mooit Posted September 27, 2022 Share Posted September 27, 2022 (edited) 16 hours ago, sheson said: Read https://dyndolod.info/Changelog to see what changed between versions. There is no change how object LOD meshes and textures are generated. You determined that this is a problem with with a save file that has nothing to do with the DynDOLOD plugins. If I remember correctly you reported that the game shows object LOD fine with a new game or without other mods. The object LOD meshes and textures do not affect save files. They are just models the game engine loads at specific positions based on INI settings. LOD generation does not care about save files or the INI settings. I would would narrow done involved mods/plugins, check INI settings, check papyrus logs and maybe look into the save. All without any DynDOLOD/Occlusion plugins, since you reported they are irrelevant and narrowing down mods/plugins is about only keep the stuff in the load order that contributes to the problem. Hi sheson, All I know is that I tested this with no mods, and I only used DynDOLOD with the Occlusion disabled, and this still happened on several saves, so I don't know what to say/think, since I tested this with no mods. No worries, I'm past it, Alpha99 works. BUT I am now running into a lot of flickering/shimmering on buildings, the mountains and trees with Alpha99, that I did not have before on other DynDOLOD versions. I tested this with all default settings, but these are the default settings listed on the SSE Step Wiki, and I did not change any of the INI settings either, all default. I am using Majestic Mountains and EVT 4K trees. I also tested this trying different TexGen, 2K and 4K and DynDOLOD LOD settings, also 2K and 4K settings. I also tried different meshes and textures on EVT. None of the tests/changes I tried made any difference, I still see this flickering shimmering everywhere now. Here are my logs. DynDOLOD_SSE_Debug_log (mediafire.com) DynDOLOD_SSE_log (mediafire.com) TexGen_SSE_Debug_log (mediafire.com) TexGen_SSE_log (mediafire.com) Here are the settings I used most recent for xLODGen, TexGen, DynDOLOD Alpha99. xLODGen.jpg - MediaFire TexGen.jpg - MediaFire DynDOLOD_Alpha99.jpg - MediaFire Here's a video capture I made at Riverwood showing the shimmer/flickering on the trees. Flickering Objects and Trees (mediafire.com) THANKS Edited September 27, 2022 by mooit Link to comment Share on other sites More sharing options...
sheson Posted September 27, 2022 Author Share Posted September 27, 2022 53 minutes ago, Gawrion said: Hey Guys! I was trying to generate LOD for SoS, TOTS, with NGIO seasonal grass. I precached gass for every season, renamed grass cache files, Run TextGen, run DynDOLOD and everything seems to be ok except grass. LOD grass seems to not correspond to season and nearby, dynamically generated grass. Could the reason for that be that in grass folder i dont have default grass names, only 4 variants for each season? Is there a quick way to check what grass is generated for all the seasons? By exploring files or in xedit? Read https://dyndolod.info/Help/Seasons#Grass-and-Grass-LOD and https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List There should 5 sets of grass cache, the default cache and the cache files for the 4 seasons. Link to comment Share on other sites More sharing options...
sheson Posted September 27, 2022 Author Share Posted September 27, 2022 22 minutes ago, mooit said: BUT I am now running into a lot of flickering/shimmering on buildings, the mountains and trees with Alpha99, that I did not have before on other DynDOLOD versions. I tested this with all default settings, but these are the default settings listed on the SSE Step Wiki, and I did not change any of the INI settings either, all default. Here are my logs. DynDOLOD_SSE_Debug_log (mediafire.com) DynDOLOD_SSE_log (mediafire.com) TexGen_SSE_Debug_log (mediafire.com) TexGen_SSE_log (mediafire.com) Here's a video capture I made at Riverwood showing the shimmer/flickering on the trees. Flickering Objects and Trees (mediafire.com) THANKS The reason the first post does not say anything about posting screenshots of the the tools/settings because the debug log includes the settings. This thread is for testing and reporting about DynDOLOD 3 Alpha. No reason to post about xLODGen terrain LOD here. Nothing changed how DynDOLOD Alpha 99 generates LOD in comparison to the versions before. Read the changelog https://dyndolod.info/Changelog If something drastically changed/broke in DynDOLOD causing visual issues like in the video, people would already have posted about this. Changing resolutions in DynDOLOD does not change how the game works - loads/unloads LOD. Read "Object LOD shows in active exterior cells" at https://dyndolod.info/FAQ, It was already suggested to check the INIs for the uLockedObjectMapLOD setting. Link to comment Share on other sites More sharing options...
mooit Posted September 27, 2022 Share Posted September 27, 2022 (edited) Sorry if I overlooked 'uLockedObjectMapLOD' 8 & 16 worked, I left it on 8 as the recommended setting, mentioned here; Guide:Skyrim INI/MapMenu - Step Mods | Change The Game (stepmodifications.org) Thanks for all your help shenson, keep up the great work, much appreciated! Edited September 28, 2022 by mooit Link to comment Share on other sites More sharing options...
