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DynDOLOD 3.00 Alpha 173


sheson

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11 minutes ago, sheson said:

Explain the problem you are trying to solve.

I want some trees to be skipped during LOD generation. Just not to have LODs.

Simply, trying to make dense forests a bit less heavy when using 3D LODs. I figured out that maybe skipping some trees will be a good idea too. Pop-in should be hard to spot since they are between other trees.

Dunno if it is a good idea to go this route, but seems better than further optimizing LODs themselves since it would damage their appereance too much in less forested areas where they are much more visible.

Could simply make a plugin that removes them -> generate dyndolod -> disable plugin but then DynDOLOD.esp would probably mark it as its master.

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7 minutes ago, Morti said:

I want some trees to be skipped during LOD generation. Just not to have LODs.

Simply, trying to make dense forests a bit less heavy when using 3D LODs. I figured out that maybe skipping some trees will be a good idea too. Pop-in should be hard to spot since they are between other trees.

Dunno if it is a good idea to go this route, but seems better than further optimizing LODs themselves since it would damage their appereance too much in less forested areas where they are much more visible.

Could simply make a plugin that removes them -> generate dyndolod -> disable plugin but then DynDOLOD.esp would probably mark it as its master.

Shorten object LOD level 4 distance, use Simplygon to create lighter 3D tree LOD models or add mesh mask or reference rules so those trees use billboards for LOD instead.
https://dyndolod.info/Help/Mesh-Mask-Reference-Ruleshttps://dyndolod.info/Mod-Authors#How-to-add-a-rule-file-for-a-plugin

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Hi, I shuffled some mods around before starting a new game and went to run Texgen and it said the scripts couldn't be found. so I went back and I got what I thought were the correct scripts but It gave me the same error. I thought just make sure I'll go check my game version again and that's where something new showed up. My game Now says version  1.0.0.0. I haven't seen That before. Please tell me I don't need to reinstall the game. Everything was running just fine a couple weeks ago.

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13 minutes ago, Zerin99 said:

Hi, I shuffled some mods around before starting a new game and went to run Texgen and it said the scripts couldn't be found. so I went back and I got what I thought were the correct scripts but It gave me the same error. I thought just make sure I'll go check my game version again and that's where something new showed up. My game Now says version  1.0.0.0. I haven't seen That before. Please tell me I don't need to reinstall the game. Everything was running just fine a couple weeks ago.

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

In case there is an error message, read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages how to use "Click on this link for additional explanations and help for this message" to open additional information and help.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs#Copy-and-Paste-Text how to use the "Copy message to clipboard" link in order to paste the message text here for further help.

TexGen typically does not check for any scripts.

What do you expect TexGen/DynDOLOD or me to do about the game version you have installed? Check the product version as explained at https://dyndolod.info/Downloads#Additional-Requirements

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7 hours ago, sheson said:

Can you upload the accompanying papyrus log from the test where it tries to repeatedly disable the reference?

Since the reference is initially disabled it has to be enabled via DynDOLOD DLL after starting with a clean or new save.

Test with two new clean saves. One where the interior load door is outside the FarGrid and one that is inside the FarGrid, though it shouldn't really make a difference. Also approaching by foot or fast travel should not make a difference but test that too.

  • Test 1: Same as previous test 1 where DynDOLOD DLL attempts to disable 7D3022EC several times unsuccessfully. Papyrus log doesn't contain anything of interest: Papyrus.0.log.7z

Any idea why the reference fails to disable?

Then I made 2 new cleaned saves (one inside Honningbrew Meadeary, load-door within FarGrid, the other inside Frostfruit Inn, load-door outside FarGrid) and did all the tests you suggested. Everything worked fine and as expected, so I'll skip the details.

I thought the issue is not with the initial enabling of the initially disabled dynamic LOD, rather at some point the dynamic LOD should be disabled but is not for some reason and this leaves it into a "wonky" state. Then I thought about possible scenarios that might cause this. And I was able to reproduce it from scratch, yeah!

Make sure you're seated comfortably because this is a bit convoluted.

  • I use the Clockwork mod. It provides a teleportation system in the form of access terminals at each city and a central hub. To fast-travel from one city to another, one enters the departure terminal, teleports to the hub, then from the hub teleports to the destination terminal. Each terminal and the hub are separate interior cells.
  • The Whiterun terminal is located near the Whiterun gates. Its load-door is within the FarGrid containing 7D3022EC, but outside the NearGrid.
  • The Windhelm terminal is located at the Windhelm docks. Its load-door is obviously outside the FarGrid containing 7D3022EC.

