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DynDOLOD 3.00 Alpha 180


sheson

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If I want to generate HD grass billboards:

[01:43] Range check error while processing I:\misc\DynDOLOD3\TexGen_Output\textures\terrain\lodgen\veydosebrom regions.esp\highlandgrass0702_001571f5
[01:43] TexGen completed successfully
[01:43] Created a summary of log messages I:\misc\DynDOLOD3\Summary\TexGen_Index.html.
Range check error while processing I:\misc\DynDOLOD3\TexGen_Output\textures\terrain\lodgen\veydosebrom regions.esp\highlandgrass0702_001571f5
Error: Range check error while processing I:\misc\DynDOLOD3\TexGen_Output\textures\terrain\lodgen\veydosebrom regions.esp\highlandgrass0702_001571f5.

 

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14 hours ago, Mousetick said:

DynDOLOD 3a150 + xLODGen b101 Combined Worldspaces

Using a <worldspace>_Combine.ini containing multiple instances of the same source worldspace in order to map different rectangles to the destination worldspace, results in DynDOLOD failure during object LOD generation for the destination worldspace.

Relevant DynDOLOD error message:

[26:34] <Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld. LODGenx64Win.exe returned 427. Check G:\( Platform )\Tool\DynDOLOD 3a150\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt>

Relevant LODGen error messages:

Using UV Atlas: G:\( Platform )\Tool\DynDOLOD 3a150\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_DLC2SolstheimWorld_Combined.txt
Texture name already defined in atlas file textures\architecture\highhrothgar\hhcol01.dds,textures\architecture\highhrothgar\hhcol01_n.dds
Log ended at 22:06:26 (00:00:03)
Code: 1063

Full logs and other relevant files: https://drive.google.com/file/d/1k6jnPCs8QSUmgPea7xGQMPsypSi7wrDN/view

Thanks.

Let me know if this test version fixes this https://mega.nz/file/wAwHnbiQ#845ObhNZ48pmbFK-Qv6aG0hheuQaMj-hZM6At1lQzRE

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4 hours ago, Morti said:

If I want to generate HD grass billboards:

[01:43] Range check error while processing I:\misc\DynDOLOD3\TexGen_Output\textures\terrain\lodgen\veydosebrom regions.esp\highlandgrass0702_001571f5
[01:43] TexGen completed successfully
[01:43] Created a summary of log messages I:\misc\DynDOLOD3\Summary\TexGen_Index.html.
Range check error while processing I:\misc\DynDOLOD3\TexGen_Output\textures\terrain\lodgen\veydosebrom regions.esp\highlandgrass0702_001571f5
Error: Range check error while processing I:\misc\DynDOLOD3\TexGen_Output\textures\terrain\lodgen\veydosebrom regions.esp\highlandgrass0702_001571f5.

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

https://dyndolod.info/Messages/Exceptions#Range-check-error
Always use the latest version of DynDOLOD/TexGen as explained above.
This is a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.

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Could you tell me why JK's Markarth Outskirt isn't visible from the city? I have a patio near my house in Markarth with a view beyond the wall but don,t see anything from this mod: https://www.nexusmods.com/skyrimspecialedition/mods/93006 

There were no errors during generation. I marked Parent - child and Сhild - parent.

https://drive.google.com/file/d/1_4Bx5Nyj4YlSAHss_MNdfWb5pMtFDWIh/view?usp=sharing

https://drive.google.com/file/d/1adBU0wIjS7qPrZdBJzchky5irLK455Fa/view?usp=sharing

 

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1 hour ago, SkyKatarsis said:

Could you tell me why JK's Markarth Outskirt isn't visible from the city? I have a patio near my house in Markarth with a view beyond the wall but don,t see anything from this mod: https://www.nexusmods.com/skyrimspecialedition/mods/93006 

There were no errors during generation. I marked Parent - child and Сhild - parent.

https://drive.google.com/file/d/1_4Bx5Nyj4YlSAHss_MNdfWb5pMtFDWIh/view?usp=sharing

https://drive.google.com/file/d/1adBU0wIjS7qPrZdBJzchky5irLK455Fa/view?usp=sharing

https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Individual-Child-Worldspace-Configuration
For a child worldspace to actually be considered for copying of references, a configuration file with the worldspace Editor ID needs to exist at ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_[GAME MODE]_childworld_[WORLDSPACE].ini.

https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Settings-for-Parent-gt-Child
ScanParent - set to 1 to copy references that have LOD from the parent worldspace to the child worldspace.

