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DynDOLOD 3.00 Alpha 173


sheson

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56 minutes ago, sheson said:

Those 2 screenshots should show more informative console. I assume this shows the full model xx0000C3A.

Yes. Sorry forgot to include screenshot:

image.jpeg

56 minutes ago, sheson said:

We typically expect LOD to be turned off when the cells that references are placed into are attached. If you move backwards a cell, you should see the dynamic LOD for the ship.

Indeed:

image.jpegimage.jpeg

58 minutes ago, sheson said:

The base record is defined by the last overwrite for the reference, so base defined shows DynDOLOD.esm. The base record itself is not overwritten, so base last changed is also DynDOLOD.esm. For the why, see https://dyndolod.info/DynDOLOD-Reference#17-Convert-enabled-references

Yes, that is not questioned. Sorry if I wasn't clear - I wasn't talking about the base record, I was talking about the reference itself, which is defined in SaveTheIceRunner.esp, not in DynDOLOD.esm:

image.jpeg

1 hour ago, sheson said:

Here is a test version that also copies references that have dynamic LOD https://mega.nz/file/JVI2kKpQ#LFeiWGH74lL12ZljiPVctCLej_LH2_2UW3b8LSZG5m4
Test for side effects in all 5 cities.

Ok, I'll give it a try. This will take a while...

Thanks.

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9 minutes ago, Mousetick said:

Yes. Sorry forgot to include screenshot:

image.jpeg

Indeed:

image.jpegimage.jpeg

Yes, that is not questioned. Sorry if I wasn't clear - I wasn't talking about the base record, I was talking about the reference itself, which is defined in SaveTheIceRunner.esp, not in DynDOLOD.esm:

image.jpeg

Ok, I'll give it a try. This will take a while...

Thanks.

Did you actually flag the plugin as master?

Not sure why mfg sees what it seems. it probably has to do with how a master plugins overwrites other master plugins, which is different than non master.

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1 hour ago, Ylikollikas said:

That would be appreciated! I was able to find some from going through all the winter 3D lod models that I was able to find, but I don't know if I missed any. I fixed the flags in following models:

  Reveal hidden contents

Can you link to the mod on Nexus these files are from?

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35 minutes ago, Ylikollikas said:

Its 3D lods for NotW made by from decimating and hand-tuning the models in blender. It also includes winter variants. I haven't yet gotten reply from original author to upload on Nexus.

 

But anyway, Here they are

Download and run this test version https://mega.nz/file/gNJhlIpC#wYtntkA4Nw6hp9IBFv5tgF_L4ASrjmHDyptzeoS6qhE
Only select a single small worldspace like Blackreach, so it goes through everything quick.
Once its done, search the debug log for "Cloud_LOD" to find loglines like 
<Debug: Meshes\dyndolod\lod\trees\*passthru_lod.nif Scene Root:5 Shader Flags 2: ZBuffer_Write | Double_Sided | EnvMap_Light_Fade | Cloud_LOD | ... >

I did not find any in the archive, but I am not sure I have the right mod that actually requires all those files. It only checks NIFs that are actually used.

I have a few additional comments:
Static LOD models should not have BSX flags like Havok, Complex or Articulated. If no BSX flags are set the block can be removed. You can search the debug log for "LOD model BSX Flags" and if you see a 3D tree LOD model listed, the block can most likely be removed. LOD models are can be used in the game directly, so wrong, unnecessary flags can cause problems.
For 3D tree LOD models, the shapes that depict crowns should have "Crown" in the shape name. Trunks should have "Trunk" in the shape name. That will allow to apply distinct brightness setting. See https://dyndolod.info/Help/3D-Tree-LOD-Model#Combining-Trunks-and-Crowns-Leaves-and-Branches
Like the vanilla game, mods should always use unique filenames (for textures in this case). There shouldn't be duplicate filenames with different data in different folders.

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Candlehearth Hall is misaligned inside of the city when I am in the parent world space, I don't know how to fix this to where DynDOLOD 3 doesn't generate Windhelm child lod in the exterior.
It's also causing major clipping at the main gate... Yes that's part of the same mesh, my Argonian is standing under that just outside the city.

20230904163757_1.jpg

Edited by StrayHALO_MAN
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10 hours ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts.

Apologies, clearly I hadn't looked enough. 
Below is a google drive with the logs of both TexGen and DynDOLOD, along with their debugs;
https://drive.google.com/file/d/18TwcPu_Mytgkc79SYI-3Vzs8JqKOn1Ed/view?usp=sharing

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7 hours ago, StrayHALO_MAN said:

Candlehearth Hall is misaligned inside of the city when I am in the parent world space, I don't know how to fix this to where DynDOLOD 3 doesn't generate Windhelm child lod in the exterior.
It's also causing major clipping at the main gate... Yes that's part of the same mesh, my Argonian is standing under that just outside the city.

20230904163757_1.jpg

Moved to the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.

