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DynDOLOD 3.00 Alpha 180


sheson

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4 hours ago, Chromatic said:

DynDOLOD keeps hanging after some time, had to enable real time logging too since no logs were being generated otherwise. Logs are provided here: https://ufile.io/artotucx.

I am using a Radeon Vega 56 on the latest GPU drivers (Adrenalin 23.11.1 (WHQL Recommended) with a minimal install.

The archive you uploaded include the log and debug in addition to the real time log all with the same timestamp. The log and debug log are saved when the tools shut down properly via exit or clicking the X top right once.

The debug log and real time log seem to show that the tool was interrupted while Texconv converted textures.

See https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures, test the suggested INI settings one by one. Let me know if/which one made a difference.

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LockTexconv=1 didn't make a difference, DynDOLOD hanged at the same spot like before (I had to properly close the process from the task manager). RenderSingle=1 did help in my latest run since DynDOLOD didn't get stuck this time but now I got this error message on the same spot:

Spoiler

[Window Title]
DynDOLOD

[Main Instruction]
New width or height is zero.

[Content]
(G:\Delphi\Projects\DynDOLOD3\External\ImagingLib\Source\Imaging.pas, line 1483) while processing 7B56D36E (4) while processing textures\landscape\trees\northern hemispheres\deadatlas.dds.

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

New logs: https://ufile.io/ti1yj9xk

 

 

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32 minutes ago, Chromatic said:

LockTexconv=1 didn't make a difference, DynDOLOD hanged at the same spot like before (I had to properly close the process from the task manager). RenderSingle=1 did help in my latest run since DynDOLOD didn't get stuck this time but now I got this error message on the same spot:

  Hide contents

[Window Title]
DynDOLOD

[Main Instruction]
New width or height is zero.

[Content]
(G:\Delphi\Projects\DynDOLOD3\External\ImagingLib\Source\Imaging.pas, line 1483) while processing 7B56D36E (4) while processing textures\landscape\trees\northern hemispheres\deadatlas.dds.

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

New logs: https://ufile.io/ti1yj9xk

In addition add GLDebug=1 under [DynDOLOD] in E:\Mod Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
Remove old logs and bugreport.txt, run again, upload new logs and bugreport.txt.

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Hello, i have an issue with grass lod and i really need help

before i came to you i read and followed the checklist of grass lod, i search in google and here for an answer, i also received help from reddit i tried everything they suggested i made sure to do all tests from coming to you for help!

i followed the guide i used a grass pre-cache from nexus with Grass Cache Helper NG i checked in texgen and dyndolod for grass textures. 

my problem is that everything works except the grass lod it is not visible in the further distance, with Grass Cache Helper NG the visible grass distance is better but the far areas has no grass in them. i tried many different ways and grass mods also removed all mods except the essentials, tweaked ini settings too but still nothing works

i really need help i want grass lod more than anything since i'm playing vr. CAN YOU PLEASE HELP ME!? (i shared all logs that i found)

dyndolod logs.7z

here are the correct logs for vr

DynDOLOD_TES5VR_Debug_log was too big to upload

dundolod vr logs.7z

Edited by m300
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4 hours ago, m300 said:

Hello, i have an issue with grass lod and i really need help

before i came to you i read and followed the checklist of grass lod, i search in google and here for an answer, i also received help from reddit i tried everything they suggested i made sure to do all tests from coming to you for help!

i followed the guide i used a grass pre-cache from nexus with Grass Cache Helper NG i checked in texgen and dyndolod for grass textures. 

my problem is that everything works except the grass lod it is not visible in the further distance, with Grass Cache Helper NG the visible grass distance is better but the far areas has no grass in them. i tried many different ways and grass mods also removed all mods except the essentials, tweaked ini settings too but still nothing works

i really need help i want grass lod more than anything since i'm playing vr. CAN YOU PLEASE HELP ME!? (i shared all logs that i found)

dyndolod logs.7z

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload large log files to a file service/

https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards
Check that TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic tree/grass LOD billboard generation. See TexGen Configuration for further details.

