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DynDOLOD 3.00 Alpha 180


sheson

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1 hour ago, sigi123 said:

Hi Guys,

i tried for weeks now to find a solution, but could not find one. After creating dynamic Lod with Dyndolod, i found a big hole in Dragons Reach in Whiterun. I also got constantly ctd when opening the map. Please  see the attachments. Appreciate your help. :)

Dragonsreach.jpg

crash-2023-02-15-21-14-58.log 36.43 kB · 0 downloads loadorder.txt 41.38 kB · 0 downloads

Read the first post which log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum for explanations about posting screenshots.

What troubleshooting have you done that makes you believe what is shown in the screenshot has something to do with the output DynDOLOD generated?
Read https://dyndolod.info/Mods/Open-Cities-Skyrim

What makes you believe the crash has something to do with the output DynDOLOD generated? Install the latest version of Crash Logger.

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Hi Sheson, thanks for your fast reply. I forgot to add, that when i disable  Dyndolod, the hole is gone. For the crashlog i was not sure if it has something to do with Dyndolod. Anyways, would appreciate help for solving the ctd too. Update: One Log is too big to post (over 3 MB), even when i zip it. No idea...

 

DynDOLOD_SSE_log.txt

Edited by sigi123
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52 minutes ago, sigi123 said:

Hi Sheson, thanks for your fast reply. I forgot to add, that when i disable  Dyndolod, the hole is gone. For the crashlog i was not sure if it has something to do with Dyndolod. Anyways, would appreciate help for solving the ctd too. Update: One Log is too big to post (over 3 MB), even when i zip it. No idea...

DynDOLOD_SSE_log.txt 1.17 MB · 1 download

As explained on the first post, use a file or text sharing service to upload logfiles.

The log only shows one LOD generation session. if you followed the linked instructions for open Cities Sktyim, there should be two session in the normal log, unless you deleted the log file after the first session.

Provide useful screenshots as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots, especially of the object that is missing.

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58 minutes ago, sheson said:

As explained on the first post, use a file or text sharing service to upload logfiles.

The log only shows one LOD generation session. if you followed the linked instructions for open Cities Sktyim, there should be two session in the normal log, unless you deleted the log file after the first session.

Provide useful screenshots as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots, especially of the object that is missing.

Done: https://mega.nz/folder/JZxhVIhR#hFRqv7FTCnegSbmniyqMDA

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34 minutes ago, sigi123 said:

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
When making screenshots of things in the game, open console and click the object in question to show its reference form ID.
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.
If making screenshots of objects missing with DynDOLOD output enabled, make a screenshot of the objects as explained above without DynDOLOD output enabled.

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On 2/16/2023 at 5:55 PM, sheson said:

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
When making screenshots of things in the game, open console and click the object in question to show its reference form ID.
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.
If making screenshots of objects missing with DynDOLOD output enabled, make a screenshot of the objects as explained above without DynDOLOD output enabled.

https://mega.nz/file/NdIxVTqZ#DuAqvNcgugGqiVO8R3so_dg1w4Xxbc2lCAJyZ5F9AoM

 

Check the pics, hope it helps :)

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48 minutes ago, sigi123 said:

The screenshots do not seem to show the object that goes missing before DynDOLOD output is enabled?

I suggest to really follow every step how to generate LOD for Open Cities explained at https://dyndolod.info/Mods/Open-Cities-Skyrim

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Hi all,

I'm having a problem with grass LOD's not appearing in game. So I checked the "Grass LOD Troubleshooting Guide" and found what might be the culprit:

Quote

Troubleshooting

Not all grass types have LOD / grass LOD billboards

Check that TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic tree/grass LOD billboard generation. See TexGen Configuration for further details.

There are entries in the TexGen debug log that look like this:

Quote

[00:31] [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\grass\fern_pale.nif bounds volume 121.938507080078, height 31 Grass FPS Booster.esp Fern_Pale [GRAS:15000824]>

More complete listing:

https://paste.ee/p/deo7j

Are those instances of what the troublshooting guide terms "filtered out" or am I misinterpreting it? I also checked the output directory of TexGen and I could not find many of the grasses from my grass mod in there.

