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DynDOLOD 3.00 Alpha 173


sheson

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Hello Sheson, All,

I got a new system and installed Skyrim from scratch and I am back again with an issue please. 
I checked all the installed mods for error and removed errors as much as possible to make them error free (earlier texgen runs were showing errors and after removing all of the "Error: Could not be found" from mods, Texgen and Dyndolod run fine). Now I get a 50GB dump of Dyndolod output. Does not matter if I run it with full load order or after diabling some of the mods that in my opinion have nothing to with dyndolod (like body mods and beauty mods for example). 
Do I have to disable textures and meshes mods too? I have enabled to have grass LoDs(1) with 25% desity and disabled seasons altoghether.

The game itself runs fine, good performance, looks great, so far with Dyndolod successfully initialized. Is 50GB dyndolod output normal?

Please let me know if you need any other info.

Thank you for your help.

With Regards,

DynDOLOD_SSE_log.txt TexGen_SSE_log.txt

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1 hour ago, Kaizersoze27 said:

Hello Sheson, All,

I got a new system and installed Skyrim from scratch and I am back again with an issue please. 
I checked all the installed mods for error and removed errors as much as possible to make them error free (earlier texgen runs were showing errors and after removing all of the "Error: Could not be found" from mods, Texgen and Dyndolod run fine). Now I get a 50GB dump of Dyndolod output. Does not matter if I run it with full load order or after diabling some of the mods that in my opinion have nothing to with dyndolod (like body mods and beauty mods for example). 
Do I have to disable textures and meshes mods too? I have enabled to have grass LoDs(1) with 25% desity and disabled seasons altoghether.

The game itself runs fine, good performance, looks great, so far with Dyndolod successfully initialized. Is 50GB dyndolod output normal?

Please let me know if you need any other info.

Thank you for your help.

With Regards,

DynDOLOD_SSE_log.txt 2.25 MB · 0 downloads TexGen_SSE_log.txt 458.59 kB · 0 downloads

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

See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size
It mentions to check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_ModelsUsed_[WORLDSPACE].txt for a list of models.

The DynDOLOD log includes a top 10 list if a certain threshold in a worldspace is exceeded.

For Tamriel:
Meshes\dyndolod\lod\trees\clumpspruce02_8cd38f66passthru_lod.nif used 1083 times, ~ 840.60 MB
Meshes\dyndolod\lod\trees\srg_oak2_11db0fc5passthru_lod.nif used 1378 times, ~ 820.71 MB
Meshes\dyndolod\lod\trees\treepineforest03_bb82d251passthru_lod.nif used 1428 times, ~ 745.39 MB
Meshes\dyndolod\lod\trees\treepineforestsnow05_0f50d2acpassthru_lod.nif used 1594 times, ~ 631.87 MB
Meshes\dyndolod\lod\trees\treepineforest05_2a8ae64bpassthru_lod.nif used 1336 times, ~ 617.34 MB
Meshes\dyndolod\lod\trees\srg_oak3_06988d1dpassthru_lod.nif used 1387 times, ~ 592.32 MB
Meshes\dyndolod\lod\trees\eastmarch_treepineforest05_da6617e8passthru_lod.nif used 1162 times, ~ 539.69 MB
Meshes\dyndolod\lod\trees\treepineforestsnow04_ba71213apassthru_lod.nif used 1367 times, ~ 527.79 MB
Meshes\dyndolod\lod\trees\treepineforest02_0f39cddfpassthru_lod.nif used 949 times, ~ 498.84 MB
Meshes\dyndolod\lod\trees\srg_oak1_53ac741epassthru_lod.nif used 1037 times, ~ 495.09 MB

Those 10 listed trees are about 6GB.

