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DynDOLOD 3.00 Alpha 173


sheson

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5 hours ago, Mousetick said:

In other words and in plain English, the 'Large' option will not apply to trees references added by EVT or AA, regardless of their size, because their plugins are not ESM. These references are not eligible for being 'promoted' to LR, as technically, their plugins being non-ESM, they can't define Large References.

This was exactly my interpretation, and I thought I had phrased my original question in such a way as to imply this ... but perhaps not well enough. I was hoping to avoid experimenting with it to elucidate the behavior (potentially erroneously) by instead asking for clarification on this :)

Even with the clarifications of the above responses, I'm still not entirely clear if vanilla tree replacers that include overrides to vanilla trees defined in the vanilla ESM are expected to yield their trees as large references when "Large" is ticked. But it would seem that "Large" should have no impact on mods like this (HLT, EVT, SRO, and most tree mods ... I am not aware of a single tree mod that uses ESM to define new trees, but I have never explicitly checked this either).

3 hours ago, sheson said:

For now references that have non-ESM overwrites, enable parents or are initially disabled are not made large references.

... seems to confirm my assumption that EVT doesn't apply ... and probably not AA either, since the new trees it adds are small.

6 hours ago, sheson said:

https://dyndolod.info/Messages
For certain warning and error messages DynDOLOD and TexGen create a summary of messages and opens it in the default web browser.

https://dyndolod.info/Help/Summary-Of-Messages
DynDOLOD and TexGen create a summary of some similar warning and error messages for easier review and better understanding.
It does not substitute having to pay attention to all log messages.
In case there were matching warning or error message printed to the log, the summary should automatically be opened in the default web browser once all steps of the session ran.

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing
Instead of the typical warning messages like overwritten large reference or initially disabled large reference, the log will print a line for each affected cell.

Once we are certain the newly added experimental workarounds work, this particular message will not be written to the log anymore by default. Just like the messages for all the other fixes that are already known to work.

The summary contains messages about things that affect visuals or the game negatively to notify the user so they can be checked immediately or when they are noticed in the game in order to rectify the cause. In a properly setup game with well made mods there should be no warning or error messages and thus no summary either. That is the expected result.

Apologies for "beating the dead horse", but I must respectfully disagree that this is expected behavior from the user ('my') perspective. As I mentioned a couple of times, my LO still has "initially disabled LRs" and "overwritten LRs", whether I tick the "LR workarounds fix" or not, so I expected those messages would still appear with perhaps some additional info regarding the workaround resolutions. I certainly expect to see Summary messages about missing scripts and such as well if that option is ticked ... so maybe I would if those messages applied to my LO with that option ticked?

Anyway, it's not a big deal. I was just curious and wanted to report what I thought was possibly unexpected behavior ... only trying to be helpful, so I will not mention it again :censored:

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49 minutes ago, z929669 said:

This was exactly my interpretation, and I thought I had phrased my original question in such a way as to imply this ... but perhaps not well enough. I was hoping to avoid experimenting with it to elucidate the behavior (potentially erroneously) by instead asking for clarification on this :)

Even with the clarifications of the above responses, I'm still not entirely clear if vanilla tree replacers that include overrides to vanilla trees defined in the vanilla ESM are expected to yield their trees as large references when "Large" is ticked. But it would seem that "Large" should have no impact on mods like this (HLT, EVT, SRO, and most tree mods ... I am not aware of a single tree mod that uses ESM to define new trees, but I have never explicitly checked this either).

... seems to confirm my assumption that EVT doesn't apply ... and probably not AA either, since the new trees it adds are small.

Apologies for "beating the dead horse", but I must respectfully disagree that this is expected behavior from the user ('my') perspective. As I mentioned a couple of times, my LO still has "initially disabled LRs" and "overwritten LRs", whether I tick the "LR workarounds fix" or not, so I expected those messages would still appear with perhaps some additional info regarding the workaround resolutions. I certainly expect to see Summary messages about missing scripts and such as well if that option is ticked ... so maybe I would if those messages applied to my LO with that option ticked?

Anyway, it's not a big deal. I was just curious and wanted to report what I thought was possibly unexpected behavior ... only trying to be helpful, so I will not mention it again :censored:

If in doubt, flag whatever tree mod as ESM if you want to make sure all/most tree references are made large. I would assume, most tree replacer mods that do add/modify new reference are pretty simple and self contained, so most of the can be changed without problems. Of course there probably will be one for which that is not the case for some reason...