The steps I used to reproduce:

  1. Load clean save with DynDOLOD plugins enabled, inside Honningbrew Meadery.
  2. Exit the meadery. 7D3022EC Initially Disabled -> Enabled.
  3. Go to the Whiterun teleportation terminal and enter it. 7D3022EC still Enabled.
  4. Teleport to Clockwork Hub. 7D3022EC still Enabled.
  5. Teleport to Windhelm terminal. 7D3022EC still Enabled.
  6. Exit Windhelm terminal. We're now in Tamriel on the Windhelm Docks, very far from the Whiterun Watchtower. 7D3022EC still Enabled.
  7. Re-enter Windhelm terminal. Teleport to Hub then back to Whiterun terminal. Exit Whiterun terminal. 7D3022EC still Enabled.
  8. Walk to the Whiterun Watchtower. 7D3022EC still Enabled. And same disabling failures as before:
Enable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif
Enable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif
Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif
Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif
Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif
Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif
Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif
Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif
Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif
Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif
Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif
Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif

There are about twice as many disabling attempts compared to test 1 so I guess DynDOLOD tried to disable it on two occasions, but I have no idea when the first one occurred. Perhaps step 6? I guess I can rerun the test and quit after step 6 to confirm.

Thanks.

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21 hours ago, adancau said:

First run was successful, but the second one failed. Attaching the logs for both runs (I deleted them in between runs, so each should contain only their own run).

Logs.failed.zip 448.29 kB · 0 downloads Logs.success.zip 517.52 kB · 0 downloads

Upload log and debug log from this test version https://mega.nz/file/gNx1kaqY#la7pPzh8aGhcS0DqcK5qRDhd06B53ssIla1U2mYaToM

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I have followed the install instructions, updated my video drivers. Ideas? Thank you!

[Window Title]
TexGen

[Main Instruction]
Error: OpenGL: E:\DynDOLOD\TexGen_Output\textures\lod\impextrubble01lod framebuffer objects unsupported.

[Content]


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

Clean install the latest recommended/WHQL (not optional and not beta) graphics drivers only without any bloatware.

If the issue persists, posts a problem report on the official DynDOLOD support forum.

[Exit TexGen]

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

TexGen_SSE_log.txt

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Just now, rmcgloth said:

I have followed the install instructions, updated my video drivers. Ideas? Thank you!

[Window Title]
TexGen

[Main Instruction]
Error: OpenGL: E:\DynDOLOD\TexGen_Output\textures\lod\impextrubble01lod framebuffer objects unsupported.

[Content]


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

Clean install the latest recommended/WHQL (not optional and not beta) graphics drivers only without any bloatware.

If the issue persists, posts a problem report on the official DynDOLOD support forum.

[Exit TexGen]

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

TexGen_SSE_log.txt 471.24 kB · 0 downloads

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

As explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, click "Click on this link for additional explanations and help for this message" which should open https://dyndolod.info/Messages/Exceptions, scroll down to https://dyndolod.info/Messages/Exceptions#OpenGL.

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search, use search, check older posts.
Assuming you have an NVIDIA card/driver, you will find an interim workaround https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-155/?do=findComment&comment=275186 and the information that this is caused by latest NVIDIA drivers. There are further post with test versions to see if the driver issue can be worked around but still ongoing.

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16 minutes ago, sheson said:

Upload log and debug log from this test version https://mega.nz/file/5Bg0BT5T#020KpwisvQdHItYhzEqqddfpYie3b9MpAwiyio-aQZA

Ran it three times without any issues with KeepRenderer=0 in the configuration.

Just in case, I ran it once without KeepRenderer=0 as well, and encountered no issues either.

Attaching the logs from all four runs.

Logs.success.KeepRenderer0.1.zip Logs.success.KeepRenderer0.2.zip Logs.success.KeepRenderer0.3.zip Logs.success.noKeepRenderer.zip

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5 hours ago, adancau said:

Ran it three times without any issues with KeepRenderer=0 in the configuration.

Just in case, I ran it once without KeepRenderer=0 as well, and encountered no issues either.

Attaching the logs from all four runs.

Logs.success.KeepRenderer0.1.zip 565.56 kB · 1 download Logs.success.KeepRenderer0.2.zip 568.91 kB · 1 download Logs.success.KeepRenderer0.3.zip 571.45 kB · 1 download Logs.success.noKeepRenderer.zip 575.33 kB · 1 download

Interesting. Thanks for testing. Will keep the changes for next alpha version.

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