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DynDOLOD 3.00 Alpha 182


sheson

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16 minutes ago, sheson said:

Btw, the important information to gather from the screenshot is the source for the LOD reference RelightingSkryim SSE.esp and form id xx038D0 from the EditorID. Together with the log that helps to look into this.

If I'm not wrong the info for the placed object xx0383d0 are:

- Cell: DLC2RavenRock03 [CELL:0400EED7] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 6,8)

- Form ID: [REFR:A80383D0] (places DefaultTorch01NS [LIGH:00088243] in GRUP Cell Temporary Children of DLC2RavenRock03 [CELL:0400EED7] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 6,8))

- name Base: DefaultTorch01NS [LIGH:00088243]

But the glow lod pb is happening to all braziers in Solstheim. I hope it's usefull.

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24 minutes ago, delweyn said:

If I'm not wrong the info for the placed object xx0383d0 are:

- Cell: DLC2RavenRock03 [CELL:0400EED7] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 6,8)

- Form ID: [REFR:A80383D0] (places DefaultTorch01NS [LIGH:00088243] in GRUP Cell Temporary Children of DLC2RavenRock03 [CELL:0400EED7] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 6,8))

- name Base: DefaultTorch01NS [LIGH:00088243]

But the glow lod pb is happening to all braziers in Solstheim. I hope it's usefull.

Also upload the log and debug log as explained on the first post.

Does this happen with a new game? See https://dyndolod.info/FAQ "Out of place or floating objects"

Consider not checking "Fake light selected world" in advanced mode https://dyndolod.info/Help/Advanced-Mode#Fake-lights

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1 hour ago, Blackread said:

Debug log reported that only one thread was used. I was inspecting the latest run I did with Process Explorer to get a better grasp of what is going on, and as soon as DynDOLOD started updating the height map the number of Private Bytes spiked up sharply, staying above 20 GB for the majority of the time and peaking at 28 GB. Process Explorer also reported over a dozen active threads for DynDOLOD during that and the number of active threads correlated pretty well with the memory usage, so I was wondering if it's possible, that Windows or something else circumvents the thread limit somehow? Although I'm not sure how reliable Process Explorer actually is for these things.

Do I need to have an Occlusion.esp already in my LO when doing the occlusion? I tried first generating LODs with Occlusion unticked, and then running again with only Occlusion data and Plugin ticked, but when I hit ok to start the process DynDOLOD asked me whether I want to update my plugins, and a few seconds after hitting Yes I got an Item not found error.

  Reveal hidden contents

 

Try this test version https://mega.nz/file/1NxXgaRT#fZmroxs_Uy9wG95nsIGOOXByrBpoXNu7ZjY6DiKIh8U

It should fix the item not found.

OcclusionMaxThreadsObjectLOD=1 limits max concurrency to 1 for the loop. I added a true single thread loop if OcclusionMaxThreadsObjectLOD=0. 

That will most likely take forever. It may be quicker to generate a second set of object LOD without grass and with only Billboards for all LOD levels if you use ultra tree LOD just for occlusion generation.

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1 hour ago, sheson said:

Try this test version https://mega.nz/file/1NxXgaRT#fZmroxs_Uy9wG95nsIGOOXByrBpoXNu7ZjY6DiKIh8U

It should fix the item not found.

OcclusionMaxThreadsObjectLOD=1 limits max concurrency to 1 for the loop. I added a true single thread loop if OcclusionMaxThreadsObjectLOD=0. 

That will most likely take forever. It may be quicker to generate a second set of object LOD without grass and with only Billboards for all LOD levels if you use ultra tree LOD just for occlusion generation.

Of course, that is a perfectly valid workaround, why didn't I think of it before :facepalm:

Thank you, the test build fixed the Item not found bug.

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48 minutes ago, sheson said:

Also upload the log and debug log as explained on the first post.

Does this happen with a new game? See https://dyndolod.info/FAQ "Out of place or floating objects"

Consider not checking "Fake light selected world" in advanced mode https://dyndolod.info/Help/Advanced-Mode#Fake-lights

DynDOLOD_SSE_log: https://ufile.io/87dx4vi9

DynDOLOD_SSE_Debug_log: https://ufile.io/q4a7y837

Yes it happens with a new game.

For the fake light I can uncheck it but I didn't had this problem with previous versions of Dyndolod.

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2 hours ago, sheson said:

The process generates both types of data files and whatever scripts are the last overwrite will be used.

https://dyndolod.info/Help/DynDOLOD-DLL#Switching-between-DynDOLOD-DLL-and-PapyrusUtil

Do tests with a new game, to rule out save game issues.

Use this test version https://mega.nz/file/YYoxxYxR#mNlC7ezYqCMRxDo7YnJ55hCtGPN-Pkhu_wZoV8uCN5k

No change with the test version. Issue happended with PapyrusUtil as well as the DLL scripts.

Here are the new Logs

It's not always the same result. My is inside Honningbrew Meadery and from there I go outside and then coc to Whiter River Watch (this is my ongoing save). This time I had always the flicker with the meadery buildings as well as the missing windmill building. The last time it happend both but not at the same time.

And it's not always happening. It also happens if I coc from main menu to HBM and from there to WRW. And again, if the building is missing and I get closer to it, there is a point where DynDOLOD disables itself (vanishing of the windmill fans is an indicator without looking in the mcm menu - checkmark is also not set next to 'dyndolod activated').

