Jump to content

DynDOLOD 3.00 Alpha 182


sheson

Recommended Posts

5 hours ago, sheson said:

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.

Thank you! That solved my problem! (added "Skyrim.ini" to the -i argument)

Link to comment
Share on other sites

1 hour ago, sheson said:

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

Oh my! In the dyndolod folder I have replaced the previous DynDOLODx64.exe with then one from your link, reran all but the logs have not recorded the new run?

I'll do it next day with a cleaned dyndolod folder.

Link to comment
Share on other sites

2 hours ago, delweyn said:

Oh my! In the dyndolod folder I have replaced the previous DynDOLODx64.exe with then one from your link, reran all but the logs have not recorded the new run?

I'll do it next day with a cleaned dyndolod folder.

The logs are saved when you close the program. It may take a couple seconds to save debug log.

Just select the DLC2Solstheim worldspace for this test, so it should be quick to do.

Link to comment
Share on other sites

Hey all, 

So I have recently been finishing up my modlist (just upgraded to SE) and I am working on getting LOD generated. At the moment I have grass cache successfully generated and am trying to move on to TexGen. Unfortunately it seems I am running into a little problem.

I’m on DynDOLOD 3 Alpha 100 (SSE 1.5.97) which it seems has a new method for enabling grass gen (as enableGrass=1 and such in the .ini is now outdated). I guess I am just confused, I have enabled Expert Mode yet my TexGen Grass billboards option is still greyed out. The HD grass option is not a replacer for the normal grass option as well, I assume, so both being checked is necessary. I’m thinking this is a little thing I am overlooking/misunderstanding but after 12 hours digging through outdated guides and the DynDOLOD site I figured I would ask here for some insight. 
Hope that made sense, I can post files configs or whatever you may need so let me know! 

 

Edited by rileymil
Added game version
Link to comment
Share on other sites

33 minutes ago, rileymil said:

Hey all, 

So I have recently been finishing up my modlist (just upgraded to SE) and I am working on getting LOD generated. At the moment I have grass cache successfully generated and am trying to move on to TexGen. Unfortunately it seems I am running into a little problem.

I’m on DynDOLOD 3 Alpha 100 (SSE 1.5.97) which it seems has a new method for enabling grass gen (as enableGrass=1 and such in the .ini is now outdated). I guess I am just confused, I have enabled Expert Mode yet my TexGen Grass billboards option is still greyed out. The HD grass option is not a replacer for the normal grass option as well, I assume, so both being checked is necessary. I’m thinking this is a little thing I am overlooking/misunderstanding but after 12 hours digging through outdated guides and the DynDOLOD site I figured I would ask here for some insight. 
Hope that made sense, I can post files configs or whatever you may need so let me know! 

 

Moved to the DynDOLOD 3 Alpha thread.

TexGen does not care or need grass cache.

Nothing changed in the recent Alphas about grass LOD generation.

Read the always up-to-date DynDOLDO website.

Read https://dyndolod.info/Help/TexGen#Grass-HD-Grass-Tree-HD-Tree-Rendered, this one paragraph explains:
Grass LOD billboards are for optional grass LOD generation. The option is automatically disabled if grass models using ENB complex grass textures are found in the load order. In case ApplyToBasicGrass=false is set in enbseries.ini, set ForceComplexGrass=0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini to generate both types of grass LOD billboards.

If complex grass textures are installed, there is typically no need or reason to create standard grass LOD billboards as it typically makes more sense to use ApplyToBasicGrass=true with complex grass textures so all grasses react to lighting the same way.

Also read https://dyndolod.info/Help/Grass-LOD, especially about additional information when using complex grass textures,

Link to comment
Share on other sites

22 hours ago, sheson said:

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.

I'll answer the easier questions first: The requestest files

Same procedure, but walking: Only the flickereing of HBM appeared, the windmill wasn't vanishing at all this time (even if I coc back and forth after the walk).

Result of TLL and TLC commands: Beneath the LOD model is already the full model (the lod vanished as expected with tll), I assume that's why it's flickering. I wasn't able to click on the LOD model, but I think this is right. After I disabled the full model (there was only one each), the flickereing stopped (as expected)

Cell check: I generated the last output while having the 'workaround' option enabled - in that cell there is only the Tamriel_Worshipper entry. (And two plane markers from eFPS - Exterior FPS boost -> made from Portal Box to Box by DynDOLOD because of the corresponding .ini setting).

