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DynDOLOD 3.00 Alpha 180


sheson

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3 hours ago, PixelMurder said:

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.

https://dyndolod.info#DynDOLOD-3-Alpha
This website and DynDOLOD 3 are currently an ALPHA version to test things and iron out bugs.
Certain things may be incomplete, not work as expected or change considerably between versions.
Pay attention to all instructions and information on this website and to all log messages and prompts from the tools.
Always use the latest version. Using the latest version and providing feedback or reporting problems is a requirement to participate in the alpha test. Do not waste time using older versions or reporting problems with older versions. Participating in the alpha test requires to report any problems to the official DynDOLOD support forum.

All requirements are listed at https://dyndolod.info/Downloads. By default DynDOLOD requires PapyrusUtil or DynDOLOD DLL SE
They work the same and are interchangeable depending on user preference or availability. See https://dyndolod.info/Help/DynDOLOD-DLL.

As explained in the generation instructions, pay attention to log message and the summary, https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages. If the summary has a listing for https://dyndolod.info/Messages/Large-Reference-Bugs, then read about the large references system and how engine bugs can affect visuals at https://dyndolod.info/Help/Large-References.

Those explanations suggests to have a look at the https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds:
DynDOLOD includes experimental workarounds to counter texture flicker caused by large reference bugs directly in the game that so far could not be addressed while generating the LOD patch.

As explained, the experimental large reference bugs workarounds require the use of DynDOLOD DLL NG and Scripts, which entirely replaces PapyrusUtil/DynDOLOD DLL SE.

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I've been having an issue i never had before and i cannot find any solution, Using latest Dyndolod resources + Dyndolod NG (downloaded today).

Error with teldryn serious "Plugin load order too high to copy record into DynDOLOD.esm".

I'm using the Dyndolod texgen fixes also.

No idea whats going on since i never had this type of error.

DynDOLOD_SSE_log.txt

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1 hour ago, jantor said:

I've been having an issue i never had before and i cannot find any solution, Using latest Dyndolod resources + Dyndolod NG (downloaded today).

Error with teldryn serious "Plugin load order too high to copy record into DynDOLOD.esm".

I'm using the Dyndolod texgen fixes also.

No idea whats going on since i never had this type of error.

DynDOLOD_SSE_log.txt 1.65 MB · 1 download

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug log and bugreport.txt (if it exists) to also upload when making posts.

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Just upgraded to Dyndolod ver. 136 and the latest version of Dyndolod resources, and switched from Dyndolod DLL SE to Dyndolod DLL NG. Cleared out all previous files and reran everything using the same procedures I've used with no problems. Started a new game but I now see this around all campfires. I checked all the files linked off the Dyndolod summary and nothing appears unusual. Point me in the right direction, or I can upload the logs per your bug reporting procedures if need be. As always great thanks to you for your great support Sheson.

https://i.imgur.com/K8RxZGl.png

 

Edited by Glanzer
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8 minutes ago, Glanzer said:

Just upgraded to Dyndolod ver. 136 and the latest version of Dyndolod resources, and switched from Dyndolod DLL SE to Dyndolod DLL NG. Cleared out all previous files and reran everything using the same procedures I've used with no problems. Started a new game but I now see this around all campfires. I checked all the files linked off the Dyndolod summary and nothing appears unusual. Point me in the right direction, or I can upload the logs per your bug reporting procedures if need be. As always great thanks to you for your great support Sheson.

[spoiler]

[img]https://i.imgur.com/K8RxZGl.png[/img]

[/spoiler]tps://imgur.com/I6z

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

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console.

Why do you believe that "this around campfires" has anything to do with DynDOLOD? What rudimentary troubleshooting have you done? Is "this around campfires" added by DynDOLOD? Does "this around campfires" go away if you disable the DynDOLOD output or plugins?

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7 hours ago, sheson said:

This website and DynDOLOD 3 are currently an ALPHA version to test things and iron out bugs.