It is disabled by default for Markarth. Set ScanParent=1 in DynDOLOD_SSE_childworld_MarkarthWorld.ini

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12 минут назад, Шесон сказал:

https:// dyndolod .info/Help/Child-Parent-Worldspace-Copies#Individual-Child-Worldspace-Configuration
Чтобы дочернее мировое пространство действительно рассматривалось для копирования ссылок, файл конфигурации с идентификатором редактора мирового пространства должен существовать в ..\ DynDOLOD \ Edit Scripts\ DynDOLOD \Configs\DynDOLOD_[GAME MODE]_childworld_[WORLDSPACE].ini.

https:// dyndolod .info/Help/Child-Parent-Worldspace-Copies#Settings-for-Parent-gt-Child
ScanParent — установите значение 1, чтобы копировать ссылки с уровнем детализации из родительского мирового пространства в дочернее мировое пространство.

По умолчанию в Маркарте он отключен. Установите ScanParent=1 в DynDOLOD_SSE_childworld_MarkarthWorld.ini.

That's very kind of you, thank you, I get it.

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So I just noticed recently on a trip to Solitude that there was a well missing from the markets leaving a gaping hole in the ground and the only thing I installed since the last time I saw it was DynDOLOD. I thought maybe it could be a mod that messes with wells, and maybe DynDOLOD wasn't playing nice with it, but I can't find one in my load order that does.

ScreenShot3.thumb.png.5e2e4432a019d7952d060dd8a051765d.png

 

The part that makes me believe that DynDOLOD is the culprit is that the well will magically reappear if I disable DynDOLOD.esp that gets generated from running the DynDOLOD_Output tool.

ScreenShot4.thumb.png.2f4fbebba3899dfc118700193530983d.png

 

Running through the DynDOLOD tools, there are no noticeable errors that come up, and the tools seem complete their tasks without problems. I want to be convinced I'm just doing something wrong, but I can't seem to pinpoint why DynDOLOD is causing this to be happening. Any help would be greatly appreciated.

 

Edited by spamalot223
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Hi, I'm not sure if this has been reported before, but Northern roads modifies bridges in the game and they are causing large reference bug. The most noticeable ones are whiterun bridges. 

Whiterun Bridge lod meshes are misaligned which I fixed it by fixing the lod meshes, but that's how I first noticed both full model and lod appearing together. Apparently that's called large reference bug and that's why I'm here to report and ask how to fix it. 

I tried dyndolod's large reference fix option on and off, ignore large references setting on and off, but nothing fixes it. I am guessing something needs to be done on the mod Esp for it. 

What do you recommend? Should I try to move those records to a master esm file? Or is there another fix for it? Or simply not bother and add dyndolod records to always show the full mesh? 

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4 hours ago, Shizof said:

Hi, I'm not sure if this has been reported before, but Northern roads modifies bridges in the game and they are causing large reference bug. The most noticeable ones are whiterun bridges. 

Whiterun Bridge lod meshes are misaligned which I fixed it by fixing the lod meshes, but that's how I first noticed both full model and lod appearing together. Apparently that's called large reference bug and that's why I'm here to report and ask how to fix it. 

I tried dyndolod's large reference fix option on and off, ignore large references setting on and off, but nothing fixes it. I am guessing something needs to be done on the mod Esp for it. 

What do you recommend? Should I try to move those records to a master esm file? Or is there another fix for it? Or simply not bother and add dyndolod records to always show the full mesh? 

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

https://dyndolod.info/FAQ#Object-LOD-model-and-full-model-show-at-the-same-time-causing-texture-flicker
https://dyndolod.info/Help/Large-References
https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

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5 hours ago, spamalot223 said:

So I just noticed recently on a trip to Solitude that there was a well missing from the markets leaving a gaping hole in the ground and the only thing I installed since the last time I saw it was DynDOLOD. I thought maybe it could be a mod that messes with wells, and maybe DynDOLOD wasn't playing nice with it, but I can't find one in my load order that does.

