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DynDOLOD 3.00 Alpha 180


sheson

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1 hour ago, sheson said:

Read the first post which debug logs to also up[load when making posts.

Read answers for "Billboard tree LOD does not match close-up full model trees" at https://dyndolod.info/FAQ 

The TexGen preview (and the TexGen LOD texture generation) loads the shown full model.nif path from the current data folder (D:\Games\TESV\Skyrim Anniversary Edition\Data\ per the log). If the preview shows the "wrong" tree, it means the winning NIF file is "wrong" returned via the OS / MO2 is "wrong". Same applies to the full textures the NIF requires.

Open the load order in xEdit, start the Asset Browser with CTRL+F3 and enter TreePineForest01.nif into the filter field to see all containers. The first one "wins". Data means loose file. Double click the file to open it in NifSkope and compare it to the TexGen preview.

If the load order does not change between loading TexGen and the game seems to load different assets for the same file paths, then either a different data path is set for TexGen (via the -d command line argument for example), TexGen (check its log) doesn't load the same BSAs the game does (and the assets files are not loose) or something very wrong is happening with MO2. It's (debug mode) log might help in that case.

I checked the nif files in SSEedit and yeah, the one it pulled up (right) seems to not match the tree nif I wanted, which the left one, being what the model provided by HLT. I do have my mods placed in a separate directory from the game directory itself, via MO2, but that hasn't really been a problem until now. And considering it can track other mods, like happy little shrubs or skyrim 3d landscapes, I can't figure out why this is the single outlier. I also can't figure out why the "winning" nif could be wrong when the correct mesh does load in-game.

image.thumb.png.6c57e550bbd07018a24c2c468887f989.pngimage.thumb.png.92df0ef28d5423ba8199fb87ed217a15.png

I haven't touched my load order for a while now, last mod I added was a mod tweaking vampire feeding tweaks a week ago, and I doubt that would conflict with this in particular. And I at least know enough to put Texgen and Dyndolod both pretty much at the bottom of the load order in that respective order. And as for Texgen, I don't run it with any specific arguments. as for files itself, it seems to load the same BSAs. Not like it matters, since at least for HLT, they included files are all loose files.

also, guess I posted the logs instead of the debug logs, these should be the correct ones. it didn't generate any bugreport.txt files on my end.

the debug log's pretty beefy: https://ufile.io/f/eia2b

Edited by plughead
typo
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37 minutes ago, plughead said:

I checked the nif files in SSEedit and yeah, the one it pulled up (right) seems to not match the tree nif I wanted, which the left one, being what the model provided by HLT. I do have my mods placed in a separate directory from the game directory itself, via MO2, but that hasn't really been a problem until now. And considering it can track other mods, like happy little shrubs or skyrim 3d landscapes, I can't figure out why this is the single outlier. I also can't figure out why the "winning" nif could be wrong when the correct mesh does load in-game.

image.thumb.png.6c57e550bbd07018a24c2c468887f989.pngimage.thumb.png.92df0ef28d5423ba8199fb87ed217a15.png

I haven't touched my load order for a while now, last mod I added was a mod tweaking vampire feeding tweaks a week ago, and I doubt that would conflict with this in particular. And I at least know enough to put Texgen and Dyndolod both pretty much at the bottom of the load order in that respective order. And as for Texgen, I don't run it with any specific arguments. as for files itself, it seems to load the same BSAs. Not like it matters, since at least for HLT, they included files are all loose files.

also, guess I posted the logs instead of the debug logs, these should be the correct ones. it didn't generate any bugreport.txt files on my end.

the debug log's pretty beefy: https://ufile.io/f/eia2b

Use MO2 right window Data tab to drill down to Meshes\landscape\trees\ and check which mod the treepineforest01.nif comes from. Then doubleclick it to open it in NifSkope and it should be the same file xEdit/TexGen sees via the virtual data folder path.

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29 minutes ago, sheson said:

Use MO2 right window Data tab to drill down to Meshes\landscape\trees\ and check which mod the treepineforest01.nif comes from. Then doubleclick it to open it in NifSkope and it should be the same file xEdit/TexGen sees via the virtual data folder path.

I see it now. It said that it's pulling from Fixed Mesh Lighting. I moved that above HLT and now it's pulling everything proper. I regenned and that seems to have fixed everything. For some reason, MO2 didn't consider Fixed Mesh Lighting to conflict with Happy Little Trees despite it specifically overwriting these files. Even as I moved it up, MO2 thinks that neither mod overwrites each other

image.thumb.png.9c07b5b5d2a27d51d4ebf26cc012c88d.pngimage.thumb.jpeg.391ddf84923de4a2bd82338fd2f0d90f.jpeg

I think that has ultimately solved my issue, thanks for the help.

