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DynDOLOD 3.00 Alpha 180


sheson

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33 minutes ago, Abbot said:

Hello,

Using DynDOLOD DLL NG.

How do I extend the rendering distance of dynamic LODs? The rotating windmill fans of the Solitude windmill disappear (and re-appear) somewhere in the middle of Hjaalmarch's swamps for me. I would like for that to NOT be the case. I would like to keep seeing the fans until I can't see the windmill anymore. That's the whole purpose of using DynDOLOD, is it not?

I used the High preset and no errors were detected while generating DynDOLOD. I have ugridstoLoad at 5 and the corresponding Large Ref setting at 7. I have both a DynDOLOD.esm and a DynDOLOD.esp activated.

Gotta say, the STRANGEST thing of my passage from LE to SE is exactly the fact that DynDOLOD seems to constantly be performing LESS well than in LE. In LE, windmill fans and waterfalls were ALWAYS visible with the default presets. I have NEVER encountered this sort of problems in LE.

I don't get why we ought to have all of these "performance" concerns that oblige us to disable dynamic LODs in the distance in the modern 64bit Skyrim SE engine when we didn't have those concerns in LE and the LE game ran perfectly fine anyway, "old", "primitive" 32bit game that it was... smh

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.

https://dyndolod.info/Help/Dynamic-LOD
Dynamic LOD uses two distances, the so called NearGrid and FarGrid to control the visibility (enable state) of the dynamic LOD references. The size of the grids can be set on the advanced mode settings.

https://dyndolod.info/Help/Advanced-Mode#Dynamic-LOD
NearGridsToLoad sets the NearGrid cells diameter around the player.
FarGridsToLoad sets the FarGrid cells diameter around the player.

https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings
Dynamic LOD
NearGrid sets the distance of dynamic LOD references assigned to the NearGrid.
FarGrid sets the distance of dynamic LOD references assigned to the FarGrid.

https://dyndolod.info/FAQ#Performance
DynDOLOD is a set of tools that generates a LOD mod based on the load order and the options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. Based on the settings and user choices, the resource requirements and performance impact can be less, same or more than the LOD of the vanilla game while the visual result is always vastly superior.

The tools give you the control over things that are normally not possible, do not exist or hard to achieve. Sensible presets exist as a base. SE vanilla does not show the Solitude windmill fan beyond the uLargeRefLODGridSize. With DynDOLOD it either shows  up to the NearGrid or FarGrid distances depending on setup and settings.
Not everyone has the same powerful hardware. Once there are lots of mods, high res models, 4k and 8k textures, not well optimized 3rd party 3D tree LOD models and grass LODnot wasting unnecessary CPU/GPU cycles for showing full models on the other side of the map is becoming more important.

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42 minutes ago, sheson said:

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.

https://dyndolod.info/Help/Dynamic-LOD
Dynamic LOD uses two distances, the so called NearGrid and FarGrid to control the visibility (enable state) of the dynamic LOD references. The size of the grids can be set on the advanced mode settings.

https://dyndolod.info/Help/Advanced-Mode#Dynamic-LOD
NearGridsToLoad sets the NearGrid cells diameter around the player.
FarGridsToLoad sets the FarGrid cells diameter around the player.

https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings
Dynamic LOD
NearGrid sets the distance of dynamic LOD references assigned to the NearGrid.
FarGrid sets the distance of dynamic LOD references assigned to the FarGrid.

https://dyndolod.info/FAQ#Performance
DynDOLOD is a set of tools that generates a LOD mod based on the load order and the options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. Based on the settings and user choices, the resource requirements and performance impact can be less, same or more than the LOD of the vanilla game while the visual result is always vastly superior.

The tools give you the control over things that are normally not possible, do not exist or hard to achieve. Sensible presets exist as a base. SE vanilla does not show the Solitude windmill fan beyond the uLargeRefLODGridSize. With DynDOLOD it either shows  up to the NearGrid or FarGrid distances depending on setup and settings.
Not everyone has the same powerful hardware. Once there are lots of mods, high res models, 4k and 8k textures, not well optimized 3rd party 3D tree LOD models and grass LODnot wasting unnecessary CPU/GPU cycles for showing full models on the other side of the map is becoming more important.

Is there really NO generic answer to my question? I need to give the logs every time? the question is "how do I extend the rendering distance of dynamic lods while using DynDOLOD dll NG and scripts".

Ah, Ok, you gave me some other links. Thanks.

