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DynDOLOD 3.00 Alpha 180


sheson

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58 minutes ago, tamrieltwo said:

Yeah, CLAMP_S_CLAMP_T on the crown works perfectly, it only fails with the trunk.

I'm using Simplygon now. I'm trying to constrain the trunk UV between [0,1] so that I can use CLAMP_S_CLAMP_T. Do you know what option I should try?

Basic options:

image.thumb.png.2923dcd61f93748a286386c30ea4632b.png 

Advanced options:

image.thumb.png.49833c0c3966ee45d13c835fc874aa4d.png

I tried the ReductionPipeline. It decimated the mesh (50% less polys on trunk), but the UV mapping still appears to be the same as before (i.e. not in [0, 1]).

image.thumb.png.bd9fb7ff737060f9db977c6d5fa33041.png

image.thumb.png.fde7106aa09b5b049540444d8720e619.png

Btw, this is the original full model before decimation of the tree Im working on from NOTW: pinus04.nif

Under Aggregation check SubdividedGeomtryBasedOnUVTiles and set the slider to 1.

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20 hours ago, sheson said:

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

See https://dyndolod.info/Messages/Exceptions#OpenGL which should open when clicking the link "Click on this link for additional explanations and help for this message" of the message prompt.

Having the same OpenGL framebugger objects unsupported issue with the latest Nvidia WHQL Game ready driver (545.84, released Oct 17). Attaching the requested files.

 

Logs.zip

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On 10/20/2023 at 4:19 PM, adancau said:

Having the same OpenGL framebugger objects unsupported issue with the latest Nvidia WHQL Game ready driver (545.84, released Oct 17). Attaching the requested files.

Logs.zip 689.93 kB · 0 downloads

Do not install newer alpha version over older versions. Read https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\.

https://dyndolod.info/Updating

If the problem persists after properly unpacking the DynDOLOD Standalone into a new and empty folder, edit D:\Mod Repository\Skyrim SE & VR\tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini with notepad and add GLDebug=1 to the INI and then run again and upload that log and debug log and bugreport.txt if it exists.

If problem persists, add RenderSingle=1 under [TexGen] to see if it makes a difference.

If not, also add RenderTexturesSingleThread=1 to the INI and test if that makes a difference.

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3 hours ago, sheson said:

If the problem persists after properly unpacking the DynDOLOD Standalone into a new and empty folder, edit D:\Mod Repository\Skyrim SE & VR\tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini with notepad and add RenderSingle=1 under [TexGen] to see if it makes a difference.

I did a clean install, but it didn't help. I added the RenderSingle=1 afterwards, and that allowed it to complete, but it took 20 times as long. For the kicks, I removed RenderSingle=1 afterwards and re-ran, and got the framebuffer objects unsupported again.

For whatever it's worth - last time I ran this version of TexGen was before the Nvidia driver update - and I had no issues. In fact I have not had any issues with TexGen/Dyndolod in a very very long time.

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3 hours ago, adancau said:

I did a clean install, but it didn't help. I added the RenderSingle=1 afterwards, and that allowed it to complete, but it took 20 times as long. For the kicks, I removed RenderSingle=1 afterwards and re-ran, and got the framebuffer objects unsupported again.

For whatever it's worth - last time I ran this version of TexGen was before the Nvidia driver update - and I had no issues. In fact I have not had any issues with TexGen/Dyndolod in a very very long time.

As explained in several posts previously, the long gen times can be caused by driver-related software (some might say 'bloat'). Disabling all such software via Task manager such that only the NVIDIA/AMD drivers are at work rather than the post-processing --and other 'fancy' algorithms employed by some driver-related software-- are not interfering can vastly improve generation time. Example: I disable all of my AMD sortware, including Adrenaline, when generating any LOD.

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3 hours ago, NeedsMoreBirds said:

I've been fiddling about with my mod list again, trying out different grass and foliage mods and also decided to give ENB water a go. I'm having trouble generating for Solstheim again, though: https://paste.ee/p/tgBuK

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.

