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DynDOLOD 3.00 Alpha 180


sheson

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41 minutes ago, sheson said:

Moved to the DynDOLOD 3 alpha thread.

Read the first post which log and debug log to upload when making posts.

See  https://dyndolod.info/FAQ answers for "Object LOD model and full model show at the same time causing texture flicker" and maybe "Object LOD shows in active exterior cells"

If it is neither of those two settings, provide a screenshot https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

setting uLargeRefLODGridSize=5

fixes it kinda. when  i get closer to the bridge it z fights again and then transitions to the full model. i will try upload a video

 

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54 minutes ago, sheson said:

Moved to the DynDOLOD 3 alpha thread.

Read the first post which log and debug log to upload when making posts.

See  https://dyndolod.info/FAQ answers for "Object LOD model and full model show at the same time causing texture flicker" and maybe "Object LOD shows in active exterior cells"

If it is neither of those two settings, provide a screenshot https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

on uLargeRefLODGridSize=5

 

if its on 9 (which it was on before) the bridge was constantly z fighting. i didnt see any of it on other buildings though, just those bridges in particular

 

Edited by teadude
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47 minutes ago, teadude said:

setting uLargeRefLODGridSize=5

fixes it kinda. when  i get closer to the bridge it z fights again and then transitions to the full model. i will try upload a video

Read the first post which log and debug log to upload when making posts.

https://dyndolod.info/How-LOD-Works
Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker).

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37 minutes ago, sheson said:

Read the first post which log and debug log to upload when making posts.

https://dyndolod.info/How-LOD-Works
Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker).

https://1drv.ms/u/s!AlnY0Qe-TkQqhnpxdujtzL6x3Yby?e=LAUCFB

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1 hour ago, teadude said:

Read the log message and pay attention to the summary. https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages

For example:

Warning: Overwritten large reference in Hidden Hideouts of Skyrim City Edition - Merged.esp ...
Warning: Overwritten large reference in Lux Orbis - Great Village of Mixwater Mill patch.esp...
Warning: Overwritten large reference in The Great Village of Mixwater Mill.esp ...
-> https://dyndolod.info/Messages/Overwritten-Large-Reference

Warning: Deleted reference Update.esm ...
Warning: Deleted reference Dawnguard.esm ...
Warning: Deleted reference Watchtowers of Skyrim.esp ...
Warning: Deleted reference Natasha's Falkreath.esp ...
-> https://dyndolod.info/Messages/Deleted-Reference

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Alpha95 works fine for me, but when I switched to Alpha97 I no longer get trees/grass in the distance.

With Alpha95, I loaded the game, walked outside, disabled DynDOLOD, walked back inside and saved the game. Then I uninstalled, xLODGen, TexGen, DynDOLOD and unchecked the Resources,. then I started the game, then I saved the game again and quit.

Now I tried using Alpha97/Resources Alpha28, generated xLODGen, TexGen, DynDOLOD, then I loaded the output as usual into MO2, and now no distance trees and grass.

I used HD Grass in TexGen, because I had complex grass installed for Folkvangr and Origins of Forests.

I don't get why Alpha97 isn't working for me.

THANKS

P.S. I can no longer attach anything on the forum, it now always shows me a very low total size allowed to attach. So I can't attach logs.

  • Max total size 0.13MB

P.S. The one thing I don't have installed is .NET Runtime 6 when I was using Alpha95, but see it listed.

Downloads | DynDOLOD

Edited by mooit
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3 hours ago, mooit said:

Alpha95 works fine for me, but when I switched to Alpha97 I no longer get trees/grass in the distance.

With Alpha95, I loaded the game, walked outside, disabled DynDOLOD, walked back inside and saved the game. Then I uninstalled, xLODGen, TexGen, DynDOLOD and unchecked the Resources,. then I started the game, then I saved the game again and quit.

Now I tried using Alpha97/Resources Alpha28, generated xLODGen, TexGen, DynDOLOD, then I loaded the output as usual into MO2, and now no distance trees and grass.

I used HD Grass in TexGen, because I had complex grass installed for Folkvangr and Origins of Forests.

I don't get why Alpha97 isn't working for me.

THANKS

P.S. I can no longer attach anything on the forum, it now always shows me a very low total size allowed to attach. So I can't attach logs.

