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DynDOLOD 3.00 Alpha 180


sheson

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59 minutes ago, sheson said:

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 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.

Awesome! So rotated LOD can't be fixed without editing the mesh. Mesh editing is outside my realm of knowledge (basics in Nifskope is all I can do). I appreciate you handling that.

59 minutes ago, sheson said:

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.

So if I'm understanding this right, the rules I posted are working. They're just being converted into dynamic LOD and the switching on/off that I'm seeing is the threshold of near switching into far. ...and since there is no actual LOD, there is nothing to display at the far range. If that is correct, I think I understand now.

I can update the mod and I'll provide comment that LOD issues should resolve on the next Resources/Alpha update. :bow::celebration:

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5 hours ago, Kansas72 said:

I did clean fresh delete. Reinstalled all mods except for Automated Static reload fix. The only mod that would have anything to do with water wheels. Same thing happened. No water wheel. I ran version 110.

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

Make and post a screenshot of the waterwheel selected while console is open with the mod more informative console installed. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Make that screenshot when the waterwheel is visible, so you can click it with console open.

5 hours ago, Kansas72 said:

Looked thru dyndolod log and no mention of any kind of water wheel.  I wish I had alpha 109 to see if it was there.  110 and 111 it's not.  I have 108, so going to try that.

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.

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12 hours ago, sheson said:

if it happens again, add TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini under [DynDOLOD] and see if it helps.

It happened again when I was redoing everything again making sure nothing was missing with the rescore pack, so now I am testing again with your change to the .ini file.

Been trying to find fixes for the large references errors I am getting along with other errors/Warnings; it has been a long-time sense I have mod-ed my Skyrim.  

Update after trying your fix: it got the error again here is all my logs> https://ufile.io/f/y8x6n

I made a copy of all the logs this time so if you need something else from that run just tell me and i will post it for you.

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49 minutes ago, Rozen said:

It happened again when I was redoing everything again making sure nothing was missing with the rescore pack, so now I am testing again with your change to the .ini file.

Been trying to find fixes for the large references errors I am getting along with other errors/Warnings; it has been a long-time sense I have mod-ed my Skyrim.  

Update after trying your fix: it got the error again here is all my logs> https://ufile.io/f/y8x6n

I made a copy of all the logs this time so if you need something else from that run just tell me and i will post it for you.

Test what happens if you add UseMipmaps=0 to the DynDOLOD_SSE.ini

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3 hours ago, Rozen said:

Okay left it in there and testing now.

After testing: it now just crashes running (Tried running it 2 times) here are the logs> https://ufile.io/f/7ibvc

Let me know what happens when using this test version https://mega.nz/file/sJgTUSYJ#YlmMfnHA4ClPqII38oPss9x4mR2m3yjEyvQXjjijrHs

Test with UseMipmaps=0 and UseMipmaps=1 (default, same not being present in INI).

Delete bugreport.txt and all files in the logs folder for each run.

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1 hour ago, sheson said:

Let me know what happens when using this test version https://mega.nz/file/sJgTUSYJ#YlmMfnHA4ClPqII38oPss9x4mR2m3yjEyvQXjjijrHs

Test with UseMipmaps=0 and UseMipmaps=1 (default, same not being present in INI).

Delete bugreport.txt and all files in the logs folder for each run.

When testing it, it gave me this message Warning: Large reference bugs workarounds not checked! DynDOLOD.DLL NG and Scripts are installed, the generated DynDOLOD plugins will be the wrong version. so, I turned it on without downgrade fargrid references to neargrid on both runs.

Run 1 with UseMipmaps=0 it got to creating texture atlas for DynDOLOD_Tamriel_Glow.dds 1024 x 1024 then stopped doing anything and I waited about 20 mins to see if it would keep going but didn't, it did not make a bugreport.txt but here are the logs that it did make> https://ufile.io/f/cixdk 

Run 2 with UseMipmaps=1 I deleted all the log files before starting this run like you said too and used the same texgen files, this time it got too creating texture atlas for SoulCairn_Glow.dds 256 x 256 and got stuck there, waited around 10 mins with no luck, still no bugreport.txt here are the logs for this run> https://ufile.io/f/lp1fk

As an added note I am using parallax texture on a lot of things, and I don't know if that would be an issue. 

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17 minutes ago, Rozen said:

When testing it, it gave me this message Warning: Large reference bugs workarounds not checked! DynDOLOD.DLL NG and Scripts are installed, the generated DynDOLOD plugins will be the wrong version. so, I turned it on without downgrade fargrid references to neargrid on both runs.

Run 1 with UseMipmaps=0 it got to creating texture atlas for DynDOLOD_Tamriel_Glow.dds 1024 x 1024 then stopped doing anything and I waited about 20 mins to see if it would keep going but didn't, it did not make a bugreport.txt but here are the logs that it did make> https://ufile.io/f/cixdk 

Run 2 with UseMipmaps=1 I deleted all the log files before starting this run like you said too and used the same texgen files, this time it got too creating texture atlas for SoulCairn_Glow.dds 256 x 256 and got stuck there, waited around 10 mins with no luck, still no bugreport.txt here are the logs for this run> https://ufile.io/f/lp1fk

As an added note I am using parallax texture on a lot of things, and I don't know if that would be an issue. 

Check with task manager if there are any Texconv64.exe processes DynDOLOD might be waiting for. If so, kill them to see if it continues. Do not install the game into Program Files x86 to avoid issue with UAC, antivir, etc.

Let me know either if there are Texconvx64.exe processes or not.  Also check if DynDOLOD uses any CPU when it is waiting for whatever it is waiting.

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When it would happen, it would be using CPU about 10% to 15% and some ram, but no Texconv64.exe processes. also your program and skyrim is allowed through my windows security fully, i am doing a new test run, just asking before i do if you want i can add you on discord (if you have it and screen share with, might help pinpoint things down faster.

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32 minutes ago, sheson said:

Check with task manager if there are any Texconv64.exe processes DynDOLOD might be waiting for. If so, kill them to see if it continues. Do not install the game into Program Files x86 to avoid issue with UAC, antivir, etc.

Let me know either if there are Texconvx64.exe processes or not.  Also check if DynDOLOD uses any CPU when it is waiting for whatever it is waiting.

 

24 minutes ago, Rozen said:

When it would happen, it would be using CPU about 10% to 15% and some ram, but no Texconv64.exe processes. also your program and skyrim is allowed through my windows security fully, i am doing a new test run, just asking before i do if you want i can add you on discord (if you have it and screen share with, might help pinpoint things down faster.

Tested again and it crashed. Had  UseMipmaps=1 and still the same texgen file, this the settings i am using

 81785e79f2246ff9c806358d79fc5287.png

And it did not make a lot of logs before it crashed.

6f31c0b5bd879f910e312e2b0b8b2ef0.png

What logs of them would i need to send?

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18 minutes ago, Rozen said:

Tested again and it crashed. Had  UseMipmaps=1 and still the same texgen file, this the settings i am using

 And it did not make a lot of logs before it crashed.

What logs of them would i need to send?

See what happens with this test version https://mega.nz/file/YVZgwR5R#xTdlHDwwapksrxIj7Xv8lWGrs4YXhDTozrPrtHcWfxA.
Use default DynDOLOD INI settings. Clean log folder first. Upload the DynDOLOD log and debug and bugreport.txt if it exists.

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