Edited by Abbot
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1 hour ago, sheson said:

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.

https://dyndolod.info/Help/Dynamic-LOD
Dynamic LOD uses two distances, the so called NearGrid and FarGrid to control the visibility (enable state) of the dynamic LOD references. The size of the grids can be set on the advanced mode settings.

https://dyndolod.info/Help/Advanced-Mode#Dynamic-LOD
NearGridsToLoad sets the NearGrid cells diameter around the player.
FarGridsToLoad sets the FarGrid cells diameter around the player.

https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings
Dynamic LOD
NearGrid sets the distance of dynamic LOD references assigned to the NearGrid.
FarGrid sets the distance of dynamic LOD references assigned to the FarGrid.

https://dyndolod.info/FAQ#Performance
DynDOLOD is a set of tools that generates a LOD mod based on the load order and the options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. Based on the settings and user choices, the resource requirements and performance impact can be less, same or more than the LOD of the vanilla game while the visual result is always vastly superior.

The tools give you the control over things that are normally not possible, do not exist or hard to achieve. Sensible presets exist as a base. SE vanilla does not show the Solitude windmill fan beyond the uLargeRefLODGridSize. With DynDOLOD it either shows  up to the NearGrid or FarGrid distances depending on setup and settings.
Not everyone has the same powerful hardware. Once there are lots of mods, high res models, 4k and 8k textures, not well optimized 3rd party 3D tree LOD models and grass LODnot wasting unnecessary CPU/GPU cycles for showing full models on the other side of the map is becoming more important.

So in the Settings submenu of the MCM I'm lacking the options to modify the FarGrid and the NearGrid that are shown here: https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings . (I have all the other options like NeverFade, window glow...)

What did I miss (or am I missing)? Is there a way to change this without having to regenerate the DynDOLOD output?

I am using DynDOLOD Resoucres SE 3.00 Alpha 49 and the corresponding DynDOLOD version that I do not remember.

Edited by Abbot
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2 hours ago, Abbot said:

Is there really NO generic answer to my question? I need to give the logs every time? the question is "how do I extend the rendering distance of dynamic lods while using DynDOLOD dll NG and scripts".

Ah, Ok, you gave me some other links. Thanks.

Without logs I have no idea what you actually generated or using. So the answers may apply or not.

2 hours ago, Abbot said:

So in the Settings submenu of the MCM I'm lacking the options to modify the FarGrid and the NearGrid that are shown here: https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings . (I have all the other options like NeverFade, window glow...)

What did I miss (or am I missing)? Is there a way to change this without having to regenerate the DynDOLOD output?

I am using DynDOLOD Resoucres SE 3.00 Alpha 49 and the corresponding DynDOLOD version that I do not remember.

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.

https://dyndolod.info
Always use the latest versions. Newer versions fix bugs, add new features, contain updated/new assets and configuration files to support the (sometimes still updated) vanilla game and for existing, new or updated mods. Using the latest version, providing feedback and reporting of all problems with requested logs to the official DynDOLOD support forum is a requirement to participate in the alpha test. Do not waste time using older versions or reporting problems with older versions.

https://dyndolod.info/Changelog
Version 3.00 Alpha 173
DynDOLOD DLL NG and Scripts - added DynDOLOD SkyUI MCM NG settings for NearGrid and FarGrid

DynDOLOD DLL NG
Changelogs
Version Alpha-31
added DynDOLOD SkyUI MCM NG settings for NearGrid and FarGrid

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So about HITMEs, my Requiem for the Indifferent.esp (its the esp that comes out from the requiem patcher that adds keywords and modifies values like damage and armor rating etc to items and so on) has a bunch of them, which of course might be problematic on the long run.  I heard those happen because the generated plugin is in the 1.70 header version not 1.71 and that since I'm running on a 1.5 skyrim.exe it might cause CTDs(even with BEES). So I have a question, does saving the ESP in an up to date creation kit fix these as you mentioned in the manual? Is saving the ESp through CK the same as changing the header in xedit? How do I go on about fixing it? Cuz dyndolod keeps mentioning them during generation.

Edited by mostwanted11
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On 9/1/2024 at 6:59 PM, mostwanted11 said:

So about HITMEs, my Requiem for the Indifferent.esp (its the esp that comes out from the requiem patcher that adds keywords and modifies values like damage and armor rating etc to items and so on) has a bunch of them, which of course might be problematic on the long run.  I heard those happen because the generated plugin is in the 1.70 header version not 1.71 and that since I'm running on a 1.5 skyrim.exe it might cause CTDs(even with BEES). So I have a question, does saving the ESP in an up to date creation kit fix these as you mentioned in the manual? Is saving the ESp through CK the same as changing the header in xedit? How do I go on about fixing it? Cuz dyndolod keeps mentioning them during generation.