 

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2 hours ago, Andreiva said:

Hi!
Running DynDOLOD on Linux via proton with dotnet48, dotnet6 and vcrun2019 installed works until xLODGen, and then crashes. Textgen worked fine. Error code is E0434352.LODGen_SSE_Test_log.txt

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

https://dyndolod.info/Help/LODGen
E0434352
Install/Update/Repair .Net Framework 4.8 or newer. Install/Update/Repair .NET Runtime 6 or newer.
See https://www.admin-enclave.com/en/articles/windows/306.
Check command prompt window of LODGen.exe for crash report in case the log file does not reveal anything.
Check the Windows Event log.

Test starting LODGenx64.exe and LODGenx64Win.exe directly from a command prompt if they get at least to "Nothing to do" and "Log ended."

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Hey Sheson!

I'm having an issue with WRCastleBridge01.nif's LOD that I use in my house mod. No matter what I do it is always rotated in the wrong direction. You can see them circled in the shot I've included below. DY pointed out to me that DynDOLOD Resources has LOD for this object so we're wondering if it may be causing this?

The second thing is getting the objects in the rules to behave like the rest of the LODs. Basically they're fine until a certain distance and then they disappear. First, these objects have no LODs so I'm just trying to load the full models as LOD. Everywhere in the picture where an "X" is placed is missing the LOD model after a certain distance.

Here are the rules. I am only attempting to load to the bridges as Full for all LOD to see if that would correct the orientations. Else I would simply use the LOD you provide within Resources.

Spoiler

[Skyrim LODGen]
LODGen1=dragoncliffmanorse.esp;00360F1C,Full,Full,Full,Full,FarFull,Unchanged,1,
LODGen2=dragoncliffmanorse.esp;00360F1D,Full,Full,Full,Full,FarFull,Unchanged,1,
LODGen3=dragoncliffmanorse.esp;001C1229,Full,Full,Full,Full,FarFull,Unchanged,0,
LODGen4=dragoncliffmanorse.esp;001C6364,Full,Full,Full,Full,FarFull,Unchanged,0,
LODGen5=dragoncliffmanorse.esp;001C6367,Full,Full,Full,Full,FarFull,Unchanged,0,
LODGen6=dragoncliffmanorse.esp;001C1236,Full,Full,Full,Full,FarFull,Unchanged,0,
LODGen7=dragoncliffmanorse.esp;0039DCC8,Full,Full,Full,Full,FarFull,Unchanged,0,
LODGen8=dragoncliffmanorse.esp;00005628,Full,Level0,None,None,FarLOD,Unchanged,1,
LODGen9=dragoncliffmanorse.esp;000097F8,Full,Full,Full,Full,FarFull,Unchanged,0,
LODGen10=dragoncliffmanorse.esp;00002FAB,Full,Full,Full,Full,FarFull,Unchanged,0,
LODGen11=dragoncliffmanorse.esp;00002FB9,Full,Full,Full,Full,FarFull,Unchanged,0,


;Ref ID            Base ID        Model
;00360F1C    0003F5FD    Architecture\WhiteRun\WRBuildings\WRCastleBridge01.nif
;00360F1D    0003F5FD    Architecture\WhiteRun\WRBuildings\WRCastleBridge01.nif
;001C1229    000C3C80    DragonCliff\architecture\DCM_WRStables.nif (custom)
;001C6364    0300320E    _BYOH\Architecture\BYOHHouse\BYOHBYOHWRshackBeams01.nif
;001C6367    03003210    _BYOH\Architecture\BYOHHouse\BYOHBYOHWRshackPosts01.nif
;001C1236    000BEB76     DragonCliff\architecture\DCM_WRCastleStairs03.nif (custom)
;0039DCC8    000BEB76    DragonCliff\architecture\DCM_WRCastleStairs03.nif (custom)
;00005628    0003FB06    Clutter\Stockade\StockadeScaffoldRamp01.nif
;000097F8    0006EA6D    Architecture\WhiteRun\WRCityWalls\WRWallWaterGrate01.nif
;00002FAB    000B9B9E    Architecture\WhiteRun\WRTerrain\WRPondWallCor01.nif
;00002FB9    000B9B9E    Architecture\WhiteRun\WRTerrain\WRPondWallCor01.nif

Here is the image:
image.png

It's hard to see, but most of the LOD is correct within a specific distance:
image.png image.png

Then it disappears within a short distance of the other shot above:
image.png

Paperwork:
DynDOLOD_SSE_log.txt 

Edit:
Since posting I have been able to fix the woodTower by using the original model's LOD. The rest is still missing at a distance.

