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DynDOLOD 3.00 Alpha 182


sheson

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1 hour ago, sheson said:

Clean all plugins that contain deleted references.

https://dyndolod.info/Generation-Instructions#Prerequisites
Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean - ignore misinformation that cleaning any plugins is not needed or causes problems. The Batch Plugin Cleaner for Mod Organizer or the xEdit Cleaning Extension for Vortex help to automate some of that.

https://dyndolod.info/Messages/Deleted-Reference

That should fix that issue.

Thank you, run successfully after cleanning. And the ice glacier z-fighting near winterhold and windhelm almost dissapered. They just flashing for about one second when they reach the grid distance and switch to another model. Nice Large Reference Bugs Workaround !

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16 hours ago, sheson said:

The fact that there is no disciple explains why the large references bugs still happen, the cell is not detected as having any bugs.

Why exactly, I am not sure without redoing the changes you did, if you still have the changed plugin, you could upload them so I might have a look in the next days.

On the other hand, if it is a typical constellation of things with "normal" mods/plugins we will come across similar cases anyways I suppose.

Do not kill yourself checking every report cell, do it other way around. Just play the game (yeah right) and whenever you notice large ref bugs, check if the cell coordinates were reported. I am pretty confident that the reported cells will look fine.

What also needs testing is that the scripted workaround do not cause script problems with larger load orders or persistent large references (HearthFires houses for example) to vanish (be disabled when they shouldn't).

https://mega.nz/file/oat2xDAL#3NTc17b6JZDCJd4V1huBohZTubFeAeFiTvMrK4_NAIg

Here's a plugin with just that one large ref changed. I did a test having only that plugin active in addition to the base game files, and at least on my setup that was enough to trigger the bugs. But I haven't tested with the latest alpha 99 yet.

Update: Tested with Alpha 99, no change. Here are the logs for that run.

Edited by Blackread
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4 hours ago, Blackread said:

https://mega.nz/file/oat2xDAL#3NTc17b6JZDCJd4V1huBohZTubFeAeFiTvMrK4_NAIg

Here's a plugin with just that one large ref changed. I did a test having only that plugin active in addition to the base game files, and at least on my setup that was enough to trigger the bugs. But I haven't tested with the latest alpha 99 yet.

Update: Tested with Alpha 99, no change. Here are the logs for that run.

Thanks for this. This constellation should properly try to fix in both (all) affected cells in the next versions.

The moved large reference check did not see did see this as moved because the master record and the last overwrite both have the same position.

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19 hours ago, sheson said:

That should still not be possible to cause that error in .net with things randomly become undefined though.

I would be interested in the grass cache files for the worldspace and the all files with the worldspace name in the filename  from the..\DynDOLOD\Edit Scripts\Export\ folder and also LODGen_SSE_FlatTextures.txt and LODGen_SSE_Grass_Map_Tamriel.txt so I might be able to debug this properly in LODGen. At least a better error message should come out of this.

Here you go: aaChanterelle2.zip

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1 hour ago, sheson said:

Oh boy "tree" full for LOD4. This going to take a while ...

Any indication how much memory the LODGen process peaks at when you run that with grass LOD as well?

As I recall the memory usage was 8 GB max. I have 32 GB. I'll try it with the standard tree settings and see what happens.

Edited by Glanzer
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25 minutes ago, Glanzer said:

As I recall the memory usage was 8 GB max. I have 32 GB. I'll try it with the standard tree settings and see what happens.

I get the same crash with the your files so I am able to debug this next days and see whats up. Also have 8GB peak, that nothing. At the time of crash it's 3GB.

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23 hours ago, sheson said:

As explained, always test with a new game. If something doesn't work with a save game, then there is a problem or setting baked into the save game that is out of the control of DynDOLOD.

LOD meshes and textures do not care about save games and are not part of the save game data. The game simple loads and displays them. LOD generation does not care save games.