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

Read this https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME
The reason why plugins contain HITMEs or the reasons why they are caused are unrelated to the header version or the header version being changed. Of course it always possible that a 3rd party tool has its own specific requirements to work correctly and create valid plugins.

Unrelated to HITMEs: Plugins that have records < 0x800 need to be version 1.71. Plugins that have only records >= 0x800 can be 1.70 or 1.71
If you want to use plugin of version 1.71 with older runtimes you need BEES for them to work.

Ask questions about xEdit on the xEdit discord. There will most likely be also knowledgeable folks that can answer questions about CK.

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16 hours ago, Abbot said:

Hello,

Using DynDOLOD DLL NG.

How do I extend the rendering distance of dynamic LODs? The rotating windmill fans of the Solitude windmill disappear (and re-appear) somewhere in the middle of Hjaalmarch's swamps for me. I would like for that to NOT be the case. I would like to keep seeing the fans until I can't see the windmill anymore. That's the whole purpose of using DynDOLOD, is it not?

I used the High preset and no errors were detected while generating DynDOLOD. I have ugridstoLoad at 5 and the corresponding Large Ref setting at 7. I have both a DynDOLOD.esm and a DynDOLOD.esp activated.

Gotta say, the STRANGEST thing of my passage from LE to SE is exactly the fact that DynDOLOD seems to constantly be performing LESS well than in LE. In LE, windmill fans and waterfalls were ALWAYS visible with the default presets. I have NEVER encountered this sort of problems in LE.

I don't get why we ought to have all of these "performance" concerns that oblige us to disable dynamic LODs in the distance in the modern 64bit Skyrim SE engine when we didn't have those concerns in LE and the LE game ran perfectly fine anyway, "old", "primitive" 32bit game that it was... smh

In addition to what sheson posted in response, I want to point out that the really blatant difference between LE and SE is the existence of the LRB - Large Reference Bug in SE that doesn't exist in LE (and the 'improved' snow shader is another, but that's beside the point). If you've been playing LE all this time, then I guess you haven't heard. This is the main reason why your LOD experience is different with SE. Blame Bethesda.

 

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Hello,

I hope I can explain this correctly. I am having some landscape seam issues after running TexGen and Dyndolod. I use Tomato's Complex Landscapes, with Terrain Parallax Blending mod and Blended Roads. Everything looked pretty seamless until I ran Dyndolod. Now I have some crazy seams like this. Has anyone seen anything like this before? It got a little better after disabling blended roads but I sitll have some seams. Rerunning Dyndolod now. 

 

https://postimg.cc/v414g9Hh
https://postimg.cc/4m2KxwZn

 

 

Edited by brelyn96
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2 hours ago, brelyn96 said:

Hello,

I hope I can explain this correctly. I am having some landscape seam issues after running TexGen and Dyndolod. I use Tomato's Complex Landscapes, with Terrain Parallax Blending mod and Blended Roads. Everything looked pretty seamless until I ran Dyndolod. Now I have some crazy seams like this. Has anyone seen anything like this before? It got a little better after disabling blended roads but I sitll have some seams. Rerunning Dyndolod now. 

https://postimg.cc/v414g9Hh
https://postimg.cc/4m2KxwZn

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.

Verify the problem does not happen without DynDOLOD being active. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If the load order changed, you might need to generate new DynDOLOD plugins, as they are build from the winning records at the time LOD is generated and whatever mods you are using might be making different changes to the base record.

Check the base record in xEdit to see if the changes of the last plugin are carried forward properly. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

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Hi!

After running Dyndolod Alpha 180 all the lumbermill waterwheels and all the windmill fans are no longer visible. When Dyndolod Output is disabled they return. Unfortunaly, I lack the experience to solve this problem. Any help would be highly appreciated. Dyndolod files and console screenshots are available at the link:

https://drive.google.com/drive/folders/1YHmdbX5ULckN2bzaRatMgD8grd0cFeki?usp=sharing

Thanx in adavance for any clues.

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10 hours ago, Nzymia said:

Hi!