If you require more log messages about things that do not potentially need user attention, enable the notices and then check the debug log.

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16 hours ago, z929669 said:

Even with the clarifications of the above responses, I'm still not entirely clear if vanilla tree replacers that include overrides to vanilla trees defined in the vanilla ESM are expected to yield their trees as large references when "Large" is ticked. But it would seem that "Large" should have no impact on mods like this (HLT, EVT, SRO, and most tree mods ... I am not aware of a single tree mod that uses ESM to define new trees, but I have never explicitly checked this either).

If you want "big" trees to be made LRs, so that their full model (as opposed to their 3D LOD or Hybrid model) is rendered within the LR grid, you need to use DynDOLOD's 'Large' option. Tree replacers typically only override the base records (TREE signature), not the tree references (REFR signature) placed into the world, nor do they add new tree references to the world. So they have no "impact" on the 'Large' option, or vice-versa.

All the tree references created by the vanilla masters (ESMs) will be "promoted" to LR if they're "big" enough and all other conditions are satisfied (don't have non-ESM overwrites, or enable parents and are not initially disabled).

Counter-examples:

  • Aspens Ablaze moves/resizes/rotates ~7000 tree references, overriding the vanilla references.
  • Happy Little Trees 'All trees' version adds ~400 new tree references.

The aspens touched by AA, and the new trees added by HLT, can't become LRs with the 'Large' option, no matter how big they are, because the AA and HLT plugins are not ESM. A simple solution is to ESM-flag those plugins.

Hope this helps.

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Hello,

I am experiencing something weird.  As soon as I load my save, once Dyndolod has initialized, it changes the tent added by alternate start - live another life "Camping in the woods" start.  The tent looks fine after immediately loading the save, but then Dyndolod seems to turn it into this.  I am using the latest alpha.  I have attached logs below the screen shot.

20221228114225_1.jpg

https://drive.google.com/file/d/1EuH6eTUmbvkWawb8q_kz4UQ7QmaIStGp/view?usp=share_link

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4 hours ago, Soulmancer said:

Hello,

I am experiencing something weird.  As soon as I load my save, once Dyndolod has initialized, it changes the tent added by alternate start - live another life "Camping in the woods" start.  The tent looks fine after immediately loading the save, but then Dyndolod seems to turn it into this.  I am using the latest alpha.  I have attached logs below the screen shot.

20221228114225_1.jpg

https://drive.google.com/file/d/1EuH6eTUmbvkWawb8q_kz4UQ7QmaIStGp/view?usp=share_link

Looks like two tents, one with snow shader. Get their form ids and look them up in the plugins.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots with some information like getting the form id of the original reference.

See https://dyndolod.info/FAQ "Out of place or floating objects"

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6 hours ago, afarabaugh said:

Hello - I have a problem with grey rock objects in game.  If I disable the generated DynDoLOD outputs mod the rocks appear "normal".  

Screenshot of problem attached, and logs here.  There is no bugreport.txt: https://drive.google.com/drive/folders/1hkp1rFrgCuI5_Wwy8qVNo2Y1ww8iy8q4?usp=share_link

Any ideas?

 

Screenshot 2022-12-28 184643.jpg

This has nothing to do with DynDOLOD. If this only happens when enabling the LOD patch, generate LOD for the current load order so all updated/changed base records are carried forward into the DynDOLOD plugins.

It has to do with parallax meshes and/or single pass snow shaders.

The auto parallax SKSE plugin can help after the fact https://www.nexusmods.com/skyrimspecialedition/mods/79473

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21 hours ago, sheson said:

Looks like two tents, one with snow shader. Get their form ids and look them up in the plugins.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots with some information like getting the form id of the original reference.

See https://dyndolod.info/FAQ "Out of place or floating objects"

Oddly enough when using the more informative console I cannot click select the tent at all until dyndolod initiates.  I can click on and get data from literally everything else behind the tent, but cycling through with the mouse wheel never prompts the tent.  Once dyndolod initializes and the tent gets the inconsistent snow shader applied I can get a console click on it NP

https://imgur.com/a/6mkVO9q

edit: sorry, it appears I fixed the issue and likely due to me not following update instructions? I updated dyndolod and just loaded a save at the tent.  I can fix it by either setting dyndolod to inactive in the MCM and re-activating it... or simply loading the save in the abandoned prison... then after choosing the camping start I don't experience the issue when dyndolod initializes.