I made a little gif to show what I mean (regarding the flicker and missing building): https://s4.gifyu.com/images/flicker.gif

Edit: I also thing, that the wrong texture is used on the buildings roof and that's why the flicker is so obvious: this is the rendered object lod texture for whiterun buildings:

wrbuildingslod01.jpg

and this is a picture from the game:

enb2022-10-3-21-36-11.png

I Don't think that the roof of the LOD should be so bright yellow. And yes, the Texture LOD Output is fresh generated (only some hours old, but nothing in loadorder changed since then).

 

Edited by PRieST
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22 minutes ago, delweyn said:

DynDOLOD_SSE_log: https://ufile.io/87dx4vi9

DynDOLOD_SSE_Debug_log: https://ufile.io/q4a7y837

Yes it happens with a new game.

For the fake light I can uncheck it but I didn't had this problem with previous versions of Dyndolod.

See if there is any difference with this test version https://mega.nz/file/1NxXgaRT#fZmroxs_Uy9wG95nsIGOOXByrBpoXNu7ZjY6DiKIh8U

If not, upload  ..\skse\plugins\DynDOLOD_Data\DynDOLOD_DLC2SolstheimWorld_Objects.txt from the output folder.

 

Probably not directly related, but address these issues from the log:

98    97    FE 045    ESL    DC498CCD    fixLOD.esp        This plugin is typically not needed when using dynamic LOD
Remove this plugin

<Warning: Textures do not match for ...
See https://dyndolod.info/Messages/Textures-Do-Not-Match. Install "DynDOLOD V3.0 LOD Pack (all version)" for Majestic Mountains https://dyndolod.info/Mods/Majestic-Mountains and remove "Lod Pack for DynDoLod (all versions)" which is for DynDOLOD 2.x.

 <Warning: Deleted reference.,..
https://dyndolod.info/Messages/Deleted-Reference

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57 minutes ago, PRieST said:

No change with the test version. Issue happended with PapyrusUtil as well as the DLL scripts.

Here are the new Logs

It's no always the same result. My char stands right before Honningbrew Meadery and from there I coc to Whiter River Watch. This time I had always the flicker with the meadery buildings as well as the missing windmill building. The last time I tested it happend both but not at the same time. And it's not always happening. It also happens if I coc from main menu to HBM and from there to WRW. And again, if the building is missing and I get closer to it, there is a point where DynDOLOD disables itself (vanishing of the windmill fans is an indicator without looking in the mcm menu - checkmark is also not set next to 'dyndolod activated').

I made a little gif to show what I mean (regarding the flicker and missing building): https://s4.gifyu.com/images/flicker.gif

Upload ..\skse\plugins\DynDOLOD_Data\DynDOLOD_Tamriel_Objects.txt and DynDOLOD_Tamriel.txt from DynDOLOD output.

When you do the first load in from main menu to Honningbrew all is fine, right? What happens to the Honningbrew buildings or the windmill when you just walk to White Water Watch?

What happens to the flicker of Honningbrew when you disable large references? uLargeRefLODGridSize=5?
Does it not happen without the workarounds?
If so, check workarounds DynDOLOD.esm cell 7,-5 0x00009656 if it contains 2 references Tamriel_Diciple and  Tamriel_Worshipper or just the Tamriel_Worshipper.
Test what happens to the flicker if you hide the scripts (ignore error messages)

When you are at white whatever watch, the position of the video, type tll to see if Honningbrew is still in the active cells or outside.
Does the flicker go away with tll? If not tfc to the buildings, disable it via console to see if another reference is still there.

Check/copy/paste the DynDOLOD SkyUI MCM You are Here and Information page when DynDOLOD is not active.

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When I try to run texgex64, I get the message "Error: can not be found. The INI file is missing from its default location at D:\Documents\My Games\Skyrim Special Edition GOG\. Current game mode: Skyrim Special Edition (SSE)". Is it looking for something other than Skrim.ini or SkyrimPrefs.ini? Both of those are present in the path specified.

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1 hour ago, ben530 said:

When I try to run texgex64, I get the message "Error: can not be found. The INI file is missing from its default location at D:\Documents\My Games\Skyrim Special Edition GOG\. Current game mode: Skyrim Special Edition (SSE)". Is it looking for something other than Skrim.ini or SkyrimPrefs.ini? Both of those are present in the path specified.

Add the INI file name to the command line argument.  -i:"D:\Documents\My Games\Skyrim Special Edition GOG\Skyrim.ini" for now.
Or use -m:"D:\Documents\My Games\Skyrim Special Edition GOG\" instead.

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14 hours ago, sheson said:

See if there is any difference with this test version https://mega.nz/file/1NxXgaRT#fZmroxs_Uy9wG95nsIGOOXByrBpoXNu7ZjY6DiKIh8U

If not, upload  ..\skse\plugins\DynDOLOD_Data\DynDOLOD_DLC2SolstheimWorld_Objects.txt from the output folder.

Re, I installed the test version, ran again dyndolod and started a fresh game and the problem is always there in Solstheim.

Here is the .text: https://paste.ee/p/NOCI7

Seems with this version the uncheck fake light seems to be the best solution.

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1 hour ago, delweyn said:

Re, I installed the test version, ran again dyndolod and started a fresh game and the problem is always there in Solstheim.

Here is the .text: https://paste.ee/p/NOCI7

Seems with this version the uncheck fake light seems to be the best solution.

I'll need the matching log and debug log from the same generation of the DynDOLOD_DLC2SolstheimWorld_Objects.txt.

Generate LOD for DLC2Solstheim only with this test version https://mega.nz/file/kExVgDwC#iZlZMVGzHMpM9BWbGC1Duo4PRj1KcvaB-DspUtciPKU
It will most likely not change anything.
Upload new log, debug log and DynDOLOD_DLC2SolstheimWorld_Objects.txt

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