Jump to content

DynDOLOD 3.00 Alpha 180


sheson

Recommended Posts

Been trying to finish my load order and finally start playing but something's preventing dyndolod from rendering any object LOD as seen in this screenshot. I've tried with/without grass LOD, with/without tree LOD, with/without occlusion, with/without bashed/synthesis patches, both v3 alpha and v2.98 as well as the new alpha 92, they all result  in the same issue. I'm assuming it's something wrong with my load order but what it is exactly is beyond me.

DynDOLOD Debug Log and Log

I've used DynDOLOD in the past, circa 2019, and haven't encountered anything like this before. Came back to Skyrim because of all the great new mods that have been released but I'm stuck on this last issue. Any help in pinpointing the cause is much appreciated.

Link to comment
Share on other sites

On 5/17/2022 at 1:14 PM, sheson said:

There are "some" grass NIFs with a UV scale set to zero which causes them to not have billboards generated with the current version because they render all transparent. The grass shader in the game ignores that setting, so the grasses still show.

Next version of TexGen will ignore the UV scale for grass LOD billboard creation, too. For the text it now has 53 billboards in LODGen_SSE_Grass_Map_Tamriel.txt.

grass.jpg

The border between full grass and LOD goes about from the lower left third to the right half. TexGen grass direct light is 140, ambient 25.
Some of the full model grasses need better mipmaps with alpha coverage, as they currently fade into nothing before the cell border.

TexGen_SSE_Grass_Billboards.txt 14.21 kB · 1 download

Hey Sheson, wanted to let you know I ran Alpha 92 and everything is much better. Thanks again for all the time and effort you spent on this. It’s really appreciated!

Link to comment
Share on other sites

7 hours ago, Suki said:

Been trying to finish my load order and finally start playing but something's preventing dyndolod from rendering any object LOD as seen in this screenshot. I've tried with/without grass LOD, with/without tree LOD, with/without occlusion, with/without bashed/synthesis patches, both v3 alpha and v2.98 as well as the new alpha 92, they all result  in the same issue. I'm assuming it's something wrong with my load order but what it is exactly is beyond me.

DynDOLOD Debug Log and Log

I've used DynDOLOD in the past, circa 2019, and haven't encountered anything like this before. Came back to Skyrim because of all the great new mods that have been released but I'm stuck on this last issue. Any help in pinpointing the cause is much appreciated.

Looks like the object LOD distances are very short. Check/Increase their settings  https://dyndolod.info/Help/Object-LOD#Settings and https://dyndolod.info/Help/Mod-Configuration-Menu#Settings

Link to comment
Share on other sites

3 hours ago, sheson said:

Looks like the object LOD distances are very short. Check/Increase their settings  https://dyndolod.info/Help/Object-LOD#Settings and https://dyndolod.info/Help/Mod-Configuration-Menu#Settings

Thanks for the reply, I just use BethINI's ultra preset but I went in-game and maxed out all the sliders in the MCM menu. I reloaded  the exterior cells and the problem still persists. I can upload my skyrim ini's but they're just whatever bethini sets, I haven't touched them.

Edited by Suki
Link to comment
Share on other sites

52 minutes ago, Suki said:

Thanks for the reply, I just use BethINI's ultra preset but I went in-game and maxed out all the sliders in the MCM menu. I reloaded  the exterior cells and the problem still persists. I can upload my skyrim ini's but they're just whatever bethini sets, I haven't touched them.

Do not set the same value to all LOD levels. Set sane values / test with default INIs created by the game launcher.

DynDOLOD is not "rendering" LOD or changes how the engine/LOD works. DynDOLOD generates LOD meshes and textures. The game is loading the LOD meshes and textures and renders them. 

Open some of the generated object LOD BTO files in meshes\terrain\Tamriel\objects\ with NifSkope to check they contain object LOD.

If you are using Seasons of Skyrim SKSE, either generate LOD for all activated seasons or disable the LOD switching to nonexisting LOD files in its INI.

