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DynDOLOD 3.00 Alpha 173


sheson

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3 hours ago, ikonomov said:

I need to correct myself again.  The issue seems to persist even after starting a completely new game with a newly (and I hope correctly) generated DynDOLOD.
Logs
screenshot
location screenshot

Edit: Seems to not be isolated to just this Dragon Mount, the one at Kynesgrove also shows unopened in the DynDOLOD, but opened when the cell loads.  Tried re-visiting those locations to reload the cells and there is no change.

Can you click the dirt cover with console open and get its reference form id? If so make a screenshot.

Or does it go away when disabling all LOD with tll in console?

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Video

In addition to my post, maybe this will help. It looks like those side waterfalls are just not switching to the dyndilod correctly. The center waterfall is visible from any distance, and the others are just off by a long distance. :)

 

 

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4 hours ago, Farsveinn said:

Video

In addition to my post, maybe this will help. It looks like those side waterfalls are just not switching to the dyndilod correctly. The center waterfall is visible from any distance, and the others are just off by a long distance. :)

As we already determined the problem is with the static object LOD waterfall model. They are not using the right model or need an updated one. I will have time to look at them  and create/update the model tomorrow/weekend. The dynamic LOD and static object LOD of certain waterfalls overleaping for a bit is "normal" for technical reasons.

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3 hours ago, godescalcus said:

When trying to run DynDOLOD, I now have a blocking error with an activator for a Legacy of The Dragonborn display, xEdit doesn't detect anything wrong. Could this issue originate elsewhere than the record itself?

image.thumb.png.167283d37b70a081a7efb8760196ee46.png

Logs: https://mega.nz/file/N94TBIRC#DJVcavPsCgkrlcfKmst6uxmgV9rycNFaIZVunRkci2I

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text how to use the Copy message to clipboard link and to paste the text instead of making screenshots.

No bugreport.txt was created, correct?

What mod is Weapons Armours LOTD Merge.esp from or can you upload it?
It is possible this is a bug.

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2 hours ago, leostevano said:

Sheson, I have a really weird situation. Somehow texgen and dyndolod doesnt generate TreeAspen04 for me, so no LOD for that tree. But no error were thrown during or after generation.

Log : https://ufile.io/9amwiuzg

Screenshot
https://pasteboard.co/7PODWRaNITwW.png

https://pasteboard.co/Okm4Qt2FoVMx.png

https://pasteboard.co/kpimglVB5TSQ.png

https://stepmodifications.org/forum/topic/12589-skyrim-se-missing-trees/#comment-208340

https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-167/page/111/#comment-249837

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
The volume of the model is the result of v( (X2 - X1)2 + (Y2 - Y1)2 + (Z2 - Z1)2 ) and needs to be greater or equal to the Min[Tree|Grass]ModelVolume setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini.

TexGen INI defines MinTreeModelVolume=512

From the TexGen debug log:
<Debug: Ignoring Meshes\landscape\trees\treeaspen04.nif bounds volume 487.956970214844, height 303 Skyrim.esm TreeAspen04 [TREE:0005FADA]>

487 is less than 512, so it is ignored.

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1 minute ago, sheson said:

https://stepmodifications.org/forum/topic/12589-skyrim-se-missing-trees/#comment-208340

https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-167/page/111/#comment-249837

From the TexGen debug log:
<Debug: Ignoring Meshes\landscape\trees\treeaspen04.nif bounds volume 487.956970214844, height 303 Skyrim.esm TreeAspen04 [TREE:0005FADA]>

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
The volume of the model is the result of v( (X2 - X1)2 + (Y2 - Y1)2 + (Z2 - Z1)2 ) and needs to be greater or equal to the Min[Tree|Grass]ModelVolume setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini.

TexGen INI defines MinTreeModelVolume=512

 

okay, so I just need to lower it in the INI then?

One more thing, when I check the content of dyndolod resources, no nifs/textures for TreeAspen04, is that intended?

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10 minutes ago, leostevano said:

okay, so I just need to lower it in the INI then?

One more thing, when I check the content of dyndolod resources, no nifs/textures for TreeAspen04, is that intended?

Clicking the links I posted and actually reading the posts/explanations that open already answer these questions.