Glanzer Posted September 28, 2022 Share Posted September 28, 2022 12 hours ago, sheson said: So far I have isolated it to this model jbtreepineforest05.nif - that's the first that triggered the exception anyways. The NIF is fine, it just that something falls apart when it tries to re-uv the trunk. That thing is way too complex for that (more triangle than the leafs) but not enough to be skipped. Still should not have any exception. It may not always CTD. In that case it might produce broken BTO. For general LOD generation I strongly recommend optimized 3D tree LOD models... just saying. fwiw I ran that nif through CAO with full optimization, but LODGen still crashed with the same error. Link to comment Share on other sites More sharing options...
DoubleYou Posted September 28, 2022 Share Posted September 28, 2022 Two issues I found for the experimental Fallout 4 TexGen when creating the Barn mini-atlas, likely both linked to the fact the source texture requires the use of a Copy file to fetch the correct normals/speculars: Specular maps not named the same as the diffuse texture do not seem to copy using the Copy text file used previously only for normal maps. In this case specifically, PierShacksSiding03TwoWideRed_d.dds maps to PierShacksSiding03TwoWide_n.dds (which copies correctly) and PierShacksSiding03TwoWide_s.dds (which is labeled missing). The rotated texture, PierShacksSiding03TwoWideWhite_d.dds, similarly maps to the same normal and specular textures as the red variant. The output texture doesn't display the correct normal or specular texture for this. Strangely, this isn't reported as missing. I made several temporary textures to map this texture, so it's possible I've gone above and beyond what I "should" be doing here. The output diffuse matches perfectly, however. Logs, configs used, and generated vanilla DLC03Barn01LOD for reference. https://mega.nz/file/8cB3kCCR#6idOO3alx4K9OT6UfMh9HGGfrWlu6K0d_O3lKY0a51M Link to comment Share on other sites More sharing options...
sheson Posted September 28, 2022 Author Share Posted September 28, 2022 54 minutes ago, Glanzer said: fwiw I ran that nif through CAO with full optimization, but LODGen still crashed with the same error. The NIF is fine, it just that something falls apart when it tries to re-uv the trunk. Link to comment Share on other sites More sharing options...
mooit Posted September 28, 2022 Share Posted September 28, 2022 (edited) It was my understanding before, using LOD Level 32 None would make it so no trees appear on the map. I set it to None, but I'm still seeing trees on the map with Alpha99. I'm not sure if something has changed, and I need to do something else besides setting LOD32 None now? THANKS Edited September 28, 2022 by mooit Link to comment Share on other sites More sharing options...
sheson Posted September 28, 2022 Author Share Posted September 28, 2022 5 hours ago, DoubleYou said: Two issues I found for the experimental Fallout 4 TexGen when creating the Barn mini-atlas, likely both linked to the fact the source texture requires the use of a Copy file to fetch the correct normals/speculars: Specular maps not named the same as the diffuse texture do not seem to copy using the Copy text file used previously only for normal maps. In this case specifically, PierShacksSiding03TwoWideRed_d.dds maps to PierShacksSiding03TwoWide_n.dds (which copies correctly) and PierShacksSiding03TwoWide_s.dds (which is labeled missing). The rotated texture, PierShacksSiding03TwoWideWhite_d.dds, similarly maps to the same normal and specular textures as the red variant. The output texture doesn't display the correct normal or specular texture for this. Strangely, this isn't reported as missing. I made several temporary textures to map this texture, so it's possible I've gone above and beyond what I "should" be doing here. The output diffuse matches perfectly, however. Logs, configs used, and generated vanilla DLC03Barn01LOD for reference. https://mega.nz/file/8cB3kCCR#6idOO3alx4K9OT6UfMh9HGGfrWlu6K0d_O3lKY0a51M It reported this in the log [00:04] <Error: File not found textures\DLC03\Architecture\PierShacksSiding03TwoWideRed_s.dds. Used by textures\DLC03\Architecture\PierShacksSiding03TwoWideRed_d.dds> The textures were copied fine to the new _s name, it just didn't look for them in the temp location, only in data. I also made it so that temp textures use uncompressed formats so texconv doesn't complain about multiple of 4 This version should do the trick https://mega.nz/file/dAp1CDLS#tf55DHqIv8p6N5pjilTyVtY9fqbyk7UDtZ5a7O--3E4 3 hours ago, mooit said: It was my understanding before, using LOD Level 32 None would make it so no trees appear on the map. I set it to None, but I'm still seeing trees on the map with Alpha99. I'm not sure if something has changed, and I need to do something else besides setting LOD32 None now? THANKS See https://dyndolod.info/Changelog to see what changed between versions. >I'm not sure if something has changed You are changing settings. This is what changes. In your last post you said you set uLockedObjectMapLOD=8. Which means the map is obviously not using object LOD Level 32. https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map Link to comment Share on other sites More sharing options...