For DLC2SolstheimWorld:
Meshes\dyndolod\lod\trees\treepineforest03_bb82d251passthru_lod.nif used 4135 times, ~ 2158.39 MB
Meshes\dyndolod\lod\trees\treepineforest05_2a8ae64bpassthru_lod.nif used 4562 times, ~ 2108.02 MB
Meshes\dyndolod\lod\trees\treepineforest02_0f39cddfpassthru_lod.nif used 2760 times, ~ 1450.80 MB
Meshes\dyndolod\lod\trees\treepineforestsnow05_0f50d2acpassthru_lod.nif used 3465 times, ~ 1373.54 MB
Meshes\dyndolod\lod\trees\treepineforest04_6d07fe19passthru_lod.nif used 2323 times, ~ 1170.20 MB
Meshes\dyndolod\lod\trees\treepineforestsnow04_ba71213apassthru_lod.nif used 2929 times, ~ 1130.86 MB
Meshes\dyndolod\lod\trees\treepineforestsnow02_79da18e8passthru_lod.nif used 2732 times, ~ 1082.93 MB
Meshes\dyndolod\lod\trees\treepineforestsnow03_234fdbf7passthru_lod.nif used 3256 times, ~ 851.68 MB
Meshes\dyndolod\lod\trees\srg_oak2_11db0fc5passthru_lod.nif used 1392 times, ~ 829.05 MB
Meshes\dyndolod\lod\trees\treepineforestsnowl05_287b36d6passthru_lod.nif used 1791 times, ~ 803.03 MB

Those listed trees are about 12GB.

The LOD output size and how long LOD generation takes is the direct result of the (often not very well made / optimized 3rd party) mods and LOD assets you have installed.

For example treepineforest03_bb82d251passthru_lod.nif seems to be about 520kB.
For comparison, the vanilla 3D tree LOD model treepineforest03passthru_lod.nif included in DynDOLOD Resources is like 13kB.

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Thoughts about Parent > Child feature.

In addition to warning about potentially noticeable performance impact, it may be advisable to warn about impact on the reference handle count. This can become a problem for users using "urban sprawl" mods (example 1, example 2, example 3) or dense tree mods (example 1, example 2) for instance, from which child copies would be defined in DynDOLOD.esp rather than DynDOLOD.esm.

In regards to the "covered area":

On 9/5/2023 at 5:37 PM, sheson said:

The covered area is the bounding box of cells with navmehes +- (uLargeRefLODGridSize/2)+1  or (uGridsToLoad/2)+1 

At the risk of repeating myself, I cannot think of a tangible reason to copy non-large references beyond cells with navmeshes +/- (uGridsToLoad/2)+1. Their full model is not visible from the city cells - their LOD is visible instead, so I don't understand what purpose they might have or under which circumstances. But I'd be very happy to be proven wrong with specific examples or scenarios.

If the area covered could be "optimized" depending on whether the parent reference is a large reference or not, this would partially alleviate the reference handle count issue. Or expressed more correctly: the area covered remaining what it currently is, if the copy process could be optimized to selectively copy all large references, and to selectively not copy non-large references placed farther than cells with navmeshes +/- (uGridsToLoad/2)+1.

This is not a complaint or criticism. Simply some what-if food for thought. I'm actually not concerned or affected at all by the issue myself: due to my load order setup, the overwhelming majority of child copies are defined in DynDOLOD.esm.

Thanks for reading.

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32 minutes ago, Mousetick said:

Thoughts about Parent > Child feature.

In addition to warning about potentially noticeable performance impact, it may be advisable to warn about impact on the reference handle count. This can become a problem for users using "urban sprawl" mods (example 1, example 2, example 3) or dense tree mods (example 1, example 2) for instance, from which child copies would be defined in DynDOLOD.esp rather than DynDOLOD.esm.

In regards to the "covered area":

At the risk of repeating myself, I cannot think of a tangible reason to copy non-large references beyond cells with navmeshes +/- (uGridsToLoad/2)+1. Their full model is not visible from the city cells - their LOD is visible instead, so I don't understand what purpose they might have or under which circumstances. But I'd be very happy to be proven wrong with specific examples or scenarios.

If the area covered could be "optimized" depending on whether the parent reference is a large reference or not, this would partially alleviate the reference handle count issue. Or expressed more correctly: the area covered remaining what it currently is, if the copy process could be optimized to selectively copy all large references, and to selectively not copy non-large references placed farther than cells with navmeshes +/- (uGridsToLoad/2)+1.

This is not a complaint or criticism. Simply some what-if food for thought. I'm actually not concerned or affected at all by the issue myself: due to my load order setup, the overwhelming majority of child copies are defined in DynDOLOD.esm.

Thanks for reading.

There are other theoretical issues with a lots of things I probably only address if they actually happen / are reported. It is all about limited time I rather spend on something else that is not theoretical.