Link to comment
Share on other sites

10 hours ago, sheson said:

Do not set the same value to all LOD levels. Set sane values / test with default INIs created by the game launcher.

DynDOLOD is not "rendering" LOD or changes how the engine/LOD works. DynDOLOD generates LOD meshes and textures. The game is loading the LOD meshes and textures and renders them. 

Open some of the generated object LOD BTO files in meshes\terrain\Tamriel\objects\ with NifSkope to check they contain object LOD.

If you are using Seasons of Skyrim SKSE, either generate LOD for all activated seasons or disable the LOD switching to nonexisting LOD files in its INI.

I only maxed the sliders to see the effect,  it's normally set to BethINI's ultra preset. I tried with Skyrim Launcher's defaults and it's still the same, no objects are loaded.

Opened some of the LOD meshes with NifSkope and they're preset, I believe this is dragonsreach. There is a BTO files that is just a flat square. I'm not sure if that's just for terrain purposes or what, but it's file size is tiny compared to the rest

I'm not using Seasons of Skyrim since it seemed like a pain to set up.

Really at a loss for what's causing this.

Edited by Suki
Link to comment
Share on other sites

30 minutes ago, Suki said:

I only maxed the sliders to see the effect,  it's normally set to BethINI's ultra preset. I tried with Skyrim Launcher's defaults and it's still the same, no objects are loaded.

Opened some of the LOD meshes with NifSkope and they're preset, I believe this is dragonsreach. There are some BTO files that are just a flat square. I'm not sure if that's just for terrain purposes or what, but their file size is tiny compared to the rest

I'm not using Seasons of Skyrim since it seemed like a pain to set up.

Really at a loss for what's causing this.

If you use A Clear Map of Skyrim and you use the LOD32 version and fail to generate level 32 object lods, object lod can fail to load. 

Link to comment
Share on other sites

1 hour ago, DoubleYou said:

If you use A Clear Map of Skyrim and you use the LOD32 version and fail to generate level 32 object lods, object lod can fail to load. 

zzzzz my god I'm an idiot, thank you very much for your insight. Remind me to always read the full description of mods... My game is now beautiful once again.

For anyone that's searching through this thread with the same problem as I had, please read the ENTIRE description for A Clear Map of Skyrim and Other Worlds for DynDOLOD settings.

Thank you sheson for this amazing tool, take my firstborn please.

Link to comment
Share on other sites

Ran into an Item not found error, the faq tells me to post here for help.

Full error message: 

Item not found while processing Dragonborn.esm [REFR:0401740E] (places DLC2DwePlatBgCorOut01 [STAT:0401F151] in GRUP Cell Temporary Children of DLC2NchardakExterior04 [CELL:0400EEA8] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 20,9))
Error: Item not found while processing Dragonborn.esm [REFR:0401740E] (places DLC2DwePlatBgCorOut01 [STAT:0401F151] in GRUP Cell Temporary Children of DLC2NchardakExterior04 [CELL:0400EEA8] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 20,9))

Am using Dyndolod 3 alpha.

Logs annexed.

Debug_log file is 80 mb of text, I'm not uploading that sorry.

bugreport.txt DynDOLOD_SSE_log.txt

Link to comment
Share on other sites

1 hour ago, TFVgen said:

Ran into an Item not found error, the faq tells me to post here for help.

Full error message: 

Item not found while processing Dragonborn.esm [REFR:0401740E] (places DLC2DwePlatBgCorOut01 [STAT:0401F151] in GRUP Cell Temporary Children of DLC2NchardakExterior04 [CELL:0400EEA8] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 20,9))
Error: Item not found while processing Dragonborn.esm [REFR:0401740E] (places DLC2DwePlatBgCorOut01 [STAT:0401F151] in GRUP Cell Temporary Children of DLC2NchardakExterior04 [CELL:0400EEA8] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 20,9))

Am using Dyndolod 3 alpha.