You can see in the log that only handful of grass billboards were generated for verdant.

https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List
Make sure TexGen is generating grass LOD billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt. Pay attention to error messages and fix them. Double-check the object bounds of the GRAS records in the plugins as explained above

https://www.nexusmods.com/skyrimspecialedition/mods/2296?tab=posts
The bounds need to be recalculated again for this to work with grass LOD generation. I know the sticky says 1.8 was but you will still get false on every billboard generation in the txt file like the other comment sticky in here stated. I recalculated it "again" and it works now. So instead of guessing what shouldn't be false a simple ck recalculate bounds is all that's needed.

https://dyndolod.info/Help/Object-Bounds
In case the object bounds are not set properly in a plugin, the Creation Kit Object Window has a right click context menu entry 'Recalc Bounds' to update them.

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44 minutes ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload large log files to a file service/

https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards
Check that TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic tree/grass LOD billboard generation. See TexGen Configuration for further details.

You can see in the log that only handful of grass billboards were generated for verdant.

https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List
Make sure TexGen is generating grass LOD billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt. Pay attention to error messages and fix them. Double-check the object bounds of the GRAS records in the plugins as explained above

https://www.nexusmods.com/skyrimspecialedition/mods/2296?tab=posts
The bounds need to be recalculated again for this to work with grass LOD generation. I know the sticky says 1.8 was but you will still get false on every billboard generation in the txt file like the other comment sticky in here stated. I recalculated it "again" and it works now. So instead of guessing what shouldn't be false a simple ck recalculate bounds is all that's needed.

https://dyndolod.info/Help/Object-Bounds
In case the object bounds are not set properly in a plugin, the Creation Kit Object Window has a right click context menu entry 'Recalc Bounds' to update them.

hi sheson, thank you so much for the detailed reply. here is the DynDOLOD_TES5VR_Debug_log: https://ufile.io/p0ea5uv7

i did noticed that txt file with so many false lines, i did read the mod page there was an explains to force generate grass but i need to remove the false from all lines? i mean how would i know which are important so my fps wont suffer?

as for Creation Kit i don't really have it and don't know how to use it, i have no problem watching tutorials to learn it and recalculate the bounds but is it really necessary if i can just remove the false in the txt file and then regenerate the outputs again unless i'm mistaken and didn't get right?

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1 hour ago, m300 said:

hi sheson, thank you so much for the detailed reply. here is the DynDOLOD_TES5VR_Debug_log: https://ufile.io/p0ea5uv7

i did noticed that txt file with so many false lines, i did read the mod page there was an explains to force generate grass but i need to remove the false from all lines? i mean how would i know which are important so my fps wont suffer?

as for Creation Kit i don't really have it and don't know how to use it, i have no problem watching tutorials to learn it and recalculate the bounds but is it really necessary if i can just remove the false in the txt file and then regenerate the outputs again unless i'm mistaken and didn't get right?

Either only use properly made mods, update the object bounds with CK or create the config file to force creation.

With correct object bounds billboards will be created for large enough and above water grass only. If you force billboards, it is up to you to decide. Use preview or open generated billboard in image viewer.

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22 minutes ago, sheson said:

Either only use properly made mods, update the object bounds with CK or create the config file to force creation.

With correct object bounds billboards will be created for large enough and above water grass only. If you force billboards, it is up to you to decide. Use preview or open generated billboard in image viewer.

ok then i will try with CK first, thank you so much for your help!

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On 11/20/2023 at 12:11 PM, sheson said:

In addition add GLDebug=1 under [DynDOLOD] in E:\Mod Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
Remove old logs and bugreport.txt, run again, upload new logs and bugreport.txt.

Using GLDebug=1 (alongside LockTexconv=1) hasn't made a difference, the same error happens again.

