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DynDOLOD 3.00 Alpha 180


sheson

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5 hours ago, sheson said:

Thanks!
This has something to do with seasons, the simplicity and OCS. There is some odd interaction or bug.

Can you upload:
from the DynDOLOD output all files that are in the ..\Seasons\*.INI folder.
from ..\DynDOLOD\Edit Scripts\Export\ folder all files that start with LODGen_SSE_Export_Tamriel*.

Do you know what season is active in the screenshot / when the issue occurs?

 

Hi, glad you  found something.

In game shows me "Turdas 0925 4E 201" -> how that relates to seasons, i dont know.. I think it is Autumn :)

 https://ufile.io/xytz5a9z LODGen

seasons.zip

Thx for your help

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1 hour ago, IskanderStep said:

 

Hi, glad you  found something.

In game shows me "Turdas 0925 4E 201" -> how that relates to seasons, i dont know.. I think it is Autumn :)

 https://ufile.io/xytz5a9z LODGen

seasons.zip 10.68 kB · 0 downloads

Thx for your help

Hmm, nothing really sticks out. Are you adding/activating any mods after LOD generation?

Get this test version https://mega.nz/file/4EZAmJSY#bfnnwoabdhBqRz6QB2vUDIQyeJ6rYtC3ooWpHg5-_dI
Clean the log folder and generate again to see if this changes anything.
If not, upload new log and debug, or just entire log folder.

If not make a new screenshot of the "wrong" LOD castle entrance again.

If not open load order in xEdit and put opencitiesskyrimesp_004CF8_Tamriel_DynDOLOD_GLOW (which should the one reported by the console/screenshot) into the Editor ID field on top and hit Enter, Wait a few seconds for the record to show up in the right window. CTRL + left mouse click on entry for the NAME - Base row, WRCastleEntrance01_DynDOLOD_GLOW [STAT:xxxxxxx] to double check it defines lod\whiterun\wrcastleentrance01glow_lod_2.nif and not lod\whiterun\wrcastleentrance01_lod_2.nif as in the screenshot.

If that is the case there is a season or base object swap happening. In that case upload all season INIs from the folder ..\Data\Seasons\ shown in MO2 right window data tab.
Also upload all *_SWAP.ini in the ..\Data\ folder shown in MO2 right window data tab.

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19 minutes ago, xbk123 said:

Windmills around Whiterun disapear, only wings remain. Im on steam 1.6.640, Dyndolod alpha 134, Dyndolod DLL NG alpha 11. Lods generated before play. Nothing was added/ updated mid-play. Is this save doomed or can be fixed? I uploaded textgen log but dyndolod log has like 300mb.

TexGen_SSE_log.txt 1.16 MB · 0 downloads

See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and papyrus log to also upload and how to zip and upload large log files to a file service.
Also upload c:\Users\[USERNAME]\Documents\My Games\[Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log as explained in https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing
If there are several versions of the papyrus log and the DynDOLOD.log, upload all of them.

Did this happen while being in the active game session? Like all was fine before you traveled away and things were missing after coming back?
Or did this happen after saving and loading that save? Did maybe something happen to the SKSE co-save?

Make sure to use the latest version of DynDOLOD when generating LOD  but also update to the latest version of the DynDOLOD DLL NG and Scripts.

You can most likely just "prid" their form IDs in console and "enable" them.
prid 0005CA6B
enable
prid 0001B5CD
enable
prid 0005CA6C
enable

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2 hours ago, sheson said:

Hmm, nothing really sticks out. Are you adding/activating any mods after LOD generation?

Get this test version https://mega.nz/file/4EZAmJSY#bfnnwoabdhBqRz6QB2vUDIQyeJ6rYtC3ooWpHg5-_dI
Clean the log folder and generate again to see if this changes anything.
If not, upload new log and debug, or just entire log folder.

If not make a new screenshot of the "wrong" LOD castle entrance again.

If not open load order in xEdit and put opencitiesskyrimesp_004CF8_Tamriel_DynDOLOD_GLOW (which should the one reported by the console/screenshot) into the Editor ID field on top and hit Enter, Wait a few seconds for the record to show up in the right window. CTRL + left mouse click on entry for the NAME - Base row, WRCastleEntrance01_DynDOLOD_GLOW [STAT:xxxxxxx] to double check it defines lod\whiterun\wrcastleentrance01glow_lod_2.nif and not lod\whiterun\wrcastleentrance01_lod_2.nif as in the screenshot.

If that is the case there is a season or base object swap happening. In that case upload all season INIs from the folder ..\Data\Seasons\ shown in MO2 right window data tab.
Also upload all *_SWAP.ini in the ..\Data\ folder shown in MO2 right window data tab.

Hi, i downloaded the testversion, made a clean save, generated the whole bunch etc.

Whatever you did, it works !

The bridge is there and the ...Glow.Lod.. is gone.

 Thx !

If you need further information etc. just let me know.