If a user has a load order where the reference cap is a problem, then I would think they are going to convert such mods to ESM anyhow and that way kill two birds with one stone. DynDOLOD DLL NG requires much less temp reference compared to the scripted version, too.

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Hi sheson, I am trying to modify IsHDMeshMask / IsHDTextureMask rules while using DynDOLOD, as we discussed a while back and you showed me how to do with xLODGen. Looking at the changelog, it appears you enabled this functionality in DynDOLOD but I'm not sure how to use it. Where do I put the options file, and what do I name it? I don't see any "no options file found" line in the DynDOLOD log as there was in xLODGen.

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4 hours ago, Gamma_Metroid said:

Hi sheson, I am trying to modify IsHDMeshMask / IsHDTextureMask rules while using DynDOLOD, as we discussed a while back and you showed me how to do with xLODGen. Looking at the changelog, it appears you enabled this functionality in DynDOLOD but I'm not sure how to use it. Where do I put the options file, and what do I name it? I don't see any "no options file found" line in the DynDOLOD log as there was in xLODGen.

Search for "LODGen_Options" in the debug log:
[DoObjectLOD] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_LODGen_Options_Tamriel.txt for Skyrim.esm Tamriel "Skyrim" [WRLD:0000003C]>

A path without a drive letter is relative to the game data path, so it is looking in ..\Data\DynDOLOD\ for the file DynDOLOD_SSE_LODGen_Options_Tamriel.txt just like any other game asset.

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2 hours ago, sheson said:

Search for "LODGen_Options" in the debug log:
[DoObjectLOD] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_LODGen_Options_Tamriel.txt for Skyrim.esm Tamriel "Skyrim" [WRLD:0000003C]>

A path without a drive letter is relative to the game data path, so it is looking in ..\Data\DynDOLOD\ for the file DynDOLOD_SSE_LODGen_Options_Tamriel.txt just like any other game asset.

Thanks! I was able to create the options file, and I could see in the LODGen export file that the mesh mask rules were added. However, the DynDOLOD output still does not assign objSnowHD where I want it. Running xLODGen on the same chunk does successfully give me the HD LOD shader there, so I'm sure the LOD4 model meets all the requirements. Is there still a conflict with the mesh mask settings somewhere?

Here are the log files: https://ufile.io/jljd9gnz

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38 minutes ago, Gamma_Metroid said:

Thanks! I was able to create the options file, and I could see in the LODGen export file that the mesh mask rules were added. However, the DynDOLOD output still does not assign objSnowHD where I want it. Running xLODGen on the same chunk does successfully give me the HD LOD shader there, so I'm sure the LOD4 model meets all the requirements. Is there still a conflict with the mesh mask settings somewhere?

Here are the log files: https://ufile.io/jljd9gnz

You did not upload the DynDOLOD_SSE_LODGen_Options_WrldMorrowind.txt file itself.

It needs to be different than the options file for LODGen. I have this still from the test:

IsHDMeshMask=nif
NotHDMeshMask=
IsHDTextureMask=
NotHDTextureMask=

The empty lines are supposed to unset the default settings added by DynDOLOD. For example there should not be a NotHDMeshMask=nif or NotHDTextureMask=lod etc. lines in the export file LODGen_SSE_Export_WrldMorrowind.txt because of that.

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8 hours ago, sheson said:

You did not upload the DynDOLOD_SSE_LODGen_Options_WrldMorrowind.txt file itself.

It needs to be different than the options file for LODGen. I have this still from the test:

IsHDMeshMask=nif
NotHDMeshMask=
IsHDTextureMask=
NotHDTextureMask=

The empty lines are supposed to unset the default settings added by DynDOLOD. For example there should not be a NotHDMeshMask=nif or NotHDTextureMask=lod etc. lines in the export file LODGen_SSE_Export_WrldMorrowind.txt because of that.

Ahh I had forgotten that I needed to use empty lines to clear out the default settings. That did the trick. Thanks again!

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Sheson, Is there any change to dyndolod regarding settings? I cant seem to generate 3d lods anymore with my usual settings.

Usually with ultra ticked and mesh mask rules level 0, bil4, bil1, bil6 would do the job.