Logs annexed.

Debug_log file is 80 mb of text, I'm not uploading that sorry.

bugreport.txt 205.54 kB · 0 downloads DynDOLOD_SSE_log.txt 2.43 MB · 0 downloads

Always use the latest version as explained in the first post.

If problem persist upload new log, debug and bugreport.txt if it exists. Zip and upload large log files to a file service as explained in the first post.

Link to comment
Share on other sites

2 hours ago, sheson said:

Always use the latest version as explained in the first post.

If problem persist upload new log, debug and bugreport.txt if it exists. Zip and upload large log files to a file service as explained in the first post.

Ran the tool again without changing anything and had no errors, but there's a problem that persists a lot in my load order which is grass that is about 2~3 times brighter than regular non-LOD grass, a floating object close to the guard tower where you fight the first dragon in Whiterun and also the LOD on Whiterun's exteriors not unloading (already did the things suggested in the FAQ, enabled dynamic LOD when generating and I have no uLockedObjectMapLOD=32 setting in Skyrim.ini, setting uLargeRefLODGridSize to 5 didn't help either, granted, there was no flickering to begin with as Whiterun's LOD is larger than it's actual model), all these issues are illustrated in this album: https://imgur.com/a/gWUTSW2

Modlist:https://pastebin.com/DRMA9MzE

Other Logs: https://ufile.io/f/qtanx

bugreport.txt

Link to comment
Share on other sites

1 hour ago, TFVgen said:

Ran the tool again without changing anything and had no errors, but there's a problem that persists a lot in my load order which is grass that is about 2~3 times brighter than regular non-LOD grass, a floating object close to the guard tower where you fight the first dragon in Whiterun and also the LOD on Whiterun's exteriors not unloading (already did the things suggested in the FAQ, enabled dynamic LOD when generating and I have no uLockedObjectMapLOD=32 setting in Skyrim.ini, setting uLargeRefLODGridSize to 5 didn't help either, granted, there was no flickering to begin with as Whiterun's LOD is larger than it's actual model), all these issues are illustrated in this album: https://imgur.com/a/gWUTSW2

Modlist:https://pastebin.com/DRMA9MzE

Other Logs: https://ufile.io/f/qtanx

bugreport.txt 205.54 kB · 0 downloads

You can delete the bugreport.txt. It is the same as before.

Always use the latest version. There is no point testing old versions or report problems that might already be fixed.

Read https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
When making screenshots of things in the game, open console and click the object in question to show its reference form ID.
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.
If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Take note of the Editor ID, which is typically of the format plugniname_formID for the source plugin and reference.
Note that tree LOD or object LOD does not have a form ID. To determine if something is LOD, toggle LOD on/off with tll in console. In that case, also walk close to an object, so its reference with the full model is loaded in order to gets its form ID.

Post the plugin/form id of the out of place objects or if they are object LOD that goes away with tll. In that case try to get closer until the full model loads.

Link to comment
Share on other sites

27 minutes ago, sheson said:

Note that tree LOD or object LOD does not have a form ID. To determine if something is LOD, toggle LOD on/off with tll in console. In that case, also walk close to an object, so its reference with the full model is loaded in order to gets its form ID.

Post the plugin/form id of the object or if it is object LOD that goes away.

Here's the thing, this object is floating in both ugrids and LOD space (or whatever you call them), in ugrids space it definitely has a form ID (that I can disable with console too if I want, in which case the object only appears as LOD) and the LOD doesn't like you said, I remember that it pointed Dyndolod as reference, I'll have to open the game and screenshot this additional info though.

In regards to grass, do I need to run Dyndolod again after regenerating TexGen? Because it takes almost 2 hours to do it's thing, and my pc is not a potato by any means either.

Another thing, does updating Dyndolod comes with any caveat? Do I just overwrite it's tool's files?

Edited by TFVgen
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.