  • Max total size 0.13MB

P.S. The one thing I don't have installed is .NET Runtime 6 when I was using Alpha95, but see it listed.

Downloads | DynDOLOD

Read the first post which log and debug log to upload. The first post and my signature also explain to use a file or text sharing service.

If there is no standard tree LOD, increase the standard tree LOD distance in https://dyndolod.info/Help/Mod-Configuration-Menu#Settings

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

Tree and object LOD are just meshes and textures that are loaded by the game directly. They are not affect by save games.

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I looked through the output of xLODGen, TexGen, DynDOLOD, there are some differences, but the majority of the output is the same as Alpha95, which I thought they should show exactly the same content.

As one example, under  Alpha95 DynDOLOD/textures there's dlc02, DynDOLOD, lod, but dlc02 isn't present in Alpha97, I just see a few things different like this.

I also looked through the logs, and don't see anything that shows a problem to cause this.

It's not just the trees, distance grass and building/castles/objects, don't appear either. Going from Alpha95 to Alpha97, I only changed in DynDOLOD_SSE.ini GrassGID=gid

Then I noticed for xLODGen, TexGen, and DynDOLOD on the Wiki the new settings, so I changed mine the same, this is all I have done compared to Alpha95, so this should be working, but it's not.

I've been using DynDOLOD from version 2, so I'm assuming going from Alpha95 to 97, the screen shot settings on the Wiki, along with using Complex Grass are the only differences, I see that I'm doing different from Alpha95, which I don't see that these should be causing any of this.

For the DynDOLOD settings, I assumed if they are working for Alpha95, the should be for 97.

Screen shot of my DynDOLOD settings;

DynDOLOD Settings — Freeimage.host

Screen shot no trees/grass in the distance; (Even no buildings rendered in the distance, the castle that should be off in the distance straight ahead.)

No Trees Grass — Freeimage.host

hmm

DynDOLOD_SSE_Debug_log

Upload files for free - DynDOLOD_SSE_Debug_log.txt - ufile.io

DynDOLOD_SSE_log

Upload files for free - DynDOLOD_SSE_log.txt - ufile.io

 

THANKS

Edited by mooit
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1 hour ago, mooit said:

I looked through the output of xLODGen, TexGen, DynDOLOD, there are some differences, but the majority of the output is the same as Alpha95, which I thought they should show exactly the same content.

As one example, under  Alpha95 DynDOLOD/textures there's dlc02, DynDOLOD, lod, but dlc02 isn't present in Alpha97, I just see a few things different like this.

I also looked through the logs, and don't see anything that shows a problem to cause this.

It's not just the trees, distance grass and building/castles/objects, don't appear either. Going from Alpha95 to Alpha97, I only changed in DynDOLOD_SSE.ini GrassGID=gid

Then I noticed for xLODGen, TexGen, and DynDOLOD on the Wiki the new settings, so I changed mine the same, this is all I have done compared to Alpha95, so this should be working, but it's not.

I've been using DynDOLOD from version 2, so I'm assuming going from Alpha95 to 97, the screen shot settings on the Wiki, along with using Complex Grass are the only differences, I see that I'm doing different from Alpha95, which I don't see that these should be causing any of this.

For the DynDOLOD settings, I assumed if they are working for Alpha95, the should be for 97.

Screen shot of my DynDOLOD settings;

DynDOLOD Settings — Freeimage.host

Screen shot no trees/grass in the distance; (Even no buildings rendered in the distance, the castle that should be off in the distance straight ahead.)

No Trees Grass — Freeimage.host

hmm

DynDOLOD_SSE_Debug_log

Upload files for free - DynDOLOD_SSE_Debug_log.txt - ufile.io

DynDOLOD_SSE_log

Upload files for free - DynDOLOD_SSE_log.txt - ufile.io

 

THANKS

The official DynDOLOD documentation https://dyndolod.info is not a Wiki.

As explained in the documentation, ultra tree and grass LOD are generated to the object LOD. So the problem is missing object LOD https://dyndolod.info/Help/Object-LOD

There is no obvious problem in the logs. Everything seems to have generated as it should.

Check one ore more of the generated BTO files are not empty / small file size. Especially the files for LOD level 4 should be several MB if they include ultra tree and grass LOD.

Doublecheck the object LOD distance settings in the DynDOLOD SkyUI MCM Settings, try if changing them makes a difference.

Test with default INIs.

