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DynDOLOD 3.00 Alpha 173


sheson

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39 minutes ago, backwords said:

Hello im new to Dyndolod lod generating. While generating lod it showed some errors. ill post them here. I don't know if i sohould be concerned.

https://paste.ee/p/3bxCO Large Reference Bugs

https://paste.ee/p/5a5MS Outdated Billboards

https://paste.ee/p/jnkxq Textures Do Not Match

Moved to the DynDOLOD 3 alpha thread. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

Read the explanations for messages https://dyndolod.info/Messages, what they mean, their severity and if/what to do about them.

https://dyndolod.info/Messages/Large-Reference-Bugs and https://dyndolod.info/Help/Large-References
https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32. Really follow the generation instruction https://dyndolod.info/Generation-Instructions
https://dyndolod.info/Messages/Textures-Do-Not-Match

If further explanations for a particular log message is required, provide the logs and ask a specific question.

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8 hours ago, MrXCh1k1X said:

I have a problem, I tried to install this mod with a tutorial video, however my game still looks like this: 

image.thumb.png.5e751083d5994c097398959fe144b900.png My textgen went without problems but my Dyndolod show a lot of warnings, Here is the full log:

DyndologLog.rar 149.84 kB · 1 download

Read the first post with entire log from the last LOD generation sesssion(s) and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

What does "this" mean in particular? The screenshot seems to show vanilla object and terrain LOD and maybe pre-generated tree LOD from another mod.

If you have problems with third party guides ask their author for help.

See https://dyndolod.info/Generation-Instructions how to generate and to install the output - in particular how the generated output need to overwrite everything. Pay attention to the Prerequisites and how to use xLODGen to generate terrain LOD. https://dyndolod.info/Help/xLODGen

Warning and error messages, there severity and if/what to do about them are explained at https://dyndolod.info/Messages and in the https://dyndolod.info/Help/Summary-Of-Messages.

If you have a questions about a particular message, ask a specific question.

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13 minutes ago, FinalCraneFall said:

I just switched to SR Exterior Cities. Is this the correct line? Without "x" this line works perfectly and detected my SREX, but with the "x" it did not disable Objects and Trees and the result is so bad.
 
WarnModFileName=xSR Exterior Cities;SR-Exterior-Cities
 

Correct. ATM for SR Exterior Cities you have to manually make sure object and tree LOD are not checked when doing the second run for dynamic LOD only.

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6 minutes ago, sheson said:

Correct. ATM for SR Exterior Cities you have to manually make sure object and tree LOD are not checked when doing the second run for dynamic LOD only.

While the result is so wrong. It did not have Occlusion, and my eFPS patch stopped working after, and also causes CTD.
 
I wanna double check: I only run Objects and Trees in the 1st run, then DELETE the plugins and do the 2nd run right?

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On 4/12/2023 at 6:35 PM, FinalCraneFall said:

While the result is so wrong. It did not have Occlusion, and my eFPS patch stopped working after, and also causes CTD.
 
I wanna double check: I only run Objects and Trees in the 1st run, then DELETE the plugins and do the 2nd run right?

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

If you want to generate LOD Occlusion, check the options accordingly. https://dyndolod.info/Help/Occlusion-Data#Generation and https://dyndolod.info/Help/Advanced-Mode#Occlusion-Data

Why do you believe DynDOLOD affects eFPS or patches for it? Occlusion planes are typically ignored for LOD generation. Occlusion planes are something very different to LOD occlusion.

Why do you believe DynDOLOD has anything to do with the CTD? Does the crash log point to it in any way? Upload it as well if help is required. Also see https://dyndolod.info/FAQ "ILS or CTD"

As explained at https://dyndolod.info/Mods/Open-Exterior-Cities, the first run is to generate tree and object LOD only. Any plugins should be discarded. The second run is to generate dynamic LOD and the optional Occlusion. Any new files on meshes/textures should be discarded. Occlusion can also be generated separately afterwards.

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18 minutes ago, FinalCraneFall said:

How can I enable Large Reference Workaround? On https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds I don't see anything but installing DynDOLOD DLL. Excuse me English is not my 1st language.

As explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds, install DynDOLOD DLL NG and Scripts instead of the "normal" DynDOLOD DLL and Scripts and make sure it overwrite DynDOLOD Resources.

Then start DynDOLOD and check the log for Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no)

If that is the case, then there will be additional options available on the Advanced Mode as shown in the image at the top of the page. Check the Large reference bugs workarounds checkbox

However, pay attention to https://dyndolod.info/Mods/Open-Exterior-Cities
There is a known issue when using the large reference bugs workarounds. In cases a mod replaces vanilla large references with normal references the object LOD for them will have gaps. In that case do not use the large reference bugs workarounds for now.

ATM to make both work together it probably requires to use an ESM version of the SR Exterior Cities and generate large references data for it. It is just an idea and I advice against this unless for testing purposes. I have not tested it myself. I am currently working/testing solutions that hopefully work with unmodified open/exterior cities mods.

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1 hour ago, sheson said:

As explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds, install DynDOLOD DLL NG and Scripts instead of the "normal" DynDOLOD DLL and Scripts and make sure it overwrite DynDOLOD Resources.

Then start DynDOLOD and check the log for Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no)

If that is the case, then there will be additional options available on the Advanced Mode as shown in the image at the top of the page. Check the Large reference bugs workarounds checkbox

However, pay attention to https://dyndolod.info/Mods/Open-Exterior-Cities
There is a known issue when using the large reference bugs workarounds. In cases a mod replaces vanilla large references with normal references the object LOD for them will have gaps. In that case do not use the large reference bugs workarounds for now.

ATM to make both work together it probably requires to use an ESM version of the SR Exterior Cities and generate large references data for it. It is just an idea and I advice against this unless for testing purposes. I have not tested it myself. I am currently working/testing solutions that hopefully work with unmodified open/exterior cities mods.

Is Season and Snow object or else?

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Does anyone know how I go about merging two dyndolod outputs ? I always get the "out of memory" error when I try to generate grass lods so I was wondering if it is possible to generate one dyndolod outputfor all the object lods and one dyndolod output just for the grass lods and merge the two. 

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7 hours ago, Modderman21 said:

Does anyone know how I go about merging two dyndolod outputs ? I always get the "out of memory" error when I try to generate grass lods so I was wondering if it is possible to generate one dyndolod outputfor all the object lods and one dyndolod output just for the grass lods and merge the two. 

Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts.

https://dyndolod.info/Help/Grass-LOD#LODGen-takes-a-long-time-or-uses-a-lot-of-memory
https://dyndolod.info/Help/Grass-LOD#Out-of-memory-while-generating-occlusion-data
https://dyndolod.info/FAQ "High memory usage / Out of memory"

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19 hours ago, FinalCraneFall said:

Im using SR Exterior. I generated Object and Tree without SREX, then duplicated Meshes and Textures into mod folder, then generated the rest with SREX, and move everything else but the Meshes and Textures into mod folder. I still didn't get Occulasion.esp.

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

If you want to generate LOD Occlusion, check the options on Advanced Mode accordingly. https://dyndolod.info/Help/Advanced-Mode#Occlusion-Data and https://dyndolod.info/Help/Occlusion-Data#Generation

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