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DynDOLOD 3.00 Alpha 180


sheson

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4 hours ago, Asphaleia said:

I've been trying to run Dyndolod since yesterday (last complete Dyndolod Output was on 10 Sep). For some reason, Dyndolod started to crash during 'Processing Tamriel Textures [22K+]', about 2 minutes into the generation. 

I don't see any debug reports in Logs, only Object Report, Reverse List, Tree Export, Tree LOD, Three Report, Dynamic LOD and Object LOD.

The only mods I've added since 10 Sept was Lanterns of Skyrim II, Sepolcri - a complete Burial Sites Overhaul, WizKid's Hunter Camp Overhaual, WizKid's Carriages and Signs, and Cities of the North - Morthal, Dawnstar, Falkreath and COTN - Half-Moon Mill Add-On. As well as SSE Parallax Shader Fix and Terrain Parallax Blending Fix.

TexGen runs without issue.

I have 32GB of RAM on my computer, so I don't think that it's a memory issue. My Dyndolod is up to date, so is my resources, I am using SKSE/Papyrus instead of Dyndolod NG.

Please help?

See the answers form https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures and the list of suggestions.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool can not write the log and debug log because you are terminating it.

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3 hours ago, sheson said:

Report if a mod that replaces textures\architecture\whiterun\wrwindows01_g.dds
Make sure MO2 archiving parsing is enabled.

Confirm, the issue does not happen when just hiding that texture from the TexGen output while leaving the rest active.

The comparison picture I've provided is with the said glow map hidden with MO2, yes. Mods in my LO that have the texture is Skyland overwritten by Rustic Windows overwritten by texgen output. Besides them only vanilla has it inside a BSA.

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1 hour ago, leostevano said:

The comparison picture I've provided is with the said glow map hidden with MO2, yes. Mods in my LO that have the texture is Skyland overwritten by Rustic Windows overwritten by texgen output. Besides them only vanilla has it inside a BSA.

Replace ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt
Just running TexGen should be enough.
If satisfied, for completeness also rebuild the atlas in the DynDOLOD expert mode. https://dyndolod.info/Help/Expert-Mode#Rebuild-Atlas

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Quote

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool can not write the log and debug log because you are terminating it.

I enabled real time log as mentioned in the support forum, but nothing happens. I did not terminate Dyndolod, it ended prematurely by itself. I do not see TexConv in Task Manager at all, it ended without notice, as though it never happened. 

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1 hour ago, Asphaleia said:

I enabled real time log as mentioned in the support forum, but nothing happens. I did not terminate Dyndolod, it ended prematurely by itself. I do not see TexConv in Task Manager at all, it ended without notice, as though it never happened. 

Doublecheck you added the correct setting to the correct INI.
Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.INI
Right under
[DynDOLOD]
RealTimeLog=1

Make sure to copy and paste the setting and that there are not leading or trailing space etc.
After saving doublecheck it was not accidently saved under a different filename.

Make sure to go through all FAQ answers that apply to DynDOLOD.

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I'm having a LOD issue related to the mod: Unmarked Locations - All In One. It's weird because TexGen nor Dyndolod through any errors while generating. But when I get in game, there's no LOD. Sorry if this is user error, I submitted a bug report on the mod and the author said to come here. You can see the issue in the attached images.

j7KCFsx.jpegfOlHL67.jpeg

Edited by TazAlonzo
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Yes, I managed to find out what's going on. The realtime log work and pointed out an error in one of my plugins due to Worldspace (improperly installed mod, but for some reason, is still running.)

I apologise for all the trouble, since this incident is of my own making.

Thank you for all your hard work and prompt reply!

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6 hours ago, TazAlonzo said:

I'm having a LOD issue related to the mod: Unmarked Locations - All In One. It's weird because TexGen nor Dyndolod through any errors while generating. But when I get in game, there's no LOD. Sorry if this is user error, I submitted a bug report on the mod and the author said to come here. You can see the issue in the attached images.

j7KCFsx.jpegfOlHL67.jpeg

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.

Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

https://dyndolod.info/FAQ#Something-does-not-have-LOD
For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation.
If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD.

Upload the mentioned DynDOLOD_SSE_Object_Report.txt as well.

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3 hours ago, Asphaleia said:

Yes, I managed to find out what's going on. The realtime log work and pointed out an error in one of my plugins due to Worldspace (improperly installed mod, but for some reason, is still running.)

I apologise for all the trouble, since this incident is of my own making.

Thank you for all your hard work and prompt reply!

I would be nice if you could upload the real time log so I could look into improve the handling of the problem.

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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.

Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

https://dyndolod.info/FAQ#Something-does-not-have-LOD
For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation.
If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD.

Upload the mentioned DynDOLOD_SSE_Object_Report.txt as well.

Alright, here are all the logs when I reran TexGen and Dyndolod Just now: https://drive.google.com/file/d/1uQM0IwiQn_dQyQXMq_J4Y9t7Y_WctjiU/view, And here's some screenshots of the area up close and when in LOD form. One of the LOD screenshots is with Dyndolod enabled, the other, it's disabled.

ZGtY7yb.jpeglYCVSu6.jpegF2KuC99.jpeg

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2 hours ago, TazAlonzo said:

Alright, here are all the logs when I reran TexGen and Dyndolod Just now: https://drive.google.com/file/d/1uQM0IwiQn_dQyQXMq_J4Y9t7Y_WctjiU/view, And here's some screenshots of the area up close and when in LOD form. One of the LOD screenshots is with Dyndolod enabled, the other, it's disabled.

ZGtY7yb.jpeglYCVSu6.jpegF2KuC99.jpeg

None of the used full models have LOD models. The vanilla game does not have LOD models nor did anybody ever create any AFAIK.
None of these objects are expected to have LOD representation.

You will need to add mesh mask / reference rules for them if you want these objects to have LOD. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

For example, for this specific animated banner to have dynamic LOD:
Mesh Mask / Reference Form ID: Unmarked Locations Pack - All In One.esp;00061846
All flags unchecked
LOD 4, 8, 16, 32: None
Grid: Near LOD or Far LOD
Reference: Unchanged
If you want all animated banners of this type to have dynamic LOD, enter CivilWarBannerImp03.nif into the Mesh Mask / Reference Form ID field instead

For example, for this specific flag post to have static object LOD:
Mesh Mask / Reference Form ID: Unmarked Locations Pack - All In One.esp;000523F4
All flags unchecked
LOD 4: Full
LOD 8: Full or None
LOD 8, 16 32: None
Grid: Near LOD or Far LOD
Reference: Unchanged
If you want all the poles to have static object LOD using their full model, enter CivilWarBanner01.nif into the Mesh Mask / Reference Form ID field instead.

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