It runs very well for an Alpha, I mean it's ten times better than the Super Duper Anniversary Edition :D Like I said, in said version, the only issue I've encountered were the farm houses. And even then it looked better than Vanilla ;)

The latest PapyrusUtil is installed, and I have no issue with it. But it's probably better to replace any function possible with the ones provided with an SKSE plugin, just because it's maybe a bit faster.

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Quote

Why do you believe that "this around campfires" has anything to do with DynDOLOD? What rudimentary troubleshooting have you done? Is "this around campfires" added by DynDOLOD? Does "this around campfires" go away if you disable the DynDOLOD output or plugins?

I removed the dyndolod plugins and the problem persists. Looks like it's not a dyndolod problem, sorry for not doing more troubleshooting first. :censored:

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29 minutes ago, PixelMurder said:

It runs very well for an Alpha, I mean it's ten times better than the Super Duper Anniversary Edition :D Like I said, in said version, the only issue I've encountered were the farm houses. And even then it looked better than Vanilla ;)

The latest PapyrusUtil is installed, and I have no issue with it. But it's probably better to replace any function possible with the ones provided with an SKSE plugin, just because it's maybe a bit faster.

Yes, the latest versions of DynDOLOD NG DLL and Scripts does not use papyrus scripts for dynamic LOD anymore, only for some initial checks and settings, so it should be using less resources. But keep in mind they are very new, experimental, so weird things can happen. Make a back up of the save.

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searched dyndolod website for what level 0/level1/level 2 means in object rules but the only thing i could find is that it loads models with suffixes _0,_1. What if a tree mod comes with 3D LODs wiht only one file/level for a tree? Does that mean using any option beside level 0 is useless? If that's the case, why HLT dyndolod 3 addon recommends to use level 1 if there are no additional files to load?  So what does exactly dyndolod do with these 3d lods? Do it prune its geometry so Level 1 has less vertices than level 0? Its so annoying that some things arent explained on the website. 

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I have an error preventing generation of LOD.  Error: Plugin load order too high to copy record into DynDOLOD.esm TSR_TeldrynSerious.esp [CELL:48944051] (in TSRVampWorldspace "Shattered Crypt" [WRLD:48939A2E]) 

I checked the troubleshooting guide but I'm unsure what it means by Plugin too high. Is the load order wrong?  Sorted with LOOT. Or DynDOLOD unable to read the Plugin  at all? I've had this mod in my load order for awhile through several DynDOLOD runs. Just updated to v136.  Checked SSEdit and don't see an issue but that doesn't mean  there isn't one.

The  last bit of my log.Too long for Pastebin.  https://pastebin.com/pX7zsRLe

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24 minutes ago, mitzie92 said:

I have an error preventing generation of LOD.  Error: Plugin load order too high to copy record into DynDOLOD.esm TSR_TeldrynSerious.esp [CELL:48944051] (in TSRVampWorldspace "Shattered Crypt" [WRLD:48939A2E]) 

Looks like you encountered a bug that was just recently fixed in Alpha 137. Install Alpha 137 and try again.

DynDOLOD is trying to copy a CELL record from TSR_TeldrynSerious.esp into DynDOLOD.esm, but TSR_TeldrynSerious.esp can't be a master of DynDOLOD.esm because it's lower than it in the load order (or in other words, DynDOLOD.esm is "too high" relative to TSR_TeldrynSerious.esp).

https://dyndolod.info/Changelog:

Quote

Version 3.00 Alpha 137

  • DynDOLOD.exe - fixed trying to copy a cell from a worldspace not defined in a master plugin to DynDOLOD.esm when creating neverfade replacements

 

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10 hours ago, RainingTacco said:

searched dyndolod website for what level 0/level1/level 2 means in object rules but the only thing i could find is that it loads models with suffixes _0,_1. What if a tree mod comes with 3D LODs wiht only one file/level for a tree? Does that mean using any option beside level 0 is useless? If that's the case, why HLT dyndolod 3 addon recommends to use level 1 if there are no additional files to load?  So what does exactly dyndolod do with these 3d lods? Do it prune its geometry so Level 1 has less vertices than level 0? Its so annoying that some things arent explained on the website. 

https://dyndolod.info/Mod-Authors
The automatic matching assigns the different distant LOD meshes levels based on _[0|1|2|3] part of the filename . An object LOD model with the filename house_lod.nif will have distant LOD meshes in level 0, 1 and 2. To assign models to specific distant LOD meshes levels, use house_lod_0.nif for level 0, house_lod_1.nif for level 1, and house_lod_2.nif for level 2 and house_lod_3.nif for level 3.