The clean save is about data from plugins and scripts. If the game is started without the plugins, then most of the data for those plugins and scripts from the save is discarded already, .e.g a clean save. The data is all about the position of dynamic LOD references. The orphaned scripts can be cleaned with a tool. To also remove data form the SKSE co-save you would need to start without PapyrusUtil once (or delete the co-save for test), but that will also remove co-save data for other plugins.

DynDOLOD does not load save games.

Unless further specified or explained what the problems are, save game issues have to do with INI settings and the entire load order. For example unfixed issue and errors in plugins.
You can not add and remove plugins all the time. DynDOLOD is pretty safe because it is pretty much self contained. The worse that can happen is that a full model does not show anymore because its disable state got baked in the save.

DynDOLOD does not change or affects whatever the last screenshot shows, which looks like a textures problem of the cloud cover of the map.

If things work with a new game, then the object LOD meshes and texture work as expected. The meshes and textures are most likely not the problem, since they can not really affect a save game. Though I would do a binary search to see if it can be narrowed down to single BTO.

I am not going to suggest any more concrete troubleshooting steps, since things work with a new save and you seem not to be able to just do them and report back to determine the next step.

If I missed doing something you asked of and upset you, I am sorry. So please accept my apology, I'm doing my best to follow along, which I thought I've been doing.

Something I don't remember if I asked, but is everyone generating their grass cache with ENB Complex Grass installed, or afterwards?

I just tried DynDOLOD99 and it's working with my latest save, that Alpha98 wouldn't work with.

DynDOLOD Alpha99 — Freeimage.host

But, there is still something odd going on, and I hope this helps you, sometimes with Alpha99 the save I load will show all the object LODs, and another time I try to load the save, it won't.

What would you suggest, when I see all the Objects LODs finally work, create a save while I'm standing outside at that point, or save inside?

Thanks for all your help Sheson, keep up the great work!

THANKS

P.S. For now I made a save outside the gate at Whiterun when I saw all the object lods loaded, and this save keeps working. So it seem good for now, unless I should make a save inside?

Edited by mooit
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7 hours ago, mooit said:

I just tried DynDOLOD99 and it's working with my latest save, that Alpha98 wouldn't work with.

DynDOLOD Alpha99 — Freeimage.host

But, there is still something odd going on, and I hope this helps you, sometimes with Alpha99 the save I load will show all the object LODs, and another time I try to load the save, it won't.

What would you suggest, when I see all the Objects LODs finally work, create a save while I'm standing outside at that point, or save inside?

Thanks for all your help Sheson, keep up the great work!

THANKS

P.S. For now I made a save outside the gate at Whiterun when I saw all the object lods loaded, and this save keeps working. So it seem good for now, unless I should make a save inside?

Read https://dyndolod.info/Changelog to see what changed between versions.

There is no change how object LOD meshes and textures are generated. You determined that this is a problem with with a save file that has nothing to do with the DynDOLOD plugins. If I remember correctly you reported that the game shows object LOD fine with a new game or without other mods. The object LOD meshes and textures do not affect save files. They are just models the game engine loads at specific positions based on INI settings. LOD generation does not care about save files or the INI settings. I would would narrow done involved mods/plugins, check INI settings, check papyrus logs and maybe look into the save. All without any DynDOLOD/Occlusion plugins, since you reported they are irrelevant and narrowing down mods/plugins is about only keep the stuff in the load order that contributes to the problem.

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8 hours ago, DoubleYou said:

Is it possible to rotate a texture for TexGen? I have a set of wood planks texture that the original texture is at a 90° rotation versus the LOD texture.

Yes, but it most likely will only produce a diffuse and normal and not the specular textures. I will add that to the next version.

0    1    1    1    textures\input.dds    r    270    0    0    DynDOLOD-temp\textures\outputrotated.dds    1    1

270 is the angle, use between 0 and 360

Then use the output as input for the stitched

...
0    1    1    1    DynDOLOD-temp\textures\outputrotated.dds    0.5    0.25    0    0.75    textures\awesome_lod.dds    1    1
...

