Duplicates Not Allowed error. I haven't been able to replicate this since, but I thought I'd share the logs for that too: https://mega.nz/file/cGdUDIib#WmOyEAiQg4AQaJERJHVG-qR1qIr-0iGNK7ELkl7c2GE

Edited by Blackread
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1 hour ago, Blackread said:

Hello sheson,

I am once again looking for assistance with LOD overlapping loaded large reference models. This time I'm having problems with Obscure's College of Winterhold. The issue seems to affect all or almost all of the references OCW places in the cell 28, 27. Naturally they aren't large references by default, but have been made such in my game (with the usual script). Some examples are:
xx4e43d1
xx4e43d3
xx4e43ce
xx4e43cb
xx4e43c4

Looking at things in xEdit I noticed that DynDOLOD.esm replaces the base objects in the equivalent vanilla references with ones that have had the Has Distand LOD flag removed. I was wondering if this is relevant and whether I should do a similar thing to the OCW references that replace the vanilla ones?

Anyway, here are the usual logs: https://mega.nz/file/YT8xjbxD#EYzt1jNYLf2Na8Mu0JakqCRR8z9MBthBe739G1HJa14

Additionally, the first 3 or 4 times I started TexGen after updating to Alpha 98 I got a Duplicates Not Allowed error. I haven't been able to replicate this since, but I thought I'd share the logs for that too: https://mega.nz/file/cGdUDIib#WmOyEAiQg4AQaJERJHVG-qR1qIr-0iGNK7ELkl7c2GE

This may actually be happening because I (somewhat accidentally/intentionally) removed the manual large ref fix patch (delete large ref, add a normal ref instead) for the vanilla winterhold bridge entrance to test the large reference workarounds.

See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds and let me know if doing the WorkaroundLargeReferencesBugs=1 together with the updated scripts gets rid of the flicker  without doing anything else.

I will still look at the logs and into the case some time tomorrow to determine the actual cause of what triggers the large ref bugs.

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I have a quick question regarding the alpha channel threshold  in SSE when not using billboards (I'm using level 0, level 1, level 2, billboard 6 for my trees rule).  I tried to research it but kept getting 'bad links' so I figured it would be best to ask here.  For billboards, I had my TreeMSAlphaThreshold=174 but I'm not sure where to make the change when using levels.  To cut down on the blotchiness of my tree LODs, should I be changing the SSAlphaThreshold?  The default is 128 and I was thinking of moving it up to about 150 as a starting point to see how they look.  When changing it for billboards, I know increments of 10 were difficult to notice the difference so I'm hoping someone can help me out here to save me from having to regenerate LODs several times and/or changing the wrong values.  Thanks.

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1 hour ago, BrotherShamus said:

I have a quick question regarding the alpha channel threshold  in SSE when not using billboards (I'm using level 0, level 1, level 2, billboard 6 for my trees rule).  I tried to research it but kept getting 'bad links' so I figured it would be best to ask here.  For billboards, I had my TreeMSAlphaThreshold=174 but I'm not sure where to make the change when using levels.  To cut down on the blotchiness of my tree LODs, should I be changing the SSAlphaThreshold?  The default is 128 and I was thinking of moving it up to about 150 as a starting point to see how they look.  When changing it for billboards, I know increments of 10 were difficult to notice the difference so I'm hoping someone can help me out here to save me from having to regenerate LODs several times and/or changing the wrong values.  Thanks.

There are no different object LOD textures or LOD billboard textures for the different object LOD levels. LOD models/billboards always use the same textures regardless of the object LOD level the model/billboard ends up being used for. All object LOD levels use the same object LOD texture atlas or direct textures.

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1 hour ago, sheson said:

There are no different object LOD textures or LOD billboard textures for the different object LOD levels. LOD models/billboards always use the same textures regardless of the object LOD level the model/billboard ends up being used for. All object LOD levels use the same object LOD texture atlas or direct textures.

Thank you for the clarification!

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I've been having an issue with TexGen. Every time I run it, I get this:

Error: OpenGL: invalid operation while processing textures\dungeons\dwemerruins\DweMetalTiles01_n.dds.

But it's a different texture every time. Does anyone know what is causing this? My GPU's drivers are up-to-date.
I've narrowed the problem down to when I select the "Rendered Object LOD Textures" option. If I don't select that, TexGen runs perfectly fine.

TexGen_SSE_Debug_log.txt

bugreport.txt TexGen_SSE_log.txt

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Looks like Beyond Skyrim: Bruma is missing some textures, however, I didn''t had this error even before the updates, any idea of how to fix it? I tried to make a placebo file and didn't work lol.
Textures/bscyrodiil/architecture/farmhouse/
cyrodiilfarmstucco02.dds

I mean, everything was fine before the updates wtf :/

Edited by Finix111
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5 hours ago, Xavkas said:

I've been having an issue with TexGen. Every time I run it, I get this:

Error: OpenGL: invalid operation while processing textures\dungeons\dwemerruins\DweMetalTiles01_n.dds.

But it's a different texture every time. Does anyone know what is causing this? My GPU's drivers are up-to-date.
I've narrowed the problem down to when I select the "Rendered Object LOD Textures" option. If I don't select that, TexGen runs perfectly fine.

TexGen_SSE_Debug_log.txt

bugreport.txt 49.46 kB · 0 downloads TexGen_SSE_log.txt 2.38 MB · 0 downloads

As reported before, the latest optional drivers from AMD still seem to have problems regarding OpenGL. Use Adrenalin 22.5.1 Recommended (WHQL)

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