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DynDOLOD 3.00 Alpha 180


sheson

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7 hours ago, sheson said:

Child > Parent
"Low" is the old default that just happened automatically.
"Medium" will take care of trees in cities. Vanilla Riften has some aspens that are then visible, so I'd use that.

Parent > Child
Since it replaces the Whiterun and Solitude Exterior patches from older DynDOLOD Resources, enable that check box if you are interested in proper surroundings and used those patches before. Especially helpful for Whiterun, Riften and Solitude if you use mods like Legacy of the Dragenborn where you can actually see outside. Do not use if performance is more important and then just don't peak outside. If large reference bugs workarounds is used, you can disable large references in child worlds from the SkyUI MCM to regain a bit of performance.

Make sure to read https://dyndolod.info/Help/Child-Parent-Worldspace-Copies if controlling things individually for a specific child world is needed.

Hi Sheson, I just tried the new Alpha 130 with the settings above (since I used the Whiterun and Solitude patches from the older Dyndolod resources) but it seems like the new version is giving me huge performance-issues and FPS-drops in comparison to the older version...? In Whiterun for example (which was running at 60 fps before) I get severe stutters in comparison to the older verson so I will try to regenerate my LOD to see if something is wrong on my end...

Or maybe the new child/parent-settings simply are much more performance demanding than the old ones?

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10 minutes ago, TheDude said:

Hi Sheson, I just tried the new Alpha 130 with the settings above (since I used the Whiterun and Solitude patches from the older Dyndolod resources) but it seems like the new version is giving me huge performance-issues and FPS-drops in comparison to the older version...? In Whiterun for example (which was running at 60 fps before) I get severe stutters in comparison to the older verson so I will try to regenerate my LOD to see if something is wrong on my end...

Or maybe the new child/parent-settings simply are much more performance demanding than the old ones?

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload.

If you have mods that add several hundreds of new references in and around towns then maybe that is to be expected. I tested vanilla game with Capital Whiterun Expansion which adds lots of new stuff around Whiterun and it was fine.

Generating LOD with the same load order and settings is going to have the same results.

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5 minutes ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload.

If you have mods that add several hundreds of new references in and around towns then maybe that is to be expected. I tested vanilla game with Capital Whiterun Expansion which adds lots of new stuff around Whiterun and it was fine.

Generating LOD with the same load order and settings is going to have the same results.

Understood, Ill get back to you the the proper logfiles after Ive redone the LOD-generation.

I also have a minimum of mods in and around town and since the older version (Alpha 128) worked really well the perfomancedrop with the latest version seems weird... The load order is exactly the same btw.

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8 hours ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread.

See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log for the session, debug log and bugreport.txt to upload and how to zip and use a file service for large files.

As explained at https://dyndolod.info/Messages/Exceptions#Range-check-error, this is a problem that needs to be fixed in the tools.

Apologies for late follow up on this. I tested two different things: undeleting references to use the new Dyndolod.dll NG (same error) and doing LOD generation with the same parameters but no seasons (success!). So I assume it has something to do with seasons. I'm attaching all the logs from my latest attempt, including the seasonal LODGen logs, as well as the bug report.

https://ufile.io/rv7j6ekj

Edit: It also didn't work with the alpha-131 exe linked by sheson on this thread.
Edit 2: Downgrading to alpha-128 "fixed" the problem. Will wait for more fixes before updating back to current.

Edited by PurpleYellowRosa
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On 5/15/2022 at 2:33 AM, sheson said:

DynDOLOD and Occlusion plugins are created by copying the winning overwrite from the last plugin before them.

Sorry, I know this is old, but I'm having troubles searching.  Can you confirm it is still supposed to work like this?  I'm using the latest release (130), and the occlusion plugin isn't consistently doing this.  I rebuilt from scratch earlier today.  When I started testing/playing, I noticed a water seam.  Looking in xedit, the occlusion plugin had taken an unexpected xcwt-water record 35 times.  Edit - it looks like the occlusion plugin is taking whatever water record dyndolod.esm has, so maybe it's that which is not gathering the correct 'last' record?  Edit - Looks like a few xlcn-location and some editor id records, as well.

Another edit -

Not sure if these are helpful, but here's the plugin and I think the logs you want:  Click (Just realized the plugin will be pointless unless you have the same load order haha...)

Edited by xcal68
Added more info - Added files.
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12 hours ago, xcal68 said:

Sorry, I know this is old, but I'm having troubles searching.  Can you confirm it is still supposed to work like this?  I'm using the latest release (130), and the occlusion plugin isn't consistently doing this.  I rebuilt from scratch earlier today.  When I started testing/playing, I noticed a water seam.  Looking in xedit, the occlusion plugin had taken an unexpected xcwt-water record 35 times.  Edit - it looks like the occlusion plugin is taking whatever water record dyndolod.esm has, so maybe it's that which is not gathering the correct 'last' record?  Edit - Looks like a few xlcn-location and some editor id records, as well.