I did create a recalulated bounds esp plugin for the grass records via xedit and ck for the grass caching process on older skyrim 1.5.97 but i disabled it before I ran TexGen and DynDOLOD, thinking it was unnecessary. Thought it was prudent to ask here before running it through again.

Thanks.

Edited by NorthSide
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29 minutes ago, svien said:

Alpha 112 gave this error when trying to run texgen

Error: File not found textures\architecture\whiterun\WRStoneFloor02.dds. Used by D:\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\lod\wrbuildingslod02.nif

https://mega.nz/folder/DDh32aoI#ftTctv21suL-8vZuopYWmw

https://dyndolod.info/Messages/File-Not-Found-Textures

Check with the xEdit Assets Browser (CTRL+F3) if the texture exists in the load order and can be opened form the first shown container (data = loose file) with an image viewer.

Double check if it really has a resolution of 3500 x 2500. If it does, remove the texture or resize it to a power of 2 resolution. Same for WRStoneFloor02_n.dds

Let us know which mod the textures comes from.

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1 hour ago, NorthSide said:

Hi all,

I'm having a problem with grass LOD's not appearing in game. So I checked the "Grass LOD Troubleshooting Guide" and found what might be the culprit:

There are entries in the TexGen debug log that look like this:

More complete listing:

https://paste.ee/p/deo7j

Are those instances of what the troublshooting guide terms "filtered out" or am I misinterpreting it? I also checked the output directory of TexGen and I could not find many of the grasses from my grass mod in there.

I did create a recalulated bounds esp plugin for the grass records via xedit and ck for the grass caching process on older skyrim 1.5.97 but i disabled it before I ran TexGen and DynDOLOD, thinking it was unnecessary. Thought it was prudent to ask here before running it through again.

Thanks.

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and entire debug log to upload when making posts.

Yes, when the log has an entry "ignoring meshes\... *.nif", it means the mesh has been ignored/filtered out because of bounds/height or it doesn't match the criteria (above water for example)

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
The volume of the model is the result of v( (X2 - X1)2 + (Y2 - Y1)2 + (Z2 - Z1)2 ) and needs to be greater or equal to the Min[Tree|Grass]ModelVolume setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini.
For the height the Z2 value is used instead of (Z2 - Z1) - as Z2 is typically the height above the ground - and needs to be greater or equal to the Min[Tree|Grass]ModelHeight setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini.

Read the rest of the chapter as well how to force specific billboard creation without changing the INI settings.

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1 hour ago, sheson said:

https://dyndolod.info/Messages/File-Not-Found-Textures

Check with the xEdit Assets Browser (CTRL+F3) if the texture exists in the load order and can be opened form the first shown container (data = loose file) with an image viewer.

Double check if it really has a resolution of 3500 x 2500. If it does, remove the texture or resize it to a power of 2 resolution. Same for WRStoneFloor02_n.dds

Let us know which mod the textures comes from.

texture is from CleverCharff's AIO, resizing to 2048x2048 fixed the problem

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1 hour ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and entire debug log to upload when making posts.

Yes, when the log has an entry "ignoring meshes\... *.nif", it means the mesh has been ignored/filtered out because of bounds/height or it doesn't match the criteria (above water for example)

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
The volume of the model is the result of v( (X2 - X1)2 + (Y2 - Y1)2 + (Z2 - Z1)2 ) and needs to be greater or equal to the Min[Tree|Grass]ModelVolume setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini.
For the height the Z2 value is used instead of (Z2 - Z1) - as Z2 is typically the height above the ground - and needs to be greater or equal to the Min[Tree|Grass]ModelHeight setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini.

Read the rest of the chapter as well how to force specific billboard creation without changing the INI settings.

Thanks for clearing that up. I'll see if making another patch fixes it.

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Error: OpenGL: invalid operation while processing textures\cubemaps\GlacierIce_e.dds (4) Unslaad.esm zzzCrbTreeElderIce [TREE:2014F7AC] while processing C:\Skyrim Tools\DynDOLOD\TexGen_Output\textures\terrain\lodgen\unslaad.esm\eldertree_0014f7ac.

Help with this texgen error, only happens after the update, I have the updated my drivers to the latest

bugreport.txt TexGen_SSE_log.txt

TexGen_SSE_Debug_log.txt

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