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DynDOLOD 3.00 Alpha 180


sheson

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8 minutes ago, mooit said:

Remember I reported flickering/shimmering on Objects?

You said to change the uLockedObjectMapLOD which was on 32. 

Not sure why but with it on 32, if you remember I was getting bad shimmering flickering on objects all across the map.

Before you reply to this post, you are required to count how often I posted https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map in a reply to you.

This time, actually read it. For example this part:

If no LOD level 32 object LOD files exist, the setting can cause stuck object LOD in active exterior cells or object LOD to be missing entirely. To generate LOD level 32 object LOD, set Level32=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini. LOD level 32 object LOD can only show on the map with the INI setting

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8 hours ago, sheson said:

Download and use this test version. https://mega.nz/file/ZJhCDLaR#55i96PrOSVkStquO4Tz9aL0-w6nQOprGvZUh8GBNWzQ
It should properly deal large references being moved to cells that didn't lave large references before. Let me know in case there are still problems and upload new logs in that case.

Also note this:

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements
The workarounds require plugins containing deleted large references to be cleaned. Every plugin containing deleted references should be cleaned. See the Prerequisites section of the Generation Instructions for more.

https://dyndolod.info/Generation-Instructions#Prerequisites
Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean - ignore misinformation that cleaning any plugins is not needed or causes problems. The Batch Plugin Cleaner for Mod Organizer or the xEdit Cleaning Extension for Vortex help to automate some of that.

Thanks! Unfortunately, I encountered another problem during the LOD generation process: "Setting EditorID to skyrimesm_0DDD36_DynDOLOD_FIX failed for DynDOLOD.esp [REFR:000DDD36] (in GRUP Cell Temporary Children of [CELL:00007157] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,2))".

log: https://ufile.io/apkbx0mw

debug log: https://ufile.io/kpaz7316

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7 minutes ago, David2408 said:

Thanks! Unfortunately, I encountered another problem during the LOD generation process: "Setting EditorID to skyrimesm_0DDD36_DynDOLOD_FIX failed for DynDOLOD.esp [REFR:000DDD36] (in GRUP Cell Temporary Children of [CELL:00007157] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,2))".

log: https://ufile.io/apkbx0mw

debug log: https://ufile.io/kpaz7316

Read my entire post, especially the parts from the documentation I linked about the deleted references.

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On 6/27/2022 at 5:42 AM, Dyshonored said:

During the generation of the lod via dyndolod he ended up with an error "Error processing cell [CELL:15000E2F] (in RiftenWorld "Riften" [WRLD:00016BB4] at 0,-1): Invalid argument" i have only one mod affecting riften but he is affecting other cities and they didnt bugged so i am kinda lost 

bugreport.txt 147.71 kB · 2 downloads

I have the exact same issue but have no idea what mods touch riften in any way (dyndolod worked fine before and I don't remember installing mods that affect riften after it)

Also, I've tried to pack output myself and load it into the game, but there happend a bug with light source causing high density particles near them

Edited by darikzen
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59 minutes ago, sheson said:

Before you reply to this post, you are required to count how often I posted https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map in a reply to you.

This time, actually read it. For example this part:

If no LOD level 32 object LOD files exist, the setting can cause stuck object LOD in active exterior cells or object LOD to be missing entirely. To generate LOD level 32 object LOD, set Level32=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini. LOD level 32 object LOD can only show on the map with the INI setting

I actually did read the entire post several times

I actually had Level32=1 in Alpha95.

The flickering/shimming I started to encountered all over the map is what threw me off here, so my bad, I forgot about Level32= for a sec.

Hey we all make mistakes... LOL

THANKS sheson!

Edited by mooit
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28 minutes ago, darikzen said:

I have the exact same issue but have no idea what mods touch riften in any way (dyndolod worked fine before and I don't remember installing mods that affect riften after it)

Also, I've tried to pack output myself and load it into the game, but there happend a bug with light source causing high density particles near them

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

Unclear what "tried to pack output myself and load it into the game" is supposed to mean.

No actual information about "a bug with light source causing high density particles near them"

See https://dyndolod.info/Official-DynDOLOD-Support-Forum

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I'm getting this error when generating underside :

Spoiler

<Error: LODGenx64Win.exe returned E0434352. Check D:\Skyrim Mod Tools\DynDOLOD\Logs\LODGen_SSE_Tamriel_TerrainUnderside_log.txt>

<Error: File not found D:\Skyrim Mod Tools\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\Tamriel\Tamriel_Underside.nif>

But the log file is almost empty. This is the log from windows event viewer: https://paste.ee/p/LvYXf

I repair both NET framework 4.8 and Runtime 6 but the problem still persists. Here are the log files for DynDOLODhttps://ufile.io/f/2zalm

Could you have a look at this. Thank you!

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58 minutes ago, darkrain261 said:

I'm getting this error when generating underside :

  Reveal hidden contents

But the log file is almost empty. This is the log from windows event viewer: https://paste.ee/p/LvYXf

I repair both NET framework 4.8 and Runtime 6 but the problem still persists. Here are the log files for DynDOLODhttps://ufile.io/f/2zalm

Could you have a look at this. Thank you!

As explained on the first post, "Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions."

If problem persists with new latest, upload new logs.

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2 hours ago, sheson said:

As explained on the first post, "Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions."

If problem persists with new latest, upload new logs.

Thank you for your reply. Unfortunately, the problem still persists with the latest version of DynDOLOD.