After running Dyndolod Alpha 180 all the lumbermill waterwheels and all the windmill fans are no longer visible. When Dyndolod Output is disabled they return. Unfortunaly, I lack the experience to solve this problem. Any help would be highly appreciated. Dyndolod files and console screenshots are available at the link:

https://drive.google.com/drive/folders/1YHmdbX5ULckN2bzaRatMgD8grd0cFeki?usp=sharing

Thanx in adavance for any clues.

Upload the papyrus log as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
Upload the DynDOLOD.log from DynDOLOD DLL NG as explained in https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting
Upload DynDOLOD_NG_Tamriel.txt and DynDOLOD_NG_Worlds.txt from the DynDOLOD ouput ..\SKSE\plugins\DynDOLOD_Data\ folder

Test with a new game, with coc riverwood from main menu console for example and report if problem still happens.
They are supposed to be replacements once dynamic LOD is active.

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On 9/1/2024 at 1:00 PM, sheson said:

Without logs I have no idea what you actually generated or using. So the answers may apply or not.

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.

https://dyndolod.info
Always use the latest versions. Newer versions fix bugs, add new features, contain updated/new assets and configuration files to support the (sometimes still updated) vanilla game and for existing, new or updated mods. Using the latest version, providing feedback and reporting of all problems with requested logs to the official DynDOLOD support forum is a requirement to participate in the alpha test. Do not waste time using older versions or reporting problems with older versions.

https://dyndolod.info/Changelog
Version 3.00 Alpha 173
DynDOLOD DLL NG and Scripts - added DynDOLOD SkyUI MCM NG settings for NearGrid and FarGrid

DynDOLOD DLL NG
Changelogs
Version Alpha-31
added DynDOLOD SkyUI MCM NG settings for NearGrid and FarGrid

Thank you Sheson for all the links, documentation, and for DynDOLOD (of course).

On 9/2/2024 at 2:32 AM, z929669 said:

In addition to what sheson posted in response, I want to point out that the really blatant difference between LE and SE is the existence of the LRB - Large Reference Bug in SE that doesn't exist in LE (and the 'improved' snow shader is another, but that's beside the point). If you've been playing LE all this time, then I guess you haven't heard. This is the main reason why your LOD experience is different with SE. Blame Bethesda.

 

yeah they really should stop developing their own games and disband (finally).

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On 9/2/2024 at 12:43 AM, sheson said:

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.

Verify the problem does not happen without DynDOLOD being active. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If the load order changed, you might need to generate new DynDOLOD plugins, as they are build from the winning records at the time LOD is generated and whatever mods you are using might be making different changes to the base record.

Check the base record in xEdit to see if the changes of the last plugin are carried forward properly. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

Thank you for all these links, sorry I didn't do this initially.

https://drive.google.com/drive/folders/1BDaUGPr7t9_-z1XxFTUQIrJANWayCdus?usp=drive_link -log and debug log along with a screenshot of the road in xedit. Also there is a screenshot of my LOD install order as I probably f'd something up there.

Problem still happens when using tll in console

Things I've done since to troubleshoot: Reinstall terrain parallax blending, blended roads, tomato's landscapes. Reinstalled Vanilla Landscape corrections and ran xLODGen as suggested in the steps for that mod. 

 

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10 hours ago, brelyn96 said:

Thank you for all these links, sorry I didn't do this initially.

https://drive.google.com/drive/folders/1BDaUGPr7t9_-z1XxFTUQIrJANWayCdus?usp=drive_link -log and debug log along with a screenshot of the road in xedit. Also there is a screenshot of my LOD install order as I probably f'd something up there.

Problem still happens when using tll in console

Things I've done since to troubleshoot: Reinstall terrain parallax blending, blended roads, tomato's landscapes. Reinstalled Vanilla Landscape corrections and ran xLODGen as suggested in the steps for that mod. 

You upload the TexGen log and debug log instead of the DynDOLOD log and debug log.

The xEdit screenshot still has folded elements. Unfold them as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots to make sure they contain the same values etc. in the overwrite as in the source. It looks like the only difference is the Has Distant LOD flag, which typically does not cause such visual issues.

Full models are not affected by LOD, so turning LOD off with tll not having an effect is expected. Test if the problem goes away with DynDOLOD output disabled as explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If you change the load order after generating LOD, check the base record again. If there are discrepancies because additional plugins make changes to the base record used by the reference but are overwritten/reverted by DynDOLOD plugins, generate new LOD from scratch, or manually forward the changes with xEdit.

Generating terrain LOD with xLODGen is not going to affect objects (references that can be clicked with a form id, like roads for example) or terrain in the active cells.

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