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DynDOLOD 3.00 Alpha 182


sheson

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22 minutes ago, mooit said:

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.

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

Flickering Objects and Trees (mediafire.com)

THANKS

The reason the first post does not say anything about posting screenshots of the the tools/settings because the debug log includes the settings.
This thread is for testing and reporting about DynDOLOD 3 Alpha. No reason to post about xLODGen terrain LOD here. 

Nothing changed how DynDOLOD Alpha 99 generates LOD in comparison to the versions before. Read the changelog https://dyndolod.info/Changelog

If something drastically changed/broke  in DynDOLOD causing visual issues like in the video, people would already have posted about this.

Changing resolutions in DynDOLOD does not change how the game works - loads/unloads LOD.

Read "Object LOD shows in active exterior cells" at https://dyndolod.info/FAQ, It was already suggested to check the INIs for the uLockedObjectMapLOD setting.

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12 hours ago, sheson said:

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.

fwiw I ran that nif through CAO with full optimization, but LODGen still crashed with the same error.

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Two issues I found for the experimental Fallout 4 TexGen when creating the Barn mini-atlas, likely both linked to the fact the source texture requires the use of a Copy file to fetch the correct normals/speculars:

Specular maps not named the same as the diffuse texture do not seem to copy using the Copy text file used previously only for normal maps. In this case specifically, PierShacksSiding03TwoWideRed_d.dds maps to PierShacksSiding03TwoWide_n.dds (which copies correctly) and PierShacksSiding03TwoWide_s.dds (which is labeled missing).

The rotated texture, PierShacksSiding03TwoWideWhite_d.dds, similarly maps to the same normal and specular textures as the red variant. The output texture doesn't display the correct normal or specular texture for this. Strangely, this isn't reported as missing.

I made several temporary textures to map this texture, so it's possible I've gone above and beyond what I "should" be doing here. The output diffuse matches perfectly, however.

Logs, configs used, and generated vanilla DLC03Barn01LOD for reference.

https://mega.nz/file/8cB3kCCR#6idOO3alx4K9OT6UfMh9HGGfrWlu6K0d_O3lKY0a51M

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It was my understanding before, using LOD Level 32 None would make it so no trees appear on the map.

I set it to None, but I'm still seeing trees on the map with Alpha99.

I'm not sure if something has changed, and I need to do something else besides setting LOD32 None now?

THANKS

Edited by mooit
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5 hours ago, DoubleYou said:

Two issues I found for the experimental Fallout 4 TexGen when creating the Barn mini-atlas, likely both linked to the fact the source texture requires the use of a Copy file to fetch the correct normals/speculars:

Specular maps not named the same as the diffuse texture do not seem to copy using the Copy text file used previously only for normal maps. In this case specifically, PierShacksSiding03TwoWideRed_d.dds maps to PierShacksSiding03TwoWide_n.dds (which copies correctly) and PierShacksSiding03TwoWide_s.dds (which is labeled missing).

The rotated texture, PierShacksSiding03TwoWideWhite_d.dds, similarly maps to the same normal and specular textures as the red variant. The output texture doesn't display the correct normal or specular texture for this. Strangely, this isn't reported as missing.

I made several temporary textures to map this texture, so it's possible I've gone above and beyond what I "should" be doing here. The output diffuse matches perfectly, however.

Logs, configs used, and generated vanilla DLC03Barn01LOD for reference.

https://mega.nz/file/8cB3kCCR#6idOO3alx4K9OT6UfMh9HGGfrWlu6K0d_O3lKY0a51M

It reported this in the log
[00:04] <Error: File not found textures\DLC03\Architecture\PierShacksSiding03TwoWideRed_s.dds. Used by textures\DLC03\Architecture\PierShacksSiding03TwoWideRed_d.dds>

The textures were copied fine to the new _s name, it just didn't look for them in the temp location, only in data.

I also made it so that temp textures use uncompressed formats so texconv doesn't complain about multiple of 4

This version should do the trick
https://mega.nz/file/dAp1CDLS#tf55DHqIv8p6N5pjilTyVtY9fqbyk7UDtZ5a7O--3E4

3 hours ago, mooit said:

It was my understanding before, using LOD Level 32 None would make it so no trees appear on the map.

I set it to None, but I'm still seeing trees on the map with Alpha99.

I'm not sure if something has changed, and I need to do something else besides setting LOD32 None now?

THANKS

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

>I'm not sure if something has changed

You are changing settings. This is what changes. 
In your last post you said you set uLockedObjectMapLOD=8.

Which means the map is obviously not using object LOD Level 32.

https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map

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Hello, this is the first time i use Dyndolod and i have several messages in the Log and i'm not really sure how to fix them, i understand how to fix large reference bugs but with the other 3 types of messages it's not really clear to me. I have many Property not found messages on the "Serana dialogue add-on" mod and 2 missing meshes from the mod Pilgrim, and Verdant, i tried reinstalling them both and checking their post section on nexus but i couldn't find anything useful. Thanks in advance for help.

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6 minutes ago, Kiwi said:

Hello, this is the first time i use Dyndolod and i have several messages in the Log and i'm not really sure how to fix them, i understand how to fix large reference bugs but with the other 3 types of messages it's not really clear to me. I have many Property not found messages on the "Serana dialogue add-on" mod and 2 missing meshes from the mod Pilgrim, and Verdant, i tried reinstalling them both and checking their post section on nexus but i couldn't find anything useful. Thanks in advance for help.

Read the first post which log and debug log to upload when making posts.

See  https://dyndolod.info/Messages and/or https://dyndolod.info/Help/Summary-Of-Messages for explanations about messages, their severeness and possible (often optional) solutions (obviously only brief/generic and non exhaustive ).