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3 hours ago, Roflyq said:

Hi, I would like to ask if there is any way to fix the problem with the fact that very distant 3D LOD trees are much darker than their 3D LOD model "near". For clarity, I attach 2 screenshots.
1.thumb.jpg.707d5c5ff3b77907e8b65f6c122d7b8c.jpg2.thumb.jpg.af05ad855076ec721ba9ee588e4bcc82.jpg

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

https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees"
If the billboard tree LOD seems overly dark or bright, use the billboard brightness setting of the advanced mode to account for lighting changes made by ENBs or weather mods.

https://dyndolod.info/Help/Advanced-Mode#Tree-LOD
Negative Billboard Brightness values will make the billboard tree LOD darker, while positive values will make it brighter.

https://dyndolod.info/Help/Ultra-Tree-LOD#Billboard-Brightness and https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness

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8 hours ago, TechAngel85 said:

Hey Sheson!

I'm having an issue with WRCastleBridge01.nif's LOD that I use in my house mod. No matter what I do it is always rotated in the wrong direction. You can see them circled in the shot I've included below. DY pointed out to me that DynDOLOD Resources has LOD for this object so we're wondering if it may be causing this?

The second thing is getting the objects in the rules to behave like the rest of the LODs. Basically they're fine until a certain distance and then they disappear. First, these objects have no LODs so I'm just trying to load the full models as LOD. Everywhere in the picture where an "X" is placed is missing the LOD model after a certain distance.

Here are the rules. I am only attempting to load to the bridges as Full for all LOD to see if that would correct the orientations. Else I would simply use the LOD you provide within Resources.

  Reveal hidden contents

Here is the image:
image.png

It's hard to see, but most of the LOD is correct within a specific distance:
image.png image.png

Then it disappears within a short distance of the other shot above:
image.png

Paperwork:
DynDOLOD_SSE_log.txt 

Edit:
Since posting I have been able to fix the woodTower by using the original model's LOD. The rest is still missing at a distance.

Moved to the DynDOLOD 3 Alpha thread. Read the first post which debug log to also upload. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

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

Make sure that nothing is overwriting the LOD models included in DynDOLOD Resources. https://dyndolod.info/Help/Load-Overwrite-Orders

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18 hours ago, TechAngel85 said:

Hey Sheson!

I'm having an issue with WRCastleBridge01.nif's LOD that I use in my house mod. No matter what I do it is always rotated in the wrong direction. You can see them circled in the shot I've included below. DY pointed out to me that DynDOLOD Resources has LOD for this object so we're wondering if it may be causing this?

The second thing is getting the objects in the rules to behave like the rest of the LODs. Basically they're fine until a certain distance and then they disappear. First, these objects have no LODs so I'm just trying to load the full models as LOD. Everywhere in the picture where an "X" is placed is missing the LOD model after a certain distance.

Here are the rules. I am only attempting to load to the bridges as Full for all LOD to see if that would correct the orientations. Else I would simply use the LOD you provide within Resources.

  Reveal hidden contents

Here is the image:
image.png

It's hard to see, but most of the LOD is correct within a specific distance:
image.png image.png

Then it disappears within a short distance of the other shot above:
image.png

Paperwork:
DynDOLOD_SSE_log.txt 

Edit:
Since posting I have been able to fix the woodTower by using the original model's LOD. The rest is still missing at a distance.

9 hours ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread. Read the first post which debug log to also upload. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

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

Make sure that nothing is overwriting the LOD models included in DynDOLOD Resources. https://dyndolod.info/Help/Load-Overwrite-Orders

We need to make you a new forum for alpha support if you're moving everything to a mega thread to be lost and loose track of the conversation flows. Doing what you're doing makes it difficult to search for information and read entire conversations that may be spread out across pages rather than a few posts on a single page. Anyway, here are the logs:

TexGen_SSE_Debug_log.txt 
DynDOLOD_SSE_log.txt 
Debug: https://drive.google.com/file/d/14MqcgQkQcLRrhpg3YxvmSvO6YsMVSQ2N/view?usp=sharing
Object Report: https://drive.google.com/file/d/14SV_8A72ffVvVzkzwVIIQ0UlzLPUY0mV/view?usp=sharing

Bug Report.txt is not anywhere in the folder structure.