In the future you recommend deactivating the plugins and saving the game... isn't that ill advised?

 

Edited by Soulmancer
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5 hours ago, Soulmancer said:

Oddly enough when using the more informative console I cannot click select the tent at all until dyndolod initiates.  I can click on and get data from literally everything else behind the tent, but cycling through with the mouse wheel never prompts the tent.  Once dyndolod initializes and the tent gets the inconsistent snow shader applied I can get a console click on it NP

https://imgur.com/a/6mkVO9q

edit: sorry, it appears I fixed the issue and likely due to me not following update instructions? I updated dyndolod and just loaded a save at the tent.  I can fix it by either setting dyndolod to inactive in the MCM and re-activating it... or simply loading the save in the abandoned prison... then after choosing the camping start I don't experience the issue when dyndolod initializes.

In the future you recommend deactivating the plugins and saving the game... isn't that ill advised?

 

Follow the clean save instructions https://dyndolod.info/Help/Clean-Save when updating.

The steps can be done at any time to reset the current data (e.g. script instances)

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On 12/28/2022 at 10:42 PM, sheson said:

This has nothing to do with DynDOLOD. If this only happens when enabling the LOD patch, generate LOD for the current load order so all updated/changed base records are carried forward into the DynDOLOD plugins.

It has to do with parallax meshes and/or single pass snow shaders.

The auto parallax SKSE plugin can help after the fact https://www.nexusmods.com/skyrimspecialedition/mods/79473

Thanks for the suggestions.  I regenerated LOD, including TexGen and occlusion in DynDOLOD, and the problem is not fixed.

I also tried installing the auto parallax plugin, with no noticeable effect - problem still exists.

Do you have any other suggestions for things I should try?  I am considering disabling snow and mountain mods from the STEP guide and trying again, unfortunately LOD takes ~1 hr to regen each time if have to do texgen and occlusion each time I try something.  

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1 hour ago, afarabaugh said:

Thanks for the suggestions.  I regenerated LOD, including TexGen and occlusion in DynDOLOD, and the problem is not fixed.

I also tried installing the auto parallax plugin, with no noticeable effect - problem still exists.

Do you have any other suggestions for things I should try?  I am considering disabling snow and mountain mods from the STEP guide and trying again, unfortunately LOD takes ~1 hr to regen each time if have to do texgen and occlusion each time I try something.  

This is caused by mods containing NIFs that use the parallax shader or plugins changing the snow shader.
Remove these mods until you find the culprit, then make sure to carefully read its installation instructions and requirements.

As example, check which mod contains rockcliff03.nif from the screenshot via MO2 right data tab.
If there is no loose rockcliff03.nif may be it is in an BSA, in that case use the xEdit Assets Browser (CTRL+F3) to find out which BSA other then Skyrim Meshes1.BSA contains it.

Also lookup the base record 0005B56A in xEdit and check the DNAM material. In vanilla it usually is 0002871B. If a plugin changes it check its installation instructions and requirements.

When the LOD patch is generated, DynDOLOD might overwrite the base record. It should have the same DNAM material as the winning plugin before it, hence the instruction to make sure to generate LOD for the current load order.

See more here https://www.nexusmods.com/skyrimspecialedition/mods/52111

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Hello, I am wondering what files/folders I should add to the exclusions of Windows Defender, so that it won't keep scanning while generating LOD?

I have already excluded the DynDOLOD folder and the output folder, but in task manager I can still see windows defender actively scanning when generating LOD, which causes my system to run out of memory (16GB) and freeze. Turning off the real-time protection solved this problem, but I'd like to set up the exclusion list so that I can forget about the extra steps of turning off and on the real-time protection.

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1 hour ago, w740su said:

Hello, I am wondering what files/folders I should add to the exclusions of Windows Defender, so that it won't keep scanning while generating LOD?

I have already excluded the DynDOLOD folder and the output folder, but in task manager I can still see windows defender actively scanning when generating LOD, which causes my system to run out of memory (16GB) and freeze. Turning off the real-time protection solved this problem, but I'd like to set up the exclusion list so that I can forget about the extra steps of turning off and on the real-time protection.

Typically I would assume the folder and subfolders where you installed DynDOLOD, the game and where the mod manager stores all mods.

I suggest to white list file extensions, like BSA, NIF, DDS, BTO, BTR, BTT, TXT, INI, JSON etc.

Also see "High memory usage / Out of memory" at https://dyndolod.info/FAQ to reduce memory usage of the tools.

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