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DynDOLOD 3.00 Alpha 180


sheson

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1 hour ago, Blackread said:

I honestly don't know. And now that I finally managed to regen my LODs it seems that even though the problem disappeared with just the mod itself loaded, it is still there with my full list. Maybe I'll get back to this later, but right now I'm feeling quite ready to give up.

Then I suggest to continue looking at the plugins overwriting the  persistent cell I inquired about earlier. Check if any of those contain references in the affected cell.

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57 minutes ago, sheson said:

Then I suggest to continue looking at the plugins overwriting the  persistent cell I inquired about earlier. Check if any of those contain references in the affected cell.

I forgot to mention, the two last tests I conducted were done with just the base game plugins and arnima.esm active.

But I checked anyway, the only plugins to edit or add anything in that cell are DynDOLOD.esp which adds those tundra stream LOD objects and DynDOLOD.esm which adds an activator.

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35 minutes ago, Blackread said:

I forgot to mention, the two last tests I conducted were done with just the base game plugins and arnima.esm active.

But I checked anyway, the only plugins to edit or add anything in that cell are DynDOLOD.esp which adds those tundra stream LOD objects and DynDOLOD.esm which adds an activator.

Test what happens without the DynDOLOD plugins but the LOD meshes still active.

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Hello, I have a problem with grass LOD. I am using Veydogolt - Grass and Land Overhaul and have followed the SkyrimSE:Grass LOD Guide - Step Mods. Sadly, it looks just wrong, regardless of density setting in DynDOLOD and in every area of the world with grass. Do you have any idea why it looks like that?

Screenshots:

https://ufile.io/f/yo0ws

Logs:

https://ufile.io/f/eai09

 

 

Edited by Akidson
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1 hour ago, Akidson said:

Hello, I have a problem with grass LOD. I am using Veydogolt - Grass and Land Overhaul and have followed the SkyrimSE:Grass LOD Guide - Step Mods. Sadly, it looks just wrong, regardless of density setting in DynDOLOD and in every area of the world with grass. Do you have any idea why it looks like that?

Screenshots:

https://ufile.io/f/yo0ws

Logs:

https://ufile.io/f/eai09

Read the documentation and search this thread for similar posts as explained in the first post.

https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards
Check that TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic tree/grass LOD billboard generation. See TexGen Configuration for further details.

Also read the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

Screenshots looks like some grasses do not have billboards probably for above mentioned reasons and thus have no LOD.

No TexGen log or debug log were uploaded, so I can not check billboard creation.

Check https://stepmodifications.org/forum/search/?q=Veydogolt&quick=1&type=forums_topic&item=16796, maybe this came up before

If you have problems or question about a modding guide you need to ask in its appropriate forums.

Pay attention to log messages and the summary https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages. While unrelated to the grass LOD, for example clean all plugins that have deleted references.

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2 hours ago, sheson said:

Try with vanilla INIs, also make sure they are no custom and no plugin ini loaded either.

I managed to fix it and you're not going to believe this. Just out of curiosity I started removing the large refs one by one from that cell, and after I removed the ref xx041be6 the bug disappeared. So I regenerated the refs and only removed that ref, no bug. And this time it carried over to my full modlist, just generated full LODs, no bugs in that cell. Here are the refs that remained:

oDzdiHW.png

And here's the test plugin, large refs generated only for arnimaduplicate003 and xx041be6 removed, in case you're interested: https://drive.google.com/file/d/11dFgqgmNoOA5xWHO6L6l25zAg_h3VS_8/view?usp=sharing

Edited by Blackread
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2 hours ago, Blackread said:

I managed to fix it and you're not going to believe this. Just out of curiosity I started removing the large refs one by one from that cell, and after I removed the ref xx041be6 the bug disappeared. So I regenerated the refs and only removed that ref, no bug. And this time it carried over to my full modlist, just generated full LODs, no bugs in that cell. Here are the refs that remained:

oDzdiHW.png

And here's the test plugin, large refs generated only for arnimaduplicate003 and xx041be6 removed, in case you're interested: https://drive.google.com/file/d/11dFgqgmNoOA5xWHO6L6l25zAg_h3VS_8/view?usp=sharing

But xx041be6 is in 18,-2. Was it listed with the other large references in the grid list for 18,-3?
If so, was that also the case with the script from github? (the one I sent was my current test version).

Edit: test attached script, it should add the reference to the correct grid list instead.

Skyrim SE - Generate Large References.pas

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7 hours ago, sheson said:

But xx041be6 is in 18,-2. Was it listed with the other large references in the grid list for 18,-3?
If so, was that also the case with the script from github? (the one I sent was my current test version).

Edit: test attached script, it should add the reference to the correct grid list instead.

Skyrim SE - Generate Large References.pas 13.85 kB · 0 downloads

Yes, it was in the grid list for 18 -3. Damn, I never noticed that it's in the wrong cell. Here's a screenshot I took while I was doing the testing that shows it (I had removed the tundra stream objects first).

J6etCpM.png

And yes, just tested it, the github script also put it in the wrong grid list.

The attached script put it in the correct grid list! Seemed to do it a lot faster too.

Edited by Blackread
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3 hours ago, Blackread said:

Yes, it was in the grid list for 18 -3. Damn, I never noticed that it's in the wrong cell. Here's a screenshot I took while I was doing the testing that shows it (I had removed the tundra stream objects first).

J6etCpM.png

And yes, just tested it, the github script also put it in the wrong grid list.

The attached script put it in the correct grid list! Seemed to do it a lot faster too.

I assume that resolves the large refs bugs, right?

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2 hours ago, sheson said:

I assume that resolves the large refs bugs, right?

Almost. After the rock was placed in the right grid list, everything else worked except the rock itself. I assume this is because the rock was placed right on the cell border.

EQheEU3.png

JT03J3w.png

It's a bit hard to see on the vanilla pic, but I made sure by disabling the object that there was indeed LOD mixed in.

I nudged the rock one unit towards the 18 -2 cell, and after that there were no more issues.

VSAKJMr.png

4dZOxht.png

The LOD also had to be regenerated after moving the rock, otherwise it wasn't properly registered as a large reference.

After this last tweak I haven't seen any more large ref bugs in the area!

Edited by Blackread
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2 hours ago, Blackread said:

Almost. After the rock was placed in the right grid list, everything else worked except the rock itself. I assume this is because the rock was placed right on the cell border.

EQheEU3.png

JT03J3w.png

It's a bit hard to see on the vanilla pic, but I made sure by disabling the object that there was indeed LOD mixed in.

I nudged the rock ever so slightly to the side of the 18 -2 cell, and after that there were no more issues.

VSAKJMr.png

4dZOxht.png

The LOD also had to be regenerated after moving the rock, otherwise it wasn't properly registered as a large reference.

After this last tweak I haven't seen any more large ref bugs in the area!

What coordinates did you load into the worldspace or from which direction do you approached the cell for it to happen?

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58 minutes ago, sheson said:

What coordinates did you load into the worldspace or from which direction do you approached the cell for it to happen?

This video shows what I always did when testing:

But in short, I would use the command "cow arnimaduplicate003 21 -3" in the main menu, run up the little hill on the left, and then enter free cam to go inspect the objects.

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58 minutes ago, Blackread said:

This video shows what I always did when testing:

But in short, I would use the command "cow arnimaduplicate003 21 -3" in the main menu, run up the little hill on the left, and then enter free cam to go inspect the objects.

I need to make a similar change as I did in the script to DynDOLOD - in fact I already did it for the next Alpha version because of other related changes  - so that the LOD for the rock in the BTO is marked large ref as well. So with the next alpha version you won't have to move it.

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