 

 

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1 hour ago, TechAngel85 said:

We need to make you a new forum for alpha support if you're moving everything to a mega thread to be lost and loose track of the conversation flows. Doing what you're doing makes it difficult to search for information and read entire conversations that may be spread out across pages rather than a few posts on a single page. Anyway, here are the logs:

TexGen_SSE_Debug_log.txt 
DynDOLOD_SSE_log.txt 
Debug: https://drive.google.com/file/d/14MqcgQkQcLRrhpg3YxvmSvO6YsMVSQ2N/view?usp=sharing
Object Report: https://drive.google.com/file/d/14SV_8A72ffVvVzkzwVIIQ0UlzLPUY0mV/view?usp=sharing

Bug Report.txt is not anywhere in the folder structure.

This is an ALPHA version to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions.
Provide feedback, ask questions (also about 3rd party mods) and report any problems or issues in this thread only.
Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

For an object to have object LOD generated, a LOD model is required to be installed in the load order or a mesh mask / reference rule needs to be added to instruct to use the full model for object and/or dynamic LOD. See https://dyndolod.info/Mod-Authors and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules.

IsFullLOD references are converted to object LOD or near/far grid dynamic LOD automatically. See https://dyndolod.info/Help/Dynamic-LOD.

Next version of DynDOLOD Resources 3 Alpha will contain new/updated LOD models. Next version of DynDOLOD 3 Alpha will contain complimentary rules.

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52 minutes ago, sheson said:

This is an ALPHA version to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions.
Provide feedback, ask questions (also about 3rd party mods) and report any problems or issues in this thread only.
Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

For an object to have object LOD generated, a LOD model is required to be installed in the load order or a mesh mask / reference rule needs to be added to instruct to use the full model for object and/or dynamic LOD. See https://dyndolod.info/Mod-Authors and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules.

IsFullLOD references are converted to object LOD or near/far grid dynamic LOD automatically. See https://dyndolod.info/Help/Dynamic-LOD.

Next version of DynDOLOD Resources 3 Alpha will contain new/updated LOD models. Next version of DynDOLOD 3 Alpha will contain complimentary rules.

I read all those pages before coming here and is where I got the information I have now. However, they are not detailed enough to answer my questions of why things are working as they should. Could you address those questions, specifically, which are the bridges being turned and models without LOD only showing to what I suspect is LOD8 and disappearing at LOD16? Do these reference need to be neverfades? Converted to Dynamic? Are you saying you're making LODs and rules that will make all of these missing LODs work?

I just need to know that info so I can get this mod updated. This is the only thing I'm waiting on. If it'll automatically be fixed the next release, that's fine. It wasn't clear in your reply. Thanks!

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45 minutes ago, TechAngel85 said:

I read all those pages before coming here and is where I got the information I have now. However, they are not detailed enough to answer my questions of why things are working as they should. Could you address those questions, specifically, which are the bridges being turned and models without LOD only showing to what I suspect is LOD8 and disappearing at LOD16? Do these reference need to be neverfades? Converted to Dynamic? Are you saying you're making LODs and rules that will make all of these missing LODs work?

I just need to know that info so I can get this mod updated. This is the only thing I'm waiting on. If it'll automatically be fixed the next release, that's fine. It wasn't clear in your reply. Thanks!

If a full model used for object LOD is being rotated it is because the root node has transformation data, which are ignored by the game but not by LOD generation.

The spots marked with x in the screenshots do not have LOD. Some of them a large references. How far they show depends on the uLargeRefLODGridSize setting.

For an object to have object LOD generated, a LOD model is required. https://dyndolod.info/Mod-Authors explains the LOD model file naming convention so they are used automatically.

If a LOD model does not exist, the full model can be used for LOD. To achieve that it is best to use mesh mask / reference rules.  https://dyndolod.info/Mod-Authors explains how to include such rules with a mod, while https://dyndolod.info/Help/Mesh-Mask-Reference-Rules explains how these rules work.

As explained at https://dyndolod.info/Help/Dynamic-LOD, if object LOD is not possible for a reference, the LOD or full model is used for dynamic LOD (neverfades that are disabled at the near/far distance). This is either done automatically (for existing LOD models and rules) or by adding custom rules.

IsFullLOD references are converted to object LOD or near/far grid dynamic LOD automatically. See https://dyndolod.info/Help/Dynamic-LOD.

The next version of DynDOLOD Resource 3 Alpha will contain a properly rotated wrcastlebridge01_lod_2.nif and updated/new LOD models and DynDOLOD 3 Alpha will contain rules, so both together will cover the spots marked with X and the flooring.

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