Kiwi Posted September 28, 2022 Share Posted September 28, 2022 Hello, this is the first time i use Dyndolod and i have several messages in the Log and i'm not really sure how to fix them, i understand how to fix large reference bugs but with the other 3 types of messages it's not really clear to me. I have many Property not found messages on the "Serana dialogue add-on" mod and 2 missing meshes from the mod Pilgrim, and Verdant, i tried reinstalling them both and checking their post section on nexus but i couldn't find anything useful. Thanks in advance for help. Link to comment Share on other sites More sharing options...
sheson Posted September 28, 2022 Author Share Posted September 28, 2022 6 minutes ago, Kiwi said: Hello, this is the first time i use Dyndolod and i have several messages in the Log and i'm not really sure how to fix them, i understand how to fix large reference bugs but with the other 3 types of messages it's not really clear to me. I have many Property not found messages on the "Serana dialogue add-on" mod and 2 missing meshes from the mod Pilgrim, and Verdant, i tried reinstalling them both and checking their post section on nexus but i couldn't find anything useful. Thanks in advance for help. Read the first post which log and debug log to upload when making posts. See https://dyndolod.info/Messages and/or https://dyndolod.info/Help/Summary-Of-Messages for explanations about messages, their severeness and possible (often optional) solutions (obviously only brief/generic and non exhaustive ). If further help is required ask specific questions and provide the log/debug log files. Link to comment Share on other sites More sharing options...
Kiwi Posted September 28, 2022 Share Posted September 28, 2022 18 minutes ago, sheson said: Read the first post which log and debug log to upload when making posts. See https://dyndolod.info/Messages and/or https://dyndolod.info/Help/Summary-Of-Messages for explanations about messages, their severeness and possible (often optional) solutions (obviously only brief/generic and non exhaustive ). If further help is required ask specific questions and provide the log/debug log files. https://ufile.io/dsn2o509 Here are the logs, i ensured that nothing is overwriting the Serana Dialouge Add-on, Verdant and Pilgrim. Also i'm not sure what you meant in the first post by "truncate" the log message so i left it as it is. Link to comment Share on other sites More sharing options...
Glanzer Posted September 28, 2022 Share Posted September 28, 2022 7 hours ago, sheson said: The NIF is fine, it just that something falls apart when it tries to re-uv the trunk. Well it works fine when I uncheck grass. Why would it do that if it's something about trees? Anyway, I'm sure you'll find it. Link to comment Share on other sites More sharing options...
sheson Posted September 28, 2022 Author Share Posted September 28, 2022 1 hour ago, Kiwi said: https://ufile.io/dsn2o509 Here are the logs, i ensured that nothing is overwriting the Serana Dialouge Add-on, Verdant and Pilgrim. Also i'm not sure what you meant in the first post by "truncate" the log message so i left it as it is. Now what are the actual questions in addition to the explanations from https://dyndolod.info/Messages/Property-Not-Found-In-Scripts or https://dyndolod.info/Messages/File-Not-Found-Meshes? Install the latest version of mods. For example it looks like Serana Dialog add on just had an update today. Maybe the missing property was fixed in case it was an actual problem. In case of Pilgrim checking the https://www.nexusmods.com/skyrimspecialedition/mods/54099?tab=bugs it seems that the 2 meshes are not used. 6 minutes ago, Glanzer said: Well it works fine when I uncheck grass. Why would it do that if it's something about trees? Anyway, I'm sure you'll find it. You checked if all BTOs are valid? I am pretty sure they would cause CTD in game in case that error goes through unnoticed. That tree is not used that often, so check where it is positioned to find the filename for the bto to see if it opens in NifSkope without error. What makes debugging this not take some time is that it takes ages to let it do the reuv to see what is happening. Link to comment Share on other sites More sharing options...
Glanzer Posted September 28, 2022 Share Posted September 28, 2022 8 hours ago, Kiwi said: Hello, this is the first time i use Dyndolod and i have several messages in the Log and i'm not really sure how to fix them, i understand how to fix large reference bugs but with the other 3 types of messages it's not really clear to me. I have many Property not found messages on the "Serana dialogue add-on" mod and 2 missing meshes from the mod Pilgrim, and Verdant, i tried reinstalling them both and checking their post section on nexus but i couldn't find anything useful. Thanks in advance for help. See https://dyndolod.info/Messages Link to comment Share on other sites More sharing options...
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