ScreenShot3.thumb.png.5e2e4432a019d7952d060dd8a051765d.png

 

The part that makes me believe that DynDOLOD is the culprit is that the well will magically reappear if I disable DynDOLOD.esp that gets generated from running the DynDOLOD_Output tool.

ScreenShot4.thumb.png.2f4fbebba3899dfc118700193530983d.png

 

Running through the DynDOLOD tools, there are no noticeable errors that come up, and the tools seem complete their tasks without problems. I want to be convinced I'm just doing something wrong, but I can't seem to pinpoint why DynDOLOD is causing this to be happening. Any help would be greatly appreciated.

Moved to the DynDOLOD 3 Alpha thread.

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

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

https://dyndolod.info/Mods/Open-Exterior-Cities
In case of Open Cities Skyrim make sure to click the Low, Medium or High button in order to load mesh mask rules for the plugin.

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5 hours ago, sheson said:

Here are the log files: https://ufile.io/s8k6gkh2

I'm using DynDOLOD DLL NG with latest alpha 150. High option with a few additions. And large reference bugs workarounds is selected while running DynDOLOD. Also it's checked in MCM.

It's like this approaching the mesh:

|LOD----------------|----Full Mesh+LOD----|----------------Full Mesh|

It shows Full Mesh+LOD for a while when approaching. If I just stay in that middle distance, it's always both of them.

Note that I have uLargeRefLODGridSize set to 5. So this may not be large reference bug, since large reference system must be disabled normally according to your guides and faq.

After some testing I found some other meshes in the world that has this bug (full mesh appearing at the same time as lod when I approach it), not just Northern Roads (this was just the first thing I noticed).

Like for example mountain sides smoothly convert from lod to full mesh before my eyes which can only happen if both of them were showing at the same time I think (But this doesn't happen all the time). I'm using ERM - Enhanced Rocks and Mountains and its dyndolod addon and recommended lod settings.

I'm testing it on a brand new save game and made sure I saw dyndolod initialized message before doing the tests.

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6 minutes ago, Shizof said:

Here are the log files: https://ufile.io/s8k6gkh2

I'm using DynDOLOD DLL NG with latest alpha 150. High option with a few additions. And large reference bugs workarounds is selected while running DynDOLOD. Also it's checked in MCM.

It's like this approaching the mesh:

|LOD----------------|----Full Mesh+LOD----|----------------Full Mesh|

It shows Full Mesh+LOD for a while when approaching. If I just stay in that middle distance, it's always both of them.

Note that I have uLargeRefLODGridSize set to 5. So this may not be large reference bug, since large reference system must be disabled normally according to your guides and faq.

After some testing I found some other meshes in the world that has this bug (full mesh appearing at the same time as lod when I approach it), not just Northern Roads (this was just the first thing I noticed).

Like for example mountain sides smoothly convert from lod to full mesh before my eyes which can only happen if both of them were showing at the same time I think (But this doesn't happen all the time). I'm using ERM - Enhanced Rocks and Mountains and its dyndolod addon and recommended lod settings.

I'm testing it on a brand new save game and made sure I saw dyndolod initialized message before doing the tests.

https://dyndolod.info/How-LOD-Works
If the player moves around, new rows of cells attach so that the player is always in the center cell. When new cells attach, the game first loads the ground and lowers the terrain LOD meshes by a fixed amount under the ground and disables water LOD for the cells, loads all trees and disables their tree LOD, loads all objects and their full models and then disables object LOD for the cells.
Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker).

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21 minutes ago, sheson said:

https://dyndolod.info/How-LOD-Works
If the player moves around, new rows of cells attach so that the player is always in the center cell. When new cells attach, the game first loads the ground and lowers the terrain LOD meshes by a fixed amount under the ground and disables water LOD for the cells, loads all trees and disables their tree LOD, loads all objects and their full models and then disables object LOD for the cells.
Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker).

That's not what's happening. If I stay at that zone which is a big distance, it's always both of them, no matter how long I wait at that zone or no matter if I save, close the game, and load again etc. It's not while waiting Full models to load, it's all the time. I tried tll command to check lods disappearing to confirm the issue. Here's two screenshots where the flicker is happening: https://imgur.com/a/m7Lf3zI The bridge here. Note that between these two distances, both full model and lod are showing no matter how long I wait or if I save and close the game and open it again. It's like a big overlap of LOD and Full Model showing distances.

Edited by Shizof
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