Logs: https://ufile.io/0lzdeav6

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3 hours ago, Chromatic said:

Using GLDebug=1 (alongside LockTexconv=1) hasn't made a difference, the same error happens again.

Logs: https://ufile.io/0lzdeav6

GLDebug=1 does more debugging and is not supposed to make a difference how things work, so no change is expected.

Download this test version https://mega.nz/file/pQIW3BjB#lUFjXiTiHkI-yu1yfow_e0X5E2VrHkD_lp5tER_GrEA and upload new bugreport.txt, log and debug log.

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hi sheson, i'm really sorry to bother you again but i'm trying to find guide for recalculate bounds but i can't find any.

could you maybe tell me how to do it or if you know a guide somewhere that could help i would really appreciate it?

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41 minutes ago, m300 said:

hi sheson, i'm really sorry to bother you again but i'm trying to find guide for recalculate bounds but i can't find any.

could you maybe tell me how to do it or if you know a guide somewhere that could help i would really appreciate it?

i managed to open verdate from data in creation kit it also loaded all master files now there are a lot of grass nif files do i need to use the recalc bound on each and every one of them?

also how would i now that i don't do changes to the master files?

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45 minutes ago, m300 said:

hi sheson, i'm really sorry to bother you again but i'm trying to find guide for recalculate bounds but i can't find any.

could you maybe tell me how to do it or if you know a guide somewhere that could help i would really appreciate it?

I do not provide support for other tools or generic modding support. Ask questions about how to use CK wherever people discuss or help with it. Make use of https://ck.uesp.net/wiki/index.php?title=Landing_page

In CK load / set whatever grass plugin to edit as active. In the Object Window tree view select WorldObjects / Grass, mark all grasses in the list, right click, Recalc Bounds, save.

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3 minutes ago, sheson said:

I do not provide support for other tools or generic modding support. Ask questions about how to use CK wherever people discuss or help with it. Make use of https://ck.uesp.net/wiki/index.php?title=Landing_page

In CK load / set whatever grass plugin to edit as active. In the Object Window tree view select WorldObjects / Grass, mark all grasses in the list, right click, Recalc Bounds, save.

thank you, and the fact you still gave me directions is really appreciated!!!!

one last question if i may, i got those warning messages: 

Could not find model Landscape\Grass\DLC02VolcanicAshRocks01.nif
Could not find model landscape\Grass\EGrass05.nif
Could not find model landscape\Grass\EGrass36b.nif
Could not find model landscape\Grass\ESpFAngularSolomonSeal02.nif
Could not find model landscape\Grass\ESpFAngularSolomonSeal04.nif
Could not find model landscape\Grass\espfernbraken05st.nif
Could not find model landscape\Grass\ESpLadysMantle.nif
Could not find model landscape\Grass\espmaylily02.nif
Could not find model landscape\Grass\ESPMeadowsweet02.nif
Could not find model landscape\Grass\espscilla01blue.nif
Could not find model landscape\Grass\esutansy01.nif
Could not find model landscape\Grass\EWpShore03.nif
Could not find model landscape\Grass\fallforestgrass0bj03.nif
Could not find model landscape\Grass\UG_forestgroundcover02.nif

did you had them too and do i need to ignore them?

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52 minutes ago, sheson said:

I do not provide support for other tools or generic modding support. Ask questions about how to use CK wherever people discuss or help with it. Make use of https://ck.uesp.net/wiki/index.php?title=Landing_page

In CK load / set whatever grass plugin to edit as active. In the Object Window tree view select WorldObjects / Grass, mark all grasses in the list, right click, Recalc Bounds, save.

i did what you instructed i recalculated bounds for verdant saved and deployed mods made sure that the newer file in use(in vortex)

but after running texgen i got the same result in TexGen_TES5VR_Grass_Billboards.txt

i guess i will try to force it 

TexGen_TES5VR_Grass_Billboards.txt

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