Unrelated but you should really fix or remove the plugins with HITMEs. https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME

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I did test with default INI. Hmm HITMEs how do you fix them and what sort of problem are they causing?

I meant the SSE Wiki, for new xLODGen, TexGen, DynDOLOD screen shots.

Step Skyrim Special Edition Guide (stepmodifications.org)

The BTO between Alpha 95 & 97, look about the same, but maybe to make things simpler, here's the output archives.

1. xLODGen Output (mediafire.com)

2. TexGen Output (mediafire.com)

3. DynDOLOD Output (mediafire.com)

THANKS

P.S. Alpha97 doesn't like me... LOL 

Edited by mooit
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2 hours ago, mooit said:

I did test with default INI. Hmm HITMEs how do you fix them and what sort of problem are they causing?

I meant the SSE Wiki, for new xLODGen, TexGen, DynDOLOD screen shots.

Step Skyrim Special Edition Guide (stepmodifications.org)

The BTO between Alpha 95 & 97, look about the same, but maybe to make things simpler, here's the output archives.

1. xLODGen Output (mediafire.com)

2. TexGen Output (mediafire.com)

3. DynDOLOD Output (mediafire.com)

THANKS

P.S. Alpha97 doesn't like me... LOL 

Is there anything preventing you from reading this https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME?

If you want to provide  information which settings you used, then provide the actual settings you used. I have no connection to third party wikis, guides or information nor do I know what they contain.

If you compared/checked a couple BTO containing the expected object LOD, then there is no need to upload the DynDOLOD output. The object LOD meshes and textures work fine:

test.jpg

The problem is then not with the output files itself. Either the output is not installed, the game does not load the object LOD meshes or does not show them. Those reasons are not directly connected to DynDOLOD / LOD generation.

The known things to do that are short LOD distances or maybe DLL plugins like the Season of Skyrim. Maybe the LOD files are too large for your game setup and the game has resource issue loading them, though in that case I would rather crashes. If it is none of that, I suggest to double check the mod manager and or file access issues.

Your screenshot did not show any problems with terrain LOD so there is no need to check or upload terrain LOD meshes.
You did not report TexGen errors and there weren't any errors in the DynDOLOD log about missing TexGen output or LOD textures. You screenshot does not show missing texture. There is no need check or upload the TexGen.

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7 hours ago, mooit said:

I did test with default INI. Hmm HITMEs how do you fix them and what sort of problem are they causing?

I meant the SSE Wiki, for new xLODGen, TexGen, DynDOLOD screen shots.

Step Skyrim Special Edition Guide (stepmodifications.org)

The BTO between Alpha 95 & 97, look about the same, but maybe to make things simpler, here's the output archives.

1. xLODGen Output (mediafire.com)

2. TexGen Output (mediafire.com)

3. DynDOLOD Output (mediafire.com)

THANKS

P.S. Alpha97 doesn't like me... LOL 

The Step guide (wiki) settings are specific to the Step mod list and will not necessarily be optimal for your mod list. DynDOLOD's defaults are based on optimization against vanilla (the 'standard'). This wouldn't cause missing LOD grass/trees though. I just wanted to clarify that the 'wiki' visual settings are not the vanilla standards shipping with the DynDOLOD configs.

Make sure your grass cache is actually GID and not CGID, and ensure that you are ticking 'Ultra' for trees. Otherwise, you may be using traditional tree LOD with fTreeLoadDistance=0 in skyrimPrefs INI

EDIT: but your screens show that you are not even generating mountain LOD, so you should check the reasons sheson stated and possibly your DynDOLOD output (plugins enabled, asset conflicts)

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I'm not sure what happened during my lod generation, but trees added by Blubbos Pine tree replacer have MASSIVE floating lod, and I have no idea what caused it. I ran Dyndolod again and it still happened :( Worst case scenario, is there anyway of removing just that lod file without running dyndolod again?

20220916134051_1.jpg

Edited by Squonkalicious
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49 minutes ago, Squonkalicious said:

I'm not sure what happened during my lod generation, but trees added by Blubbos Pine tree replacer have MASSIVE floating lod, and I have no idea what caused it. I ran Dyndolod again and it still happened :( Worst case scenario, is there anyway of removing just that lod file without running dyndolod again?

20220916134051_1.jpg

Looks like 'blank' trunk textures

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