Iskander

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On 7/3/2023 at 12:16 PM, kaska said:
Hello. I have a problem in helgen with farmhouse. When I start a new game the destroyed farmhouses are replaced with normal farmhouses . this problem occurs after generating dynDOLOD
rtutftu.thumb.jpg.b31b6aba8373366cae4a51b1a7763557.jpg
when I uncheck DynDOLOD Output in mo2 farmhouse is as it should be
Screen-Shot0.thumb.png.01a7622cf68f904e60fc64e11415b218.png
Very please can you tell me how I can fix this problem?

I'm probably having the same problem. Skyrim is AE, LOD is generated with DynDOLOD 3, and as far as I could see, everything else looks perfect, from Helgen to Whiterun. There is no conflict in Helgen according to XEdit, not one farmhouse is overridden or even touched, if not by DnyDOLOD.esm.

It looks like both versions of all farmhouses (intact and destroyed) are enabled, I can see it by a minor z-fighting when arriving in the cart. When the dragon attack begins, the intact versions aren't disabled (but fire effects are enabled), although it has no collision, I can jump through the first farmhouse near the tower and I can go through the wall shown in the screenshots.

It could even by a script bug, and I'm not saying at all that DynDOLOD has even to do with the problem. But there is also not one error in the log, and if there is a bug or internal script crash, it should probably be in a script from MQ 101.

Does somebody have an idea?

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1 hour ago, PixelMurder said:

I'm probably having the same problem. Skyrim is AE, LOD is generated with DynDOLOD 3, and as far as I could see, everything else looks perfect, from Helgen to Whiterun. There is no conflict in Helgen according to XEdit, not one farmhouse is overridden or even touched, if not by DnyDOLOD.esm.

It looks like both versions of all farmhouses (intact and destroyed) are enabled, I can see it by a minor z-fighting when arriving in the cart. When the dragon attack begins, the intact versions aren't disabled (but fire effects are enabled), although it has no collision, I can jump through the first farmhouse near the tower and I can go through the wall shown in the screenshots.

It could even by a script bug, and I'm not saying at all that DynDOLOD has even to do with the problem. But there is also not one error in the log, and if there is a bug or internal script crash, it should probably be in a script from MQ 101.

Does somebody have an idea?

If you have the same problem, the same replies, requests and solutions apply.

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

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screnshots.

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7 hours ago, IskanderStep said:

Hi, i downloaded the testversion, made a clean save, generated the whole bunch etc.

Whatever you did, it works !

The bridge is there and the ...Glow.Lod.. is gone.

 Thx !

If you need further information etc. just let me know.

Iskander

Great. Thanks for letting us know. If it works nothing needs to be done anymore. Enjoy.

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7 hours ago, sheson said:

If you have the same problem, the same replies, requests and solutions apply.

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

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screnshots.

Thank you, the script fixed it :)

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2 hours ago, PixelMurder said:

Thank you, the script fixed it :)

Okay, now there are more than 70'000 lines of errors in the log because of missing properties. As far as I can tell by the source script, the new compiled script probably works as a "fix" because DynDOLOD can't enable or disable affected objects anymore, it's practically the Vanilla state. And as a side effect, I don't have a water wheel in Riverwood anymore :)  I did a fresh start, so this can't be the problem.

[08/27/2023 - 03:07:06PM] Error: Property GridState not found on SHESON_DynDOLOD_Firstborn. Aborting call and returning None
stack:
    [ (DE032048)].SHESON_DynDOLOD_LODObject.OnActivate() - "SHESON_DynDOLOD_LODObject.psc" Line 34

[08/27/2023 - 03:07:06PM] Error: Static function GetWorldspaceLODName not found on object sheson_dyndolod_plugin. Aborting call and returning None
stack:
    [ (DE033B5E)].SHESON_DynDOLOD_LODObject.OnActivate() - "SHESON_DynDOLOD_LODObject.psc" Line 27

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3 hours ago, PixelMurder said:

Okay, now there are more than 70'000 lines of errors in the log because of missing properties. As far as I can tell by the source script, the new compiled script probably works as a "fix" because DynDOLOD can't enable or disable affected objects anymore, it's practically the Vanilla state. And as a side effect, I don't have a water wheel in Riverwood anymore :)  I did a fresh start, so this can't be the problem.

[08/27/2023 - 03:07:06PM] Error: Property GridState not found on SHESON_DynDOLOD_Firstborn. Aborting call and returning None
stack:
    [ (DE032048)].SHESON_DynDOLOD_LODObject.OnActivate() - "SHESON_DynDOLOD_LODObject.psc" Line 34

[08/27/2023 - 03:07:06PM] Error: Static function GetWorldspaceLODName not found on object sheson_dyndolod_plugin. Aborting call and returning None
stack:
    [ (DE033B5E)].SHESON_DynDOLOD_LODObject.OnActivate() - "SHESON_DynDOLOD_LODObject.psc" Line 27

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

You probably installed a newer DynDOLOD DLL NG and Scripts over an older DynDOLOD DLL or DynDOLOD DLL NG and Scripts instead of replacing it.
You also can not use output generated for DynDOLOD DLL NG and Scripts Alpha-6 with DynDOLOD DLL NG and Scripts Alpha-12.