Hiding the scripts: I hid only the Worshipper script (or should I hide all of them?) - The building wasn't missing, but this time not only the HBM buildings were flickering (again) but also the whiterun wall as well as some tundra cliffs or whatever.

Disable LargeReferences: No vanishing building and no flickering (no full models active at the same time).

Whats inside the 'You are here' page: I went from WRW via tcl command to the missing windmill building (beforehand: coc from main menu inside of HBM, go outside, and coc to WRW). I stopped some times and no change. As I was right in front of the (missing) building after 2 - 5 seconds the windmillfans vanished. I looked inside the MCM and DynDOLOD wasn't active anymore. Here are two screenshots of 'you are here' and 'information':

enb2022-10-4-20-38-20.png

enb2022-10-4-20-38-35.png

One last thing left, what would be the best idea to accomplish it, just using expert mode to generate only for these few cells? Could I update the existing output or should I regen it in this case from scratch.

Maybe another input from my side, I am using 'A clear map of skyrim' and it's corresponding settings for LOD32 (as well es set the skyrim(prefs).ini setting to 1). I don't know whether this is relevant or not, but I wanted to mention it.

Edited by PRieST
Link to comment
Share on other sites

2 hours ago, PRieST said:

I'll answer the easier questions first: The requestest files

Same procedure, but walking: Only the flickereing of HBM appeared, the windmill wasn't vanishing at all this time (even if I coc back and forth after the walk).

Result of TLL and TLC commands: Beneath the LOD model is already the full model (the lod vanished as expected with tll), I assume that's why it's flickering. I wasn't able to click on the LOD model, but I think this is right. After I disabled the full model (there was only one each), the flickereing stopped (as expected)

Cell check: I generated the last output while having the 'workaround' option enabled - in that cell there is only the Tamriel_Worshipper entry. (And two plane markers from eFPS - Exterior FPS boost -> made from Portal Box to Box by DynDOLOD because of the corresponding .ini setting).

Hiding the scripts: I hid only the Worshipper script (or should I hide all of them?) - The building wasn't missing, but this time not only the HBM buildings were flickering (again) but also the whiterun wall as well as some tundra cliffs or whatever.

Disable LargeReferences: No vanishing building and no flickering (no full models active at the same time).

Whats inside the 'You are here' page: I went from WRW via tcl command to the missing windmill building (beforehand: coc from main menu inside of HBM, go outside, and coc to WRW). I stopped some times and no change. As I was right in front of the (missing) building after 2 - 5 seconds the windmillfans vanished. I looked inside the MCM and DynDOLOD wasn't active anymore. Here are two screenshots of 'you are here' and 'information':

enb2022-10-4-20-38-20.png

enb2022-10-4-20-38-35.png

One last thing left, what would be the best idea to accomplish it, just using expert mode to generate only for these few cells? Could I update the existing output or should I regen it in this case from scratch.

Maybe another input from my side, I am using 'A clear map of skyrim' and it's corresponding settings for LOD32 (as well es set the skyrim(prefs).ini setting to 1). I don't know whether this is relevant or not, but I wanted to mention it.

You can not generate dynamic LOD for specific cells only. it is always done for the entire worldspace. It is "odd" that there is no current/active activator. That explains the symptoms. Will have to find out why that happens. Check the persistnt cell 0x00000D74 in DynDOLOD.esp if it contains a reference with the EditorID Tamriel_Firstborn_7_%3 (you can copy/paste that into the Editor ID field top left of xEdt and hit enter, if the field turns red after a while it does not exist)
Check with xEdit which plugins overwrite the cell 0x00009618 and list them here.

Can you generate for the same load order just without the workarounds and then upload log, debug log, DynDOLOD_Tamriel.txt and DynDOLOD_Tamriel_Objects.txt for that generation as well. 
Check/post the same cell 7,-3 MCM Information to show the current/active  activator.

Link to comment
Share on other sites

21 hours ago, sheson said:

You can not generate dynamic LOD for specific cells only. it is always done for the entire worldspace. It is "odd" that there is no current/active activator. That explains the symptoms. Will have to find out why that happens. Check the persistnt cell 0x00000D74 in DynDOLOD.esp if it contains a reference with the EditorID Tamriel_Firstborn_7_%3 (you can copy/paste that into the Editor ID field top left of xEdt and hit enter, if the field turns red after a while it does not exist)
Check with xEdit which plugins overwrite the cell 0x00009618 and list them here.