Here is the LODGen_SSE_Tamriel_TerrainUnderside_log.txt:  

Spoiler

============================================================
Skyrim/Fallout Object/Terrain LOD Generator 3.0.9.0
Created by Ehamloptiran and Zilav
Updated by Sheson

Log started at 19:54:00
.NET Version: 6.0.9

Here is the event viewer log: https://paste.ee/p/sfWsK

Log files for DynDOLOD (bugreport.txt was not generated): https://ufile.io/f/8rwux

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While I was running around the Whiterun area doing some testing I came across this:

Vehw4gg.png

Looks like it's a part of the Pale Hearthfire house. It stayed visible in the large ref grid but disappeared when the cell loaded in. Here are the logs: https://mega.nz/file/xX0TBJAQ#-L1jMJHERaUd7bimCeaqP5xQ1y6TyXxoGf50SVlLUoA I noticed there were some Out of memory errors, maybe they are related.

I also had some trouble with my LOD 4 distance. It seems that there is some lower limit under which it won't go no matter what I set in the ini.

FgonbNI.png

Using the sliders in the DynDOLOD MCM I estimated the distance the LOD 4 is displayed at to be somewhere around 40 000 units. Increasing the distance above that will extend the LOD 4, but dropping it below 40k has no effect. Is there some other setting I also need to adjust to drop it further, or is it somehow tied to near / far grid or the large ref grid size?

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42 minutes ago, darkrain261 said:

Thank you for your reply. Unfortunately, the problem still persists with the latest version of DynDOLOD.

Here is the LODGen_SSE_Tamriel_TerrainUnderside_log.txt:  

  Reveal hidden contents

Here is the event viewer log: https://paste.ee/p/sfWsK

Log files for DynDOLOD (bugreport.txt was not generated): https://ufile.io/f/8rwux

Is this running a real Windows?

Did you set an environment variable DOTNET_SYSTEM_GLOBALIZATION_INVARIANT? If this does not mean anything to you, open a command prompt and execute the "set" command and check its ouput.

Unrelated: Read https://dyndolod.info/Generation-Instructions and error check the load order with xEdit and clean plugins before generating LOD. Do not install outdated LOD assets for DynDOLOD 2.x. See https://dyndolod.info/Mods/Majestic-Mountains.

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Hi sheson, I had an error with the latest alpha (99) when using the large reference bug workaround.  Using alpha 99 without the workaround worked (but in my rush to get to work this morning I forgot to get the logs/bug report from the alpha 99 run without the workaround enabled).  I realize there are a metric ton of warnings & errors, however none of these have stopped the generation with an error box in previous generations/alphas...not to say there aren't visual problems, bugs and crashes yet to be discovered in playing.  Anyhoo, here are the logs & bugreport:

Bugreport:

https://ufile.io/723k081q

dyndolod_sse_debug_log:

https://ufile.io/y4etkbff

texgen_sse_debug_log:

https://ufile.io/azrv36a4

texgen_sse_log:

https://ufile.io/ypqk2j7z

dyndolod_sse_log:

https://ufile.io/605098gx

Edited by MisterMorden
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37 minutes ago, Blackread said:

While I was running around the Whiterun area doing some testing I came across this:

Vehw4gg.png

Looks like it's a part of the Pale Hearthfire house. It stayed visible in the large ref grid but disappeared when the cell loaded in. Here are the logs: https://mega.nz/file/xX0TBJAQ#-L1jMJHERaUd7bimCeaqP5xQ1y6TyXxoGf50SVlLUoA I noticed there were some Out of memory errors, maybe they are related.

I also had some trouble with my LOD 4 distance. It seems that there is some lower limit under which it won't go no matter what I set in the ini.

FgonbNI.png

Using the sliders in the DynDOLOD MCM I estimated the distance the LOD 4 is displayed at to be somewhere around 40 000 units. Increasing the distance above that will extend the LOD 4, but dropping it below 40k has no effect. Is there some other setting I also need to adjust to drop it further, or is it somehow tied to near / far grid or the large ref grid size?

Address the memory errors https://dyndolod.info/FAQ "High memory usage / Out of memory" and https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

Check for errors/messages from the SHESON_DynDOLOD_* scripts in papyrus log in regards to the house.
Should there be any HearthFires buildings at all or was nothing built yet?
Did you speed run (above 500)? You got there by walking from where? Can it be replicated?

fBlockLevel0Distance sets the max distance of the first LOD level 4, e.g. where LOD level 8 starts.
LOD Level 4 is 4x4 cells = 16384 x 16384 game units. It is not entirely clear  what is used as origin for the fBlockLevel0Distance setting, for example center of current cell, edge of active cells. Center would be another 2.5 = 10240 game units.

Since the next LOD level 8 covers 8x8 cells the game can only replace 2 LOD level 4s at a time with a LOD Level 8. See https://dyndolod.info/How-LOD-Works and https://dyndolod.info/Help/Object-LOD#Settings

It should be impossible to have LOD Level 8 touch the active cells. There always has to be a LOD Level 4 next, as it is the only one to contain segments so it can disable object LOD per attached cell.

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10 minutes ago, MisterMorden said:

Hi sheson, I had an error with the latest alpha (99) when using the large reference bug workaround.  Using alpha 99 without the workaround worked (but in my rush to get to work this morning I forgot to get the logs/bug report from the alpha 99 run without the workaround enabled).  I realize there are a metric ton of warnings & errors, however none of these have stopped the generation with an error box in previous generations/alphas...not to say there aren't visual problems, bugs and crashes yet to be discovered in playing.  Anyhoo, here are the logs & bugreport:

Bugreport:

https://ufile.io/723k081q

dyndolod_sse_debug_log:

https://ufile.io/y4etkbff

texgen_sse_debug_log:

https://ufile.io/azrv36a4

texgen_sse_log:

https://ufile.io/ypqk2j7z

dyndolod_sse_log:

https://ufile.io/605098gx

See https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-99/?do=findComment&comment=264361

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