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Was it a mistake to run a hd tree option in texgen along with ultra tree lod option in dyndolod using billboard 4 setting for lod 4 and 8[what is even a point of using ultra lod option with billboard 4 and why is it allowed? shouldnt ultra tree lod always enforce level 0/1/2 rules?], when the tree mod[wigfrid tree replacer] has no 3d or hybrid lods? So i assume this is how crappy the shadowing on pseudo 3d tree lod looks like when its simply done by crossing two planes of billboards? Is there any way to fix this using the settings, because there's no 3d lods available? Or my hope is to switch to other mod?

 

 

test2.jpg

Edited by RainingTacco
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8 hours ago, sheson said:

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

You probably installed a newer DynDOLOD DLL NG and Scripts over an older DynDOLOD DLL or DynDOLOD DLL NG and Scripts instead of replacing it.
You also can not use output generated for DynDOLOD DLL NG and Scripts Alpha-6 with DynDOLOD DLL NG and Scripts Alpha-12.

Sorry for the inconvenience, but I don't fiddle with LOD every day, it's just one aspect of installing a new flawless AE version, and I'm on it since more than a month, in every free minute. As far as I can tell, the Helgen farmhouses were the only LOD issue, everything else was perfect, and I had the best map ever. I really can appreciate your efforts, thank you very much.

My current DynDOLOD version is 3 Alpha 128, I don't use NG and SE, which is likely the reason why the script didn't work.

I'm trying hard to understand myself how I can get a flawless LOD, but I'm stuck with the new question of why should I use NG or SE. Are they both good, or is one an advanced version? Do I need one of it just because I don't like PapyrusUtil(which isn't the case), or because it's faster, or because it can deal better with large reference bugs? I can't tell by the description on the mod pages, and both aren't mentioned as a requirement on the DyDOLOD mod page.

 

 

Edited by PixelMurder
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7 hours ago, RainingTacco said:

Was it a mistake to run a hd tree option in texgen along with ultra tree lod option in dyndolod using billboard 4 setting for lod 4 and 8[what is even a point of using ultra lod option with billboard 4 and why is it allowed? shouldnt ultra tree lod always enforce level 0/1/2 rules?], when the tree mod[wigfrid tree replacer] has no 3d or hybrid lods? So i assume this is how crappy the shadowing on pseudo 3d tree lod looks like when its simply done by crossing two planes of billboards? Is there any way to fix this using the settings, because there's no 3d lods available? Or my hope is to switch to other mod?

test2.jpg

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

Standard tree LOD with billboards has limitations https://dyndolod.info/Help/Tree-LOD#Limitations
Doing billboard tree LOD in object LOD does not have these limitations. Without these limitations better billboards, HD billboards can be used.

https://dyndolod.info/Help/Tree-Grass-LOD-Billboards
The LOD billboards are typically used for a simple 2 plane model crossing like an X if viewed from top.
HD LOD billboards are diffuse and normal map *.DDS textures that show the rendered 3D model from a front and a side view. They can only be used with ultra tree LOD and DynDOLOD 3.

https://dyndolod.info/Help/Ultra-Tree-LOD
Ultra tree LOD or LOD trees in object LOD are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system. The LOD for the trees can be 3D tree LOD models, tree LOD billboards or a mixture of both - hybrid tree LOD models.

https://dyndolod.info/Help/Ultra-Tree-LOD#Generating
While Billboard1 is suitable for standard tree LOD billboards and HD tree LOD billboards, consider using Billboard4 with HD tree LOD billboards for even better visuals. Billboard1 has 4 triangles per tree, while billboard 4 has 8 triangles per tree. The additional triangles allows for better reactions to light sources from all directions together with the HD tree LOD billboards. It is a good alternative to 3D tree LOD models in case performance or resource usage is of concern or as fallback for individual trees in case 3D tree LOD models are not available.

https://dyndolod.info/How-LOD-Works
LOD does not cast or receive shadows. This can be mitigated by the ENB distant shadow effect or Screen-Space Shadows.

DynDOLOD has nothing to do with 3rd party mods adding shadows to LOD or how the shadows look. 2 planes intersecting at 90 degrees for billboards cast a different shadow than an actual 3D models. It does not matter if it is standard tree LOD or ultra tree LOD, standard billboard or HD billboard.

You would have to ask the developers of the 3rd party mod that is used for distant shadows if they somehow can make better shadows for the 2 plane billboards. Otherwise you would need to acquire or create 3D tree LOD models. https://dyndolod.info/Help/3D-Tree-LOD-Model

Once you have 3D tree LOD models and the resource requirements, performance and LOD generation time are not an issue you can certainly try using them in all LOD Levels.

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