Can you generate for the same load order just without the workarounds and then upload log, debug log, DynDOLOD_Tamriel.txt and DynDOLOD_Tamriel_Objects.txt for that generation as well. 
Check/post the same cell 7,-3 MCM Information to show the current/active  activator.

Tamriel_Firstborn_7_%3 is there. Also it get's referenced 4 times

  1. skyrimesm_099F21_Tamriel_DynDOLOD_GLOW (WRHouseStables01)
  2. skyrimesm_0C8E59_Tamriel_DynDOLOD_LOD (FarmhouseWindMillFan)
  3. elfxexteriorsesp_00B157_Tamriel_DynDOLOD_LOD (CandleLanternwithCandle01)
  4. cuttingroomflooresp_0216C1_Tamriel_DynDOLOD_GLOW (WRHouseWind01)

In the cell 00009618 the following plugins are overwriting the Skyrim.esm:

Update.esm
Unofficial Skyrim Special Edition Patch.esp (Version 4.2.5b)
Occ_Skyrim_Tamriel.esp
Lanterns Of Skyrim II.esm (version 3.something)
Landscape and Water Fixes.esp
ELFX - Exteriors.esp
DynDOLOD.esm
Butterflies.esp
Verdant - A Skyrim Grass Plugin SSE Version.esp
Landscape Fixes For Grass Mods.esp
Unique Region Names.esp (also still a relative old version, don't know the number)
SkyTEST-RealisticAnimals&Predators.esp
Cutting Room Floor.esp
Occ_Skyrim_CuttingRoomFloor.esp
Landscape and Water Fixes - Patches.esp (my own merge of different patches)
Occlusion.esp

Will do the generation without the workaround fix right now. In about an hour it will be finished and I report back.

 

Edit: Here are the logs and the two textfiles.

The flickering was still there (so it seems it's nothing workaround fix related from my perspective), I did the exact same procedure as liste time, only difference the windmill building didn't vanished, but as soon as I came closer, DynDOLOD still deactivates itself (didn't made a new sceenshot for position, as it is the same as 1st time).

enb2022-10-5-20-33-21.png

Edit 2:
I still think there is something wrong with the LOD_Atlas. Here is a picture from the created atlas and above are the correspoding files from the TexGen Output. I think mostly because of the LOD mismatch the flickering is so obvious. I think it wasn't present with Alpha 97 or 98.
Here is the screenshot:
6.png
And, don't know if you need it, here are the TexGen logs.
This is either present if the workaround is active or not.

Edited by PRieST
Link to comment
Share on other sites

2 hours ago, PRieST said:

Tamriel_Firstborn_7_%3 is there. Also it get's referenced 4 times

  1. skyrimesm_099F21_Tamriel_DynDOLOD_GLOW (WRHouseStables01)
  2. skyrimesm_0C8E59_Tamriel_DynDOLOD_LOD (FarmhouseWindMillFan)
  3. elfxexteriorsesp_00B157_Tamriel_DynDOLOD_LOD (CandleLanternwithCandle01)
  4. cuttingroomflooresp_0216C1_Tamriel_DynDOLOD_GLOW (WRHouseWind01)

In the cell 00009618 the following plugins are overwriting the Skyrim.esm:


Update.esm
Unofficial Skyrim Special Edition Patch.esp (Version 4.2.5b)
Occ_Skyrim_Tamriel.esp
Lanterns Of Skyrim II.esm (version 3.something)
Landscape and Water Fixes.esp
ELFX - Exteriors.esp
DynDOLOD.esm
Butterflies.esp
Verdant - A Skyrim Grass Plugin SSE Version.esp
Landscape Fixes For Grass Mods.esp
Unique Region Names.esp (also still a relative old version, don't know the number)
SkyTEST-RealisticAnimals&Predators.esp
Cutting Room Floor.esp
Occ_Skyrim_CuttingRoomFloor.esp
Landscape and Water Fixes - Patches.esp (my own merge of different patches)
Occlusion.esp

Will do the generation without the workaround fix right now. In about an hour it will be finished and I report back.

 

Edit: Here are the logs and the two textfiles.

The flickering was still there (so it seems it's nothing workaround fix related from my perspective), I did the exact same procedure as liste time, only difference the windmill building didn't vanished, but as soon as I came closer, DynDOLOD still deactivates itself (didn't made a new sceenshot for position, as it is the same as 1st time).

enb2022-10-5-20-33-21.png

Edit 2:
I still think there is something wrong with the LOD_Atlas. Here is a picture from the created atlas and above are the correspoding files from the TexGen Output. I think mostly because of the LOD mismatch the flickering is so obvious. I think it wasn't present with Alpha 97 or 98.
Here is the screenshot:

And, don't know if you need it, here are the TexGen logs.
This is either present if the workaround is active or not.