Is the error 100% repeatable if you just Execute LODGen again in expert mode for just Solstheim?
https://dyndolod.info/Help/Expert-Mode#Execute-LODGen

Do you mean this mod https://www.nexusmods.com/skyrimspecialedition/mods/37061?
Does the error not happen if you remove the mod again?

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13 hours ago, z929669 said:

As explained in several posts previously, the long gen times can be caused by driver-related software (some might say 'bloat'). Disabling all such software via Task manager such that only the NVIDIA/AMD drivers are at work rather than the post-processing --and other 'fancy' algorithms employed by some driver-related software-- are not interfering can vastly improve generation time. Example: I disable all of my AMD sortware, including Adrenaline, when generating any LOD.

I have nothing else apart from the drivers themselves. Normally generation takes about 5 minutes, but setting RenderSingle=1 in order to bypass the opengl error made it take more than an hour. I assume this is because it runs a single thread rather than doing multithreading as normal. 

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I'm getting an issue: DynDOLOD is choosing the wrong passthru_lod file. It's choosing pinus04_599919f0passthru_lod_80pct.nif (an old file in the same folder that I renamed) instead of pinus04_599919f0passthru_lod.nif. Why's this? This is my 3D LODs folder:

image.thumb.png.e5948efdbed187282ab1cc362d887706.png

pinus04 in Tree Report:

Quote

TreePineForest04 "pinus 04" [TREE:0004FBB0] Meshes\landscape\trees\nature_of_the_wild_lands\pinus\pinus04.nif [CRC32:599919F0] using textures\true forest\pinus\new\atlas_pine.dds, textures\true forest\pinus\new\atlas_pine_n.dds, textures\true forest\pinus\new\atlas_pine_sk.dds, textures\true forest\pinus\new\cap.dds, textures\true forest\pinus\new\cap_n.dds, textures\true forest\pinus\new\trunk_3.dds, textures\true forest\pinus\new\trunk_3_n.dds, textures\true forest\pinus\new\bark_4.dds, textures\true forest\pinus\new\bark_4_n.dds 
    New tree, Billboard found, 3D LOD model found
    Billboard_0: textures\terrain\lodgen\skyrim.esm\pinus04_0004fbb0.dds, textures\default_n.dds
    Billboard_1: textures\terrain\lodgen\skyrim.esm\pinus04_0004fbb0_1.dds, textures\terrain\lodgen\skyrim.esm\pinus04_0004fbb0_1_n.dds
    Billboard_2: textures\terrain\lodgen\skyrim.esm\pinus04_0004fbb0_2.dds, textures\terrain\lodgen\skyrim.esm\pinus04_0004fbb0_2_n.dds
    Level0: meshes\dyndolod\lod\trees\pinus04_599919f0passthru_lod_80pct.nif [CRC32:9B3E1EF8] using textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\pinus04_599919f0_trunk_1.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\pinus04_599919f0_trunk_1_n.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\pinus04_599919f0_trunk_2.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\pinus04_599919f0_trunk_2_n.dds, textures\true forest\pinus\new\atlas_pine.dds, textures\true forest\pinus\new\atlas_pine_n.dds, textures\true forest\pinus\new\atlas_pine_sk.dds
    Level1: meshes\dyndolod\lod\trees\pinus04_599919f0passthru_lod_80pct.nif [CRC32:9B3E1EF8] using textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\pinus04_599919f0_trunk_1.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\pinus04_599919f0_trunk_1_n.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\pinus04_599919f0_trunk_2.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\pinus04_599919f0_trunk_2_n.dds, textures\true forest\pinus\new\atlas_pine.dds, textures\true forest\pinus\new\atlas_pine_n.dds, textures\true forest\pinus\new\atlas_pine_sk.dds
    Level2: meshes\dyndolod\lod\trees\pinus04_599919f0passthru_lod_80pct.nif [CRC32:9B3E1EF8] using textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\pinus04_599919f0_trunk_1.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\pinus04_599919f0_trunk_1_n.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\pinus04_599919f0_trunk_2.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\pinus04_599919f0_trunk_2_n.dds, textures\true forest\pinus\new\atlas_pine.dds, textures\true forest\pinus\new\atlas_pine_n.dds, textures\true forest\pinus\new\atlas_pine_sk.dds
    Dynamic: Meshes\landscape\trees\nature_of_the_wild_lands\pinus\pinus04.nif [CRC32:599919F0] using textures\true forest\pinus\new\atlas_pine.dds, textures\true forest\pinus\new\atlas_pine_n.dds, textures\true forest\pinus\new\atlas_pine_sk.dds, textures\true forest\pinus\new\cap.dds, textures\true forest\pinus\new\cap_n.dds, textures\true forest\pinus\new\trunk_3.dds, textures\true forest\pinus\new\trunk_3_n.dds, textures\true forest\pinus\new\bark_4.dds, textures\true forest\pinus\new\bark_4_n.dds
    Mask: tree    File: C:\Games\Modding\DynDOLOD 3\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_Medium.ini
    LOD4: Level0
    LOD8: Billboard1 using internal
    LOD16: Billboard1 using internal