If further help is required ask specific questions and provide the log/debug log files.

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18 minutes ago, sheson said:

Read the first post which log and debug log to upload when making posts.

See  https://dyndolod.info/Messages and/or https://dyndolod.info/Help/Summary-Of-Messages for explanations about messages, their severeness and possible (often optional) solutions (obviously only brief/generic and non exhaustive ).

If further help is required ask specific questions and provide the log/debug log files.

https://ufile.io/dsn2o509

Here are the logs, i ensured that nothing is overwriting the Serana Dialouge Add-on, Verdant and Pilgrim. Also i'm not sure what you meant in the first post by "truncate" the log message so i left it as it is.

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1 hour ago, Kiwi said:

https://ufile.io/dsn2o509

Here are the logs, i ensured that nothing is overwriting the Serana Dialouge Add-on, Verdant and Pilgrim. Also i'm not sure what you meant in the first post by "truncate" the log message so i left it as it is.

Now what are the actual questions in addition to the explanations from https://dyndolod.info/Messages/Property-Not-Found-In-Scripts or https://dyndolod.info/Messages/File-Not-Found-Meshes?

Install the latest version of mods. For example it looks like Serana Dialog add on just had an update today. Maybe the missing property was fixed in case it was an actual problem.

In case of Pilgrim checking the https://www.nexusmods.com/skyrimspecialedition/mods/54099?tab=bugs it seems that the 2 meshes are not used.

6 minutes ago, Glanzer said:

Well it works fine when I uncheck grass. Why would it do that if it's something about trees? Anyway, I'm sure you'll find it. :)

You checked if all BTOs are valid? I am pretty sure they would cause CTD in game in case that error goes through unnoticed. That tree is not used that often, so check where it is positioned to find the filename for the bto to see if it opens in NifSkope without error.

What makes debugging this not take some time is that it takes ages to let it do the reuv to see what is happening.

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8 hours ago, Kiwi said:

Hello, this is the first time i use Dyndolod and i have several messages in the Log and i'm not really sure how to fix them, i understand how to fix large reference bugs but with the other 3 types of messages it's not really clear to me. I have many Property not found messages on the "Serana dialogue add-on" mod and 2 missing meshes from the mod Pilgrim, and Verdant, i tried reinstalling them both and checking their post section on nexus but i couldn't find anything useful. Thanks in advance for help.

See https://dyndolod.info/Messages

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With a few of my recent DynDOLOD generations I've had issues with flickering distant LOD. Here's a video with a couple clips that demonstrate the problem:

https://www.youtube.com/watch?v=U9o7jh5UYUI

I don't think this is a large reference issue, as the affected cells are way too far to be included in the uLargeRefLODGridSize range, which I have set to 11. Also it often affects trees, which can never be large references anyway. To my eyes it looks like two different LOD levels are fighting in the affected cells, rapidly switching between LOD4 and LOD8 or similar.

The issue is quite sporadic. With each LOD generation the affected cells are different. Sometimes I don't find any affected cells at all. When I tried approaching the bugged cells some of the LOD in the cells failed to properly unload. All non-bugged cells always unload without a hitch.

Here are some logs. Logs 1 should correspond to the first clip on the video, and Logs 2 to the second clip.

What kind of troubleshooting steps would you recommend? Is there a chance this is related to the large ref workarounds? Should I try generating LODs without them active? I tried setting uLargeRefLODGridSize to 5 just in case, but it had no effect on this as expected.

Edit: Checked Papyrus logs, no DynDOLOD related messages.

Edited by Blackread
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1 hour ago, Blackread said:

With a few of my recent DynDOLOD generations I've had issues with flickering distant LOD. Here's a video with a couple clips that demonstrate the problem:

https://www.youtube.com/watch?v=U9o7jh5UYUI

I don't think this is a large reference issue, as the affected cells are way too far to be included in the uLargeRefLODGridSize range, which I have set to 11. Also it often affects trees, which can never be large references anyway. To my eyes it looks like two different LOD levels are fighting in the affected cells, rapidly switching between LOD4 and LOD8 or similar.

The issue is quite sporadic. With each LOD generation the affected cells are different. Sometimes I don't find any affected cells at all. When I tried approaching the bugged cells some of the LOD in the cells failed to properly unload. All non-bugged cells always unload without a hitch.

Here are some logs. Logs 1 should correspond to the first clip on the video, and Logs 2 to the second clip.

What kind of troubleshooting steps would you recommend? Is there a chance this is related to the large ref workarounds? Should I try generating LODs without them active? I tried setting uLargeRefLODGridSize to 5 just in case, but it had no effect on this as expected.

Edit: Checked Papyrus logs, no DynDOLOD related messages.

Some of it looks like z-fighting between object LOD and object LOD or maybe terrain LOD. Are the trees affected or not? If there is ultra tree LOD set standard tree LOD to zero.

Some of it looks like almost like there is something going on with the snow LOD shaders. https://dyndolod.info/Help/Snow-Ash-LOD-Shader, check what overwrites those records.

Test without DynDOLOD plugins to make sure it has nothing to do with dynamic LOD and this the large ref workarounds. Large ref workarounds can only work in the uLargeRefLODGridSize.

Test with default INIs. Make sure no custom INI or [plugin].ini in data folder either.

Test without the water (falls) mod that has controller blocks in LOD models (the block itself is not causing the issue as it is ignored, but it means somebody made bad static object LOD models). Which version of Water for ENB is it?  https://dyndolod.info/Mods/Waterfalls (meshes in DynDOLOD Resources for these mods have the full model CRC32 in their filename)
Do you use other full models for LOD. Especially ones with BSEffectShaderProperty. Some shader settings/flags can cause wierd effects.

The last few seconds of the video shows switch between LOD levels.

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