Another edit -

Not sure if these are helpful, but here's the plugin and I think the logs you want:  Click (Just realized the plugin will be pointless unless you have the same load order haha...)

Of course it is supposed to copy the winning records.

Unfortunately the debug log in the archive is incomplete. Upload the entire debug log.

Upload DynDOLOD.esm and DynDOLOD.esp when uploading Occlusion.esp. I can check them.

Provide screenshot of a record in xEdit. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

Edit: I was able to reproduce this. It happens when not using scripted dynamic LOD - which the latest DynDOLOD DLL NG does not use anymore.
Should be fixed in Alpha-131

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Great work on the latest update, does a lot for consistency in child worldspaces! I tried both child > parent and parent > child options. So far, the only thing I ran into was that the exterior Whiterun gate is added to the child worldspace, but you only see it clipping through when you exit and the gate opens. Working flawless otherwise. If needed, logs are here.

And sorry if I missed it, but how does the reference copying work in case of the Markarth worldspace?

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11 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload.

If you have mods that add several hundreds of new references in and around towns then maybe that is to be expected. I tested vanilla game with Capital Whiterun Expansion which adds lots of new stuff around Whiterun and it was fine.

Generating LOD with the same load order and settings is going to have the same results.

So I regenerated the LOD and Im losing appx 20 fps in Whiterun with the new Alpha 130/new parent/child-settings in comparison to the old Alpha 128/old settings/resources. For example: with Alpha version 128/resources 37 I got 55-60 fps in the stairs leading up to Dragonsreach (almost no stutters at all) but with the new Alpha 130/resources 38 and the settings above I get only 30-40 fps with a huge amount of stuttering...

Don't really know what's going on here since my LO is exactly the same as before so maybe you could take a look at the logs here. Thanks for your help.

Edited by TheDude
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2 hours ago, Phlunder said:

Great work on the latest update, does a lot for consistency in child worldspaces! I tried both child > parent and parent > child options. So far, the only thing I ran into was that the exterior Whiterun gate is added to the child worldspace, but you only see it clipping through when you exit and the gate opens. Working flawless otherwise. If needed, logs are here.

And sorry if I missed it, but how does the reference copying work in case of the Markarth worldspace?

See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Specific-Reference-Matching
The vanilla maingate use different base records / models in the child and parent world.
To prevent any copying of the vanilla Whiterun gate in any direction, the two form IDs 000383C9 for the child and 0005D2B9 are listed in the DynDOLOD_TES5_ChildworldMatches.txt file.
If the matching logic sees a base record EditorID ending in 'EXT', it will automatically try to match a reference using a base record without ending in 'EXT' at the position.
So that probably means you have a mod adding a new gate reference which then gets copied.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide in-game screenshots with more informative console to show form ids and how to look up editor IDs in xEdit to know the actual source plugin and form id for references added to the DynDOLOD plugins.

https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
Note that Markarth does not use Tamriel for LOD, it has its own very simplified and barren worldspace with LOD, but copying of references is also possible.

See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Individual-Child-Worldspace-Configuration
Open DynDOLOD_TES5_childworld_MarkarthWorld.ini in notepad to see/edit the individual settings.

https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Settings-for-Parent-gt-Child
Set ScanParent=1 if you want it to have copies of parent world references as well.

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36 minutes ago, sheson said:

See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Specific-Reference-Matching
The vanilla maingate use different base records / models in the child and parent world.
To prevent any copying of the vanilla Whiterun gate in any direction, the two form IDs 000383C9 for the child and 0005D2B9 are listed in the DynDOLOD_TES5_ChildworldMatches.txt file.
If the matching logic sees a base record EditorID ending in 'EXT', it will automatically try to match a reference using a base record without ending in 'EXT' at the position.
So that probably means you have a mod adding a new gate reference which then gets copied.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide in-game screenshots with more informative console to show form ids and how to look up editor IDs in xEdit to know the actual source plugin and form id for references added to the DynDOLOD plugins.

I have no mods adding a new gate reference there. I also did a reverse search for the references of the 2 base records listed. The only thing is USLEEP editing the position of the child world gate reference. Here is a screen, I disabled the interior gate so its better visible:

NDd3O1i.png

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5 minutes ago, Phlunder said:

I have no mods adding a new gate reference there. I also did a reverse search for the references of the 2 base records listed. The only thing is USLEEP editing the position of the child world gate reference. Here is a screen, I disabled the interior gate so its better visible:

NDd3O1i.png

So this is about the door itself, not the building.

Look up the form ID in the DynDOLOD.esp in xEdit to find the Editor ID.

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