It is normal that no one created a billboard for TreeAspen04. That is usually because there is no vanilla tree LOD for that particular tree either, it is too small.

The TreeAspen04 full model is a small branch/bush and not really a tree. Like all the other bushes and shrubs it is simply to insignificant (its volume too small) to have tree LOD billboards generated by default.

The vanilla game and DynDOLOD deliberately do not provide LOD assets for small bushes and other small objects. Optional grass LOD is the exception.

The chapter https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards also explains how to force billboard generation for a specific tree base record without changing the volume/height filters.

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2 minutes ago, sheson said:

Clicking the links I posted and actually reading the posts/explanations that open already answer these questions.

It is normal that no one created a billboard for TreeAspen04. That is usually because there is no vanilla tree LOD for that particular tree either, it is too small.

The TreeAspen04 full model is a small branch/bush and not really a tree. Like all the other bushes and shrubs it is simply to insignificant (its volume too small) to have tree LOD billboards generated by default.

The vanilla game and DynDOLOD do not provide LOD assets for small bushes and brushes.

The chapter https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards also explains how to force billboard generation for a specific tree base record without changing the volume/height filters.

Alright, thanks for the help Sheson.

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9 hours ago, sheson said:

Can you click the dirt cover with console open and get its reference form id? If so make a screenshot.

Or does it go away when disabling all LOD with tll in console?

I tried clicking all around the area where the dirt should be, but it always selects DragonMoundBase.  When I'm from a distance and the dirt cover is visible using the tll command makes the whole dragon mound disappear including the dirt.

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2 hours ago, sheson said:

No bugreport.txt was created, correct?

What mod is Weapons Armours LOTD Merge.esp from or can you upload it?
It is possible this is a bug.

Correct, no bugreport.txt was generated.

That plugin is my merge of a number of new weapon and armour plugins, to save esp slots, along with their LOTD patches that add displays and tracking. I'm uploading the esp and the merge folder, so you can see the plugins included (although I think they're listed in the merged plugin description).

The record mentioned in the error message is originally from Oblivion Artifacts Pack.

https://mega.nz/file/BxwW1J4B#6ts2YZV1C9KpUEA23OTJFuEOrG2qqXnaVOkL_jgJX_c

Edited by godescalcus
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8 hours ago, leostevano said:

Alright, thanks for the help Sheson.

I created LOD models for many stumps and small shrubs like TreeAspen4.in most of those I've done, IIRC (Myrkvior and maybe HLT, EVT, SRO). The assets are so small, I just created them for those that want that level of detail by using the INI settings sheson mentioned to lower the threshold for generation. You can test with these if you don't have a LOD model like TreeAspen04_CRC32passthru_lod.nif that match your TreeAspen.nif CRC32.

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14 hours ago, ikonomov said:

I tried clicking all around the area where the dirt should be, but it always selects DragonMoundBase.  When I'm from a distance and the dirt cover is visible using the tll command makes the whole dragon mound disappear including the dirt.

Replace C:\Games\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_all.ini with the attached version.
Do the usual clean save routine before updating. Then start DynDOLOD, make sure to click High button again so the new rules are being loaded. Then generate as usual.

The dirt cover should then be dynamic LOD and show or not snow based on the full models state. Let me know if it works either way.

DynDOLOD_SSE_all.ini

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15 hours ago, godescalcus said:

Correct, no bugreport.txt was generated.

That plugin is my merge of a number of new weapon and armour plugins, to save esp slots, along with their LOTD patches that add displays and tracking. I'm uploading the esp and the merge folder, so you can see the plugins included (although I think they're listed in the merged plugin description).

The record mentioned in the error message is originally from Oblivion Artifacts Pack.

https://mega.nz/file/BxwW1J4B#6ts2YZV1C9KpUEA23OTJFuEOrG2qqXnaVOkL_jgJX_c

Get latest xEdit 4.1.5c Extremely Experimental from the xEdit discord. Test if it loads the Weapons Armours LOTD Merge.esp with all its master also letting it build the reference cache.

I believe you should see the same overflow error but without it mentioing the record. Make a post on the xEdit discord #xEdit-support channel with xEdit log, exception log etc. for ElminsterAU

Maybe test if loading/saving the plugin with CK helps.

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