There has to be some kind of problem with the player not triggering the  trigger box or some kind of script (SKSE/Papyrus Util) problem. Do you have script lag, poor FPS?
Do not use tcl or speedmult while testing. You recently installed a plugin/mod that might change collision for the player?
Check the papyrus log for errors or some kind of messages.
Maybe one of the listed plugins adds something to the cell that interferes somehow. I would try to see what happens with vanilla to make sure it is not INI related and the basic setup is working as it should. Then add the listed plugins one by one. You could first remove every plugin that is not a master in the DynDOLOD plugins for a quick test.
For quicker testing to check if the information page lists Tamriel_Firstborn_7_%3 reference as current/active activator it is enough to just generate dynamic LOD for Tamriel.

It maybe of course not any of the listed plugins and something else entirely. But it seems likely it is part of the cell and not the next one that is working.

The object LOD atlas is created from the currently installed single object LOD textures, typically in ..\textures\lod. Object LOD Textures, especially rendered ones,  do not change between being loaded from the data folder and being added  to the object LOD textures atlas. What you see on the object LOD atlas is what was installed in the data folder at generation time.

Link to comment
Share on other sites

Haven't had these problems with earlierer alphas, theres not much on mods I use which could create script lag or something like this (again, don't had this ever before), but I'll look into it.

Concerning the atlas: But why are the stitched (rendered) textures are using the right textures and the dynddolod atlas the wrong ones? Nothing changed between creating texgen and lodgen, I even didn't changed the whiterun building textures since alpha 50 or so and never had this. The spot on WRW is always my LOD test location and this is new, that's why I am reporting it. I always, also this time (nothing concerning textures or loadorder changed) create a new TexGen before Dynddolod. In the past it always worked, stitched textures were the same as what I saw in the atlas.

Edit: only collision based mod I added quite recently, I think it was with alpha 97, is 'Precision'.

The plug-ins I listed are there since the nearly beginning and hadn't such a problem in the past, but I'll take a look. FPS, if they are very low, are about 45 in this place, I wouldn't consider this as low.

Edited by PRieST
Link to comment
Share on other sites

36 minutes ago, PRieST said:

Haven't had these problems with earlierer alphas, theres not much on mods I use which could create script lag or something like this (again, don't had this ever before), but I'll look into it.

Concerning the atlas: But why are the stitched (rendered) textures are using the right textures and the dynddolod atlas the wrong ones? Nothing changed between creating texgen and lodgen, I even didn't changed the whiterun building textures since alpha 50 or so and never had this. The spot on WRW is always my LOD test location and this is new, that's why I am reporting it. I always, also this time (nothing concerning textures or loadorder changed) create a new TexGen before Dynddolod. In the past it always worked, stitched textures were the same as what I saw in the atlas.

The way dynamic LOD works with trigger boxes and all the Tamriel_Firstborn_* reference all using the same activator base record and the scripts in DynDOLOD Resources SE did not change. I have checked the debug logs, you have verified the Tamriel_Firstborn reference exists, so all seems well and in place as it should. That is why I suggest to check the papyrus log for errors and to test with a vanilla setup to see if no other mods interfere and if things work by themselves or not.

DynDOLOD loads the object LOD textures from the data folder and combines them into a object atlas textures and then saves it.
Open the object LOD texture atlas from the DynDOLOD output folder (before installing as a mod) and take note of the pixel distance from the top left corner for whatever texture you are interested in.
Open ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt in notepad.
The x, y pixel distance are the 4th and 5th number (the 2nd and 3rd are the resolution), which should match what you measured from the object LOD atlas texture.
The object LOD atlas filename comes right after the numbers. The source single object LOD texture filename is at the beginning.
With that information you can now find the single source texture find/open it via the MO2, right window data tab to see what it looks like.

Link to comment
Share on other sites

On 10/4/2022 at 5:03 PM, sheson said:

The logs are saved when you close the program. It may take a couple seconds to save debug log.

Just select the DLC2Solstheim worldspace for this test, so it should be quick to do.

For the glow problem in Solstheim.

At last, after 2 days of tries with the bugged upload files site, I found another one that should works. I zipped 4 txt that could be usefull.

https://file.io/y8lgeEZuOzKv

Thank you for your patience.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.