As explained, there is just a single *_lod.nif it is used for all 3 levels and setting Level01/2/3 has the same result.

https://dyndolod.info/How-LOD-Works
Beyond these attached cells is the distant LOD area. In this distant LOD area the game shows terrain LOD (includes LOD for cell sized water), object LOD and tree LOD. These LOD types are basically discrete combined super meshes that each cover a large number of cells that are loaded at fixed positions.

https://dyndolod.info/Help/Object-LOD
Object LOD is the combined meshes and textures for objects that do not change and are not animated, like buildings or landscape features like mountains and rocks.
Object LOD is typically build from optimized object LOD models and textures (LOD assets). However, with xLODGen/DynDOLOD using full models is supported, too. Certain game engine limitations apply. For example, no animations, limited shader support and a fixed alpha threshold of 128.

For each new or updated full model that should have a matching LOD representation a new or updated optimized object LOD model is required. They need to be created with tools like Blender, 3DS Max etc. just the same as the full models.

As explained, object LOD is made by combining the models into larger meshes that cover several cells and the LOD models need to be created with 3rd party tools.

That means that there is no pruning of geometry based on the level.

The documentation for a tool typically only explains the things it actually does do and not the million of things it doesn't do.
This is a free tool and website that I make in my "spare" time and that I share for the explicit reason that people provide feedback, report problems and ask questions.

Disclaimer at the bottom of every page:
If anything unclear, requires further explanations, does not work as described or expected or in case of any problems make a post on the official DynDOLOD support forum for further qualified discussions, troubleshooting, help and advice or bug reports.

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3 hours ago, mitzie92 said:

I have an error preventing generation of LOD.  Error: Plugin load order too high to copy record into DynDOLOD.esm TSR_TeldrynSerious.esp [CELL:48944051] (in TSRVampWorldspace "Shattered Crypt" [WRLD:48939A2E]) 

I checked the troubleshooting guide but I'm unsure what it means by Plugin too high. Is the load order wrong?  Sorted with LOOT. Or DynDOLOD unable to read the Plugin  at all? I've had this mod in my load order for awhile through several DynDOLOD runs. Just updated to v136.  Checked SSEdit and don't see an issue but that doesn't mean  there isn't one.

The  last bit of my log.Too long for Pastebin.  https://pastebin.com/pX7zsRLe

Read the first post and or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log and debug log to upload when making posts. Zip large files and upload them to a file service as explained.

Always use the latest version as explained on the first post, https://dyndolod.info#DynDOLOD-3-Alpha and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions. That will most likely already fix the error.

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16 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug log and bugreport.txt (if it exists) to also upload when making posts.

I've been having an issue i never had before and i cannot find any solution, Using latest Dyndolod resources + Dyndolod NG (downloaded today).

Error with teldryn serious "Plugin load order too high to copy record into DynDOLOD.esm".

I'm using the Dyndolod texgen fixes also.

No idea whats going on since i never had this type of error.

https://ufile.io/v1rbyr5a

Downloading v137 to see if issue is fixed, will edit if it works

Edited by jantor
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2 minutes ago, jantor said:

I've been having an issue i never had before and i cannot find any solution, Using latest Dyndolod resources + Dyndolod NG (downloaded today).

Error with teldryn serious "Plugin load order too high to copy record into DynDOLOD.esm".

I'm using the Dyndolod texgen fixes also.

No idea whats going on since i never had this type of error.

https://ufile.io/v1rbyr5a

Use the latest DynDOLOD 3 Alpha version. It should fix that error.

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