Do I need to tick "large" on ultra tree rules now?

Edit 2 : I just noticed that on the mesh mask rules its "tree" instead of "trees" as my 3d tree lods are in a folder named "trees". Will that affects the results?

Logs : https://ufile.io/pdlmrq61

Untitled.png

Edited by leostevano
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1 hour ago, leostevano said:

Sheson, Is there any change to dyndolod regarding settings? I cant seem to generate 3d lods anymore with my usual settings.

Usually with ultra ticked and mesh mask rules level 0, bil4, bil1, bil6 would do the job.

Do I need to tick "large" on ultra tree rules now?

Edit 2 : I just noticed that on the mesh mask rules its "tree" instead of "trees" as my 3d tree lods are in a folder named "trees". Will that affects the results?

Logs : https://ufile.io/pdlmrq61

Untitled.png

https://dyndolod.info/Official-DynDOLOD-Support-Forum
Report the actual problem or error message without making assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text
Do not post screenshots of the tools, unless it is about visual issues with the user interface.

The change log lists changes https://dyndolod.info/Changelog

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask
The mesh mask is any part of the path/to/model.nif of a full model defined on a base record. It does not use wildcards and simply matches any part of the entire path.

Also see https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#TREE-Apply-rule-to-TREE-and-Has-Tree-LOD-flag-base-records-in-addition-to-mesh-mask

https://dyndolod.info/Help/Ultra-Tree-LOD explains how to generate 3D tree LOD.
While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each which types of assets were found and used for the different LOD levels.

Is the problem that there is no tree LOD at all? No billboard fallback either?
Checking the tree report reveals that pretty much all but a handful off trees have no billboards or 3D LOD models discovered/assigned.
An obvious bug.

What would be the version you used before this where that tree rule actually worked?

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3 minutes ago, sheson said:

https://dyndolod.info/Official-DynDOLOD-Support-Forum
Report the actual problem or error message without making assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text
Do not post screenshots of the tools, unless it is about visual issues with the user interface.

The change log lists changes https://dyndolod.info/Changelog

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask
The mesh mask is any part of the path/to/model.nif of a full model defined on a base record. It does not use wildcards and simply matches any part of the entire path.

Also see https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#TREE-Apply-rule-to-TREE-and-Has-Tree-LOD-flag-base-records-in-addition-to-mesh-mask
Do you have any other rule higher in the list checking that flag?

https://dyndolod.info/Help/Ultra-Tree-LOD explains how to generate 3D tree LOD.
While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each which types of assets were found and used for the different LOD levels.

Isn't the problem that there is no tree LOD? No billboard fallback either?
Checking the tree report reveals that pretty much all but a handful off trees have no billboards or 3D LOD models discovered/assigned.
An obvious bug.

What would be the version you used before this where that tree rule actually worked?

 

I use happy little trees performance 3d tree lods https://www.nexusmods.com/skyrimspecialedition/mods/56907

I still have it activated in my load order, and I didn't make any major changes other than adding CCOR and CACO. So I'm pretty confused why my 3d lods aren't detected anymore.

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14 minutes ago, leostevano said:

 

I use happy little trees performance 3d tree lods https://www.nexusmods.com/skyrimspecialedition/mods/56907

I still have it activated in my load order, and I didn't make any major changes other than adding CCOR and CACO. So I'm pretty confused why my 3d lods aren't detected anymore.

I did not ask what tree mod(s) you are using. It is irrelevant at the moment. There is nothing in my answer that should prompt that assumption.

Isn't the problem that there is no tree LOD? No billboard fallback either?
What would be the version you used before this where that tree rule actually worked?

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2 minutes ago, sheson said:

I did not ask what tree mod(s) you are using. It is irrelevant. There is nothing in my answer that should prompt that assumption.

Isn't the problem that there is no tree LOD? No billboard fallback either?
What would be the version you used before this where that tree rule actually worked?

Ah sorry I thought you're asking me that. The LODs are there, but they are 2D billboard models, not 3D as it were before.

My Dyndolod output went down from 10gb to 6gb indicating somethings not setup correctly. But I did not change any settings with alpha 148. The screenshot I posted is my usuall settings.

Right now i'm trying to generate with dyndolod.exe 148, but everything else is alpha 146.

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