 

Edit: Use this test version which should also do _s.dds  https://mega.nz/file/xNwUUDBT#EQhIRLCeUtbbQtDhLQDdzmzQEaPYyRw-82EAE9m23Ac

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18 hours ago, Glanzer said:

As I recall the memory usage was 8 GB max. I have 32 GB. I'll try it with the standard tree settings and see what happens.

So far I have isolated it to this model jbtreepineforest05.nif - that's the first that triggered the exception anyways. The NIF is fine, it just that something falls apart when it tries to re-uv the trunk.  That thing is way too complex for that (more triangle than the leafs) but not enough to be skipped. Still should not have any exception. It may not always CTD. In that case it might produce broken BTO.

For general LOD generation I strongly recommend optimized 3D tree LOD models... just saying.

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Hey Guys! I was trying to generate LOD for SoS, TOTS, with NGIO seasonal grass. I precached gass for every season, renamed grass cache files, Run TextGen, run DynDOLOD and everything seems to be ok except grass. LOD grass seems to not correspond to season and nearby, dynamically generated grass.

Could the reason for that be that in grass folder i dont have default grass names, only 4 variants for each season?
Is there a quick way to check what grass is generated for all the seasons? By exploring files or in xedit?

Edited by Gawrion
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16 hours ago, sheson said:

Read https://dyndolod.info/Changelog to see what changed between versions.

There is no change how object LOD meshes and textures are generated. You determined that this is a problem with with a save file that has nothing to do with the DynDOLOD plugins. If I remember correctly you reported that the game shows object LOD fine with a new game or without other mods. The object LOD meshes and textures do not affect save files. They are just models the game engine loads at specific positions based on INI settings. LOD generation does not care about save files or the INI settings. I would would narrow done involved mods/plugins, check INI settings, check papyrus logs and maybe look into the save. All without any DynDOLOD/Occlusion plugins, since you reported they are irrelevant and narrowing down mods/plugins is about only keep the stuff in the load order that contributes to the problem.

Hi sheson, 

All I know is that I tested this with no mods, and I only used DynDOLOD with the Occlusion disabled, and this still happened on several saves, so I don't know what to say/think, since I tested this with no mods.

No worries, I'm past it, Alpha99 works.

BUT I am now running into a lot of flickering/shimmering on buildings, the mountains and trees with Alpha99, that I did not have before on other DynDOLOD versions.

I tested this with all default settings, but these are the default settings listed on the SSE Step Wiki, and I did not change any of the INI settings either, all default.

I am using Majestic Mountains and EVT 4K trees.

I also tested this trying different TexGen, 2K and 4K and DynDOLOD LOD settings, also 2K and 4K settings.

I also tried different meshes and textures on EVT.

None of the tests/changes I tried made any difference, I still see this flickering shimmering everywhere now.

Here are my logs.

DynDOLOD_SSE_Debug_log (mediafire.com)

DynDOLOD_SSE_log (mediafire.com)

TexGen_SSE_Debug_log (mediafire.com)

TexGen_SSE_log (mediafire.com)

Here are the settings I used most recent for xLODGen, TexGen, DynDOLOD Alpha99.

xLODGen.jpg - MediaFire

TexGen.jpg - MediaFire

DynDOLOD_Alpha99.jpg - MediaFire

Here's a video capture I made at Riverwood showing the shimmer/flickering on the trees.

Flickering Objects and Trees (mediafire.com)

THANKS

Edited by mooit
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53 minutes ago, Gawrion said:

Hey Guys! I was trying to generate LOD for SoS, TOTS, with NGIO seasonal grass. I precached gass for every season, renamed grass cache files, Run TextGen, run DynDOLOD and everything seems to be ok except grass. LOD grass seems to not correspond to season and nearby, dynamically generated grass.

Could the reason for that be that in grass folder i dont have default grass names, only 4 variants for each season?
Is there a quick way to check what grass is generated for all the seasons? By exploring files or in xedit?

Read https://dyndolod.info/Help/Seasons#Grass-and-Grass-LOD and https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

There should 5 sets of grass cache, the default cache and the cache files for the 4 seasons.

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