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DynDOLOD 3.00 Alpha 180


sheson

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35 minutes ago, mostwanted11 said:

the problem is the campfire doesn't have fire coming on top of the woods as shown in screenshot number 1. removing dyndolod brings back the fire

Report which mod the full model is from.
Report which plugin overwrites 00084DB3 and which plugins the base record is from and which plugin is the last to overwrite it.
Report which plugin overwrites 000680FF and which plugins the base record is from and which plugin is the last to overwrite it.
Report which mod the mesh rule is from or if it was added manually.

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4 minutes ago, mostwanted11 said:

full model is from embers XD

00084DB3 is being overwritten by Dyndolod.esm (pic 1)

000680FF is being overwritten by dyndolod.esp (pic 2)

mesh rule is pic 3

00084db3.png

000680FF.png

DynDOLODx64_j8zfozTZgF.png

https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
If not everything of interested fits into a single screenshot, do several to show the whole record, scrolling to the bottom, too.
Do not trim anything. Do not filter anything, make sure everything is shown. Unfold elements (in particular when they link to other records) in case their content is not shown in the folded view.

Lookup the base records 00051577, 4A13010E, and the ones in DynDOLOD.esm 22014813, 2201CABB Post unfiltered screenshots of those.

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10 minutes ago, sheson said:

https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
If not everything of interested fits into a single screenshot, do several to show the whole record, scrolling to the bottom, too.
Do not trim anything. Do not filter anything, make sure everything is shown. Unfold elements (in particular when they link to other records) in case their content is not shown in the folded view.

Lookup the base records 00051577, 4A13010E, and the ones in DynDOLOD.esm 22014813, 2201CABB Post unfiltered screenshots of those.

I can't find 22014813 through xedit

BTW parallax txst is from parallax blending fixes mod

2201CABB.png

4A13010E - P2.png

4A13010E - P1.png

00051577 - P2.png

00051577 - P1.png

Edited by mostwanted11
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8 minutes ago, mostwanted11 said:

I can't find 22014813 through xedit

BTW parallax txst is from parallax blending fixes mod

2201CABB.png

4A13010E - P2.png

4A13010E - P1.png

00051577 - P2.png

00051577 - P1.png

22014813 is the base record reported in the first screenshot.

Report with version of Embers XD you have installed. Version 3.0.3 does not contain a giantcampfire01burning.nif with a CRC of 61BB8719 as reported in DynDOLOD_SSE_Object_Report.txt

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2 minutes ago, sheson said:

22014813 is the base record reported in the first screenshot.

Report with version of Embers XD you have installed. Version 3.0.3 does not contain a giantcampfire01burning.nif with a CRC of 61BB8719 as reported in DynDOLOD_SSE_Object_Report.txt

i'm using 3.0.3 yeah

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Just now, mostwanted11 said:

i'm using 3.0.3 yeah

Did you maybe change the full model with NifSkope or CAO? If so upload it. Otherwise doublecheck the source it came from.

Provide xEdit screenshot(s) of base record 22014813 that is used by the reference in the first screenshot.

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apologies about those references, they're older screenshots from the dyndolod output right before the current one, although they both have the same issue. I uploaded recent screenshots of the same 2 campfires with an SS of the base and the references. one of the campfires has fire and the other does not. As for which model I'm using, I'm using the one by https://www.nexusmods.com/skyrimspecialedition/mods/103807. However, the model got modified by Parallaxgen https://www.nexusmods.com/skyrimspecialedition/mods/120946. Not sure if this affects things? Should I try running dyndolod with both mods disabled or is it unrelated? (they both have fires as long as dyndolod is disabled)

 

The FYX Fire Reacts to Wind file: https://fastupload.io/337ad0b8ed5b60a6

The same file but edited by Parallaxgen: https://fastupload.io/8a3d43e38ab7f0b4

SkyrimSE_NJBGOHNmrk.jpg

SkyrimSE_KwfqFuyslc.jpg

SSEEdit_qd1OTwZfAR.png

SSEEdit_jOCy3i4Wcu.png

SSEEdit_35yMnCh5Xn.png

Edited by mostwanted11
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8 hours ago, mostwanted11 said:

apologies about those references, they're older screenshots from the dyndolod output right before the current one, although they both have the same issue. I uploaded recent screenshots of the same 2 campfires with an SS of the base and the references. one of the campfires has fire and the other does not. As for which model I'm using, I'm using the one by https://www.nexusmods.com/skyrimspecialedition/mods/103807. However, the model got modified by Parallaxgen https://www.nexusmods.com/skyrimspecialedition/mods/120946. Not sure if this affects things? Should I try running dyndolod with both mods disabled or is it unrelated? (they both have fires as long as dyndolod is disabled)

 

The FYX Fire Reacts to Wind file: https://fastupload.io/337ad0b8ed5b60a6

The same file but edited by Parallaxgen: https://fastupload.io/8a3d43e38ab7f0b4

SkyrimSE_NJBGOHNmrk.jpg

SkyrimSE_KwfqFuyslc.jpg

SSEEdit_qd1OTwZfAR.png

SSEEdit_jOCy3i4Wcu.png

SSEEdit_35yMnCh5Xn.png

Change the mesh mask rule Reference setting to "Original" to see if the issue also happens without the references being replaced.

If that is the case, search https://www.nexusmods.com/skyrimspecialedition/mods/37085?tab=posts for discussions about iMaxDesired.

https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/Particles
You can change the setting also in the game with setini "iMaxDesires:Particles" x

For the vanilla fires DynDOLOD Resources includes dynamic LOD models with removed/reduced particle counts. Using lots of full models that are not optimized in that regard for LOD might be the problem. For vanilla meshes, the flames are usually not particles either.