Lookup the reference form id in xEdit to find out its editor id which shows the source for which the reference was added as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

The land and building should be two separate references and using two different LOD models. 

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3 hours ago, Onyxeagle171 said:

Apologies, clearly I hadn't looked enough. 
Below is a google drive with the logs of both TexGen and DynDOLOD, along with their debugs;
https://drive.google.com/file/d/18TwcPu_Mytgkc79SYI-3Vzs8JqKOn1Ed/view?usp=sharing

Generate with this test version instead https://mega.nz/file/AAo1EZSI#Ww2_BpQ63EggdX7KYPWeovJ4shgyhnVPQOwS8eEMfpc

It should run through. If not, upload new log and debug log.

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14 hours ago, sheson said:

Did you actually flag the plugin as master?

Yes that is correct, I did ESM-flag the SaveTheIcerunner.esp plugin.

14 hours ago, sheson said:

Not sure why mfg sees what it seems. it probably has to do with how a master plugins overwrites other master plugins, which is different than non master.

That console display inaccuracy bothers me greatly so I decided to investigate. I tried to reproduce the issue from scratch using test plugins manually created in xEdit. One 'master' plugin defining a new reference, one 'override' plugin overriding that reference. This is a rabbit hole of mind-boggling permutations but I think I managed to narrow it down:

  • The 'master' plugin must be ESM. Either .esm or ESM-flagged .esp.
  • The reference override in the 'override' plugin must have an enable parent.

Notes:

  • Console display problem doesn't happen if 'master' plugin is not ESM.
  • It doesn't matter if 'override' plugin is ESM or not.
  • It doesn't matter if the reference in the 'master' plugin has an enable parent or not. Only the enable parent in the override triggers the incorrect display.
  • It doesn't matter what changes the override makes to the reference. It can be simply an ITM + enable parent.
  • It doesn't matter whether 'master' or 'override' plugins are ESL-flagged or not.

Weird, huh?

I don't know if this is a bug in More Informative Console or yet another engine quirk or a side-effect of low-level SKSE plugins (such as SSE Engine Fixes).

Sorry for veering off-topic but I think this is pertinent as it affects DynDOLOD reporting and troubleshooting. The true origin of the reference cannot be determined by looking at the console in those cases, one must go look into xEdit. I'd be interested if others could confirm my observations.

Thanks.

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I got same issue with DynDOLOD v3 140a. It hangs at atlas creation:
[04:22] [Tamriel] Creating texture atlas C:\Modding\DynDOLOD3.00-140a\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds 1024 x 512
The process  "Taking your firstborn" (you really should stop this meme I think) is still running at 25% cpu though, but it's more than 20 minutes like that, nothing react. It almost the fifth time I restarted. I don't have this issue on previous versions. 

Edited by imnotfamous
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1 hour ago, imnotfamous said:

I got same issue with DynDOLOD v3 140a. It hangs at atlas creation:
[04:22] [Tamriel] Creating texture atlas C:\Modding\DynDOLOD3.00-140a\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds 1024 x 512
The process  "Taking your firstborn" (you really should stop this meme I think) is still running at 25% cpu though, but it's more than 20 minutes like that, nothing react. It almost the fifth time I restarted. I don't have this issue on previous versions. 

Moved the post from an old 2019 thread to the appropriate DynDOLOD 3 Alphja thread.

Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log upload when making posts or how to enable the realtime log.

As explained use search to find similar posts and answers, for example https://stepmodifications.org/forum/search/?q=DynDOLOD_Tamriel_Glow.dds&quick=1&type=forums_topic&item=17510

I will list the things that worked for people in the past as discussed in this thread. Try one at time until it hopefully works:

Make sure UAC and antivirus are not interfering. Add exceptions for all executables, also for in ..\Edit Scripts\Texconvx64.exe for example.

Update the graphics driver to the latest version. Install the driver only without the crapware or terminate the crapware before using the tools.

Check the task manager for stuck Texconvx64.exe that DynDOLOD might be waiting for. If you terminate all Texconvx64.exe DynDOLOD should have a related error message and stop.

Add LockTexconv=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.INI to see if that changes anything.

If not, test if adding RenderSingle=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.INI lets it run through.

If not, test if instructing Texconv to not use the GPU by adding TexconvAdapterIndex=-1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.IN changes anything.

If it still gets stuck, upload both the log and the debug log.

Requiring firstborns is an allegory and not a meme.

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Thanks Sheson for the fast answer. I add LockTexconv=1 and unselected the Fake lights child world option, and it works now. 
I think it could have been a light issue as I use the recent Light Limit Fix mod with its candle glow fake texture, and with LLF Particle Lights instead of Fake Glow mod as well. Not sure how this will be compatible with the Fake lights child world option. Or maybe it's just the LockTexconv that has resolve the issue. Thanks anyway. 
Keep the good work.
Best Regards.

PS: I don't get it about the allegory, maybe something related to dragonborn :) Anyway, your choice, just I'm probably not only to not get it. 

Edited by imnotfamous
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