Full logs: https://file.io/fS0zu3pc2CvD

pinus04_599919f0passthru_lod.nif: pinus04_599919f0passthru_lod.nif

pinus04_599919f0passthru_lod_80pct.nif: pinus04_599919f0passthru_lod_80pct.nif

 

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2 hours ago, tamrieltwo said:

I'm getting an issue: DynDOLOD is choosing the wrong passthru_lod file. It's choosing pinus04_599919f0passthru_lod_80pct.nif (an old file in the same folder that I renamed) instead of pinus04_599919f0passthru_lod.nif. Why's this? This is my 3D LODs folder:

image.thumb.png.e5948efdbed187282ab1cc362d887706.png

pinus04 in Tree Report:

Full logs: https://file.io/fS0zu3pc2CvD

pinus04_599919f0passthru_lod.nif: pinus04_599919f0passthru_lod.nif

pinus04_599919f0passthru_lod_80pct.nif: pinus04_599919f0passthru_lod_80pct.nif

 

This is because filenames with numbers that it tries to apply to lod levels take priority.

If you want to ensure that a nif in the data\meshes folder is not used use MO2 hide feature.

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Hi. I need some help.

 

In the past I was using DynDOLOD-Standalone.3.00-Alpha-58, it was working well, not a problem to be found when playing.

But I added a mod that requires rerunning dyndolod so I tried but I got the error "version expired".

 

After installing a new version I got error that there was a problem with Update.esm and USSEP... (Skyrim VR + USSEP 4.1.2a)

I don't want to deal with this as I don't care if there is a problem as I never got CTD when I played last time (over 40h playtime).

 

So the question is simple, how to disable "version expired" check in older versions?

It was working fine enough for me and I don't see a reason to deal with the new version.

 

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11 hours ago, Foris said:

Hi. I need some help.

 

In the past I was using DynDOLOD-Standalone.3.00-Alpha-58, it was working well, not a problem to be found when playing.

But I added a mod that requires rerunning dyndolod so I tried but I got the error "version expired".

 

After installing a new version I got error that there was a problem with Update.esm and USSEP... (Skyrim VR + USSEP 4.1.2a)

I don't want to deal with this as I don't care if there is a problem as I never got CTD when I played last time (over 40h playtime).

 

So the question is simple, how to disable "version expired" check in older versions?

It was working fine enough for me and I don't see a reason to deal with the new version.

 

https://dyndolod.info/FAQ#Older-versions

https://dyndolod.info/Mods/Skyrim-VR

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I understand your point, but this is my point.

I'm a working adult with limited free time. I have a working mod list (nearly 400 mods) and I found will and a few hours of free time to play today.

I haven't played Skyrim for over half a year and want to spend relaxing time but I can't because of course something broke. And because I deleted the output just before I started creating a new one, I cannot even come back to the working version.

 

Well, today is too late to play anyway, tomorrow I have work so most likely come back to Skyrim after another few months...

Or never :/

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