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7 hours ago, sheson said:

Change the mesh mask rule Reference setting to "Original" to see if the issue also happens without the references being replaced.

If that is the case, search https://www.nexusmods.com/skyrimspecialedition/mods/37085?tab=posts for discussions about iMaxDesired.

https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/Particles
You can change the setting also in the game with setini "iMaxDesires:Particles" x

For the vanilla fires DynDOLOD Resources includes dynamic LOD models with removed/reduced particle counts. Using lots of full models that are not optimized in that regard for LOD might be the problem. For vanilla meshes, the flames are usually not particles either.

Solved it, it was Mists of tamriel's distant animated fogs. Sorry for wasting your time

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1 hour ago, mostwanted11 said:

Solved it, it was Mists of tamriel's distant animated fogs. Sorry for wasting your time

Don't worry about it. Is raising iMaxDesired not helping at all? Only disabling the (animated) fogs?

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On 7/3/2024 at 1:10 PM, sheson said:

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs 
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Static object LOD meshes and textures is not affected by what DLL is used for dynamic LOD.

How the static object LOD mountains look, is defined by the object LOD mesh and the textures it uses. Information about that can be found by searching for the base record form ID or the editor ID in ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and then looking up in MO2 right windows data tab which mods contain the used assets.
See https://dyndolod.info/Help/Object-LOD
With the filenames of the used assets it is possible to determine which mods they come from.
Also see https://dyndolod.info/Mods/Majestic-Mountains - when using that mod, the LOD models should come from it. The used textures should come from it and/or TexGen.

The color/brightness of the snow LOD shaders is defined by the records mentioned in https://dyndolod.info/Help/Snow-Ash-LOD-Shader
The vertex colors are set in the LOD models. The vertex color alpha value does not affect brightness or color, tough. It controls the amount of snow cover. The lowoer, the more rock can be seen. The higher the more of the rock is covered.

Thanks to your valuable input, I have solved the issue with the too dark mountain snow LOD.

I have used v1.03a of Majestic Mountains-BDS With LOD Fix, which was too dark in my game. With its older version v1.03, snow LOD is looking fine :-)

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Hello,

I'm writing in reference to Harbourside Manor, available from Nexus here:
https://www.nexusmods.com/skyrimspecialedition/mods/8053

This is a no-load-door house, built up of multiple individual pieces. In short, its windows and columns do not appear at long distance, and its walls are invisible at long and medium distance.

This link will take you to a .7z with all the relevant logs I could find, and several screen shots.
https://drive.google.com/file/d/11-t-Gz0f1E8WdOizS9kMGIl0fOgRMNSX/view?usp=sharing

Mostly, the screens demonstrate the approach to the home, and the two waves of pop-in. Cell coordinates are included in the filenames. With DynDOLOD Output disabled, the entire homestead only appears at very close range.

Current modlist won't be a perfect match. I'm fine-tuning the L.O. but I haven't touched that worldspace. Modwatch has been down all day, but here's a text version (good for 21 days. I'll update if I can get something better going).
https://pastebin.mozilla.org/erNLpgDn

I did open the Harbourside plugin with SSEedit. It looks to me like those walls are using a vanilla interior mesh. I don't know if that means anything, and it wouldn't explain the windows. Seems worth noting anyway. A couple of SSEedit screens are included too.

Please let me know if I can add details, more screens, whatever is helpful. I really appreciate the work you put in. Many thanks!

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5 hours ago, yofamgaming said:

Hello,

I'm writing in reference to Harbourside Manor, available from Nexus here:
https://www.nexusmods.com/skyrimspecialedition/mods/8053

This is a no-load-door house, built up of multiple individual pieces. In short, its windows and columns do not appear at long distance, and its walls are invisible at long and medium distance.

This link will take you to a .7z with all the relevant logs I could find, and several screen shots.
https://drive.google.com/file/d/11-t-Gz0f1E8WdOizS9kMGIl0fOgRMNSX/view?usp=sharing

Mostly, the screens demonstrate the approach to the home, and the two waves of pop-in. Cell coordinates are included in the filenames. With DynDOLOD Output disabled, the entire homestead only appears at very close range.

Current modlist won't be a perfect match. I'm fine-tuning the L.O. but I haven't touched that worldspace. Modwatch has been down all day, but here's a text version (good for 21 days. I'll update if I can get something better going).
https://pastebin.mozilla.org/erNLpgDn

I did open the Harbourside plugin with SSEedit. It looks to me like those walls are using a vanilla interior mesh. I don't know if that means anything, and it wouldn't explain the windows. Seems worth noting anyway. A couple of SSEedit screens are included too.

Please let me know if I can add details, more screens, whatever is helpful. I really appreciate the work you put in. Many thanks!

https://dyndolod.info/FAQ#Something-does-not-have-LOD
For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation.
If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD.

See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules and https://dyndolod.info/Mod-Authors

Based on the screenshots, mesh mask rules like this will instruct to use the full model for LOD similar to the Hearthfires objects:
Mesh mask: smdfwalsol01.nif
LOD4 and LOD8: Full
LOD16 and LOD32: None
Grid: FarFull
Reference: Unchanged
Repeat for any other full model that does not have LOD.

The window seems to have transparent glass, so a rule for it should set all 4 static LOD to None:
Mesh mask: glasspanelg_noedge.nif
LOD4, LOD8 LOD16 and LOD32: None
Grid: FarFull
Reference: Unchanged

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