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DynDOLOD 3.00 Alpha 182


sheson

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Hey guys,

Before using the latest version of dyndolod 3 (alpha 106) i was using alpha 87. A thing i noticed is the size of bto files almost doubled for the same load order with the same settings. I know using HD grass, it will increase the size but i set ForceComplexGrass=0 and did not select hd grass. But the size is still way bigger.

Any ideas why?

Thank you in advance for your help

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2 hours ago, vektor9999 said:

Hey guys,

Before using the latest version of dyndolod 3 (alpha 106) i was using alpha 87. A thing i noticed is the size of bto files almost doubled for the same load order with the same settings. I know using HD grass, it will increase the size but i set ForceComplexGrass=0 and did not select hd grass. But the size is still way bigger.

Any ideas why?

Thank you in advance for your help

No. Read the first post.

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The mesh DynDOLOD_flat_3x2_lod.nif has 3 planes intersecting at 60 degree angles and allows for 3 different textures. [...] Generating HD tree LOD billboards with TexGen creates a front and side view texture.

How would one use Billboard3 DynDOLOD_flat_3x2_lod.nif which has 3 textures (_1, _2, _3) with TexGen which generates only front and side textures (_1, _2)?

  • External billboards in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini
TreeBillboard1=Internal
TreeBillboard2=DynDOLOD_flat_2x2_lod.nif
TreeBillboard3=DynDOLOD_flat_3x2_lod.nif
TreeBillboard4=DynDOLOD_flat_4x2_lod.nif
TreeBillboard5=Internal
TreeBillboard6=LODGen_flat_lod.nif

Are DynDOLOD_flat_2x2alt_lod.nif and DynDOLOD_flat_4x2alt_lod.nif located in ..\DynDOLOD\Edit Scripts\DynDOLOD available for use by end-users? If so, how are they intended to be used, for what purpose, in which circumstances?

  • Temporary references setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini
; Set to 1 to add activators as temporary references if possible.
; Will result in more plugins used as masters and larger plugin
; size because of additional CELL data that needs to be copied to the DynDOLOD plugin
Temporary=0

I'd like to use this feature: Temporary=1. More masters and larger plugin(s) notwithstanding, are there other reasons you would recommend against it? E.g. experimental, not fully tested, not up to date with default (persistent references).

Thank you.

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30 minutes ago, Mousetick said:

How would one use Billboard3 DynDOLOD_flat_3x2_lod.nif which has 3 textures (_1, _2, _3) with TexGen which generates only front and side textures (_1, _2)?

  • External billboards in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini
TreeBillboard1=Internal
TreeBillboard2=DynDOLOD_flat_2x2_lod.nif
TreeBillboard3=DynDOLOD_flat_3x2_lod.nif
TreeBillboard4=DynDOLOD_flat_4x2_lod.nif
TreeBillboard5=Internal
TreeBillboard6=LODGen_flat_lod.nif

Are DynDOLOD_flat_2x2alt_lod.nif and DynDOLOD_flat_4x2alt_lod.nif located in ..\DynDOLOD\Edit Scripts\DynDOLOD available for use by end-users? If so, how are they intended to be used, for what purpose, in which circumstances?

  • Temporary references setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini
; Set to 1 to add activators as temporary references if possible.
; Will result in more plugins used as masters and larger plugin
; size because of additional CELL data that needs to be copied to the DynDOLOD plugin
Temporary=0

I'd like to use this feature: Temporary=1. More masters and larger plugin(s) notwithstanding, are there other reasons you would recommend against it? E.g. experimental, not fully tested, not up to date with default (persistent references).

Thank you.

It is supposed to use _1 texture if there is no _3 texture. Might be defunct.

The "alt" are used for grass LOD with GrassBillboardX=

Temporary=1 seemed to work for the couple users with the "overmodding symptoms" at the time before Skyrim SE was out and before we knew about the ref handle cap. Knowing what we know now temporary/persistent should make no difference for ESP, but it helped those users anyways.

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5 hours ago, primem0ver said:

Ok.  This time I have pictures and logs.  I also have to report that this problem has gotten worse since I started playing through the various versions of DyndoLOD.  I have been "finishing"  a load order in my spare time (not a lot since September) since June.  In June through August, when running Dyndolod, I have gotten the occasional plus shaped object in certain areas of Tamriel.  Just a few (I only remember seeing 3 near Winterhold).  Last time I reported 4-5 between Riverwood and Whiterun which was after a rebuild in November.  As you can see from the pictures, that has changed with later versions of DyndoLOD (up from 95 to 106).  The only thing that has changed since my previous post (in November which was apparently deleted) was the DyndoLOD version and me switching from Sunhelm to Last Seed. Plus one or two other minor mods that looked interesting.  Nothing to merit the changes you see in the pictures.  Before that, back in September, I added a bunch of patch mods to fix some major issues around Morthal and Dawnstar caused by Cities of the North mods.  I may have added a few more patch mods but little else. Before that I had ZERO tall plus shaped objects between Riverwood and Whiterun.  So something has changed with DyndoLOD to cause these issues.  As mentioned earlier, in the original build (with zero in this scene) the only plusses I ever saw in the game that far back were 2-3 of them near Winterhold.  That is all.  Now as I look over the Whiterun Valley from the path from Riverwood, this is what I see (two different runs of DyndoLOD.  The first one without HQ trees, the second with.)

Skyrim-SE-2022-12-18-23-22-46-77.jpg

Skyrim-SE-2022-12-18-18-42-23-79.jpg

The log can be downloaded here.

Moved to the DynDOLOD 3 Alpha thread.

The screenshot seems to show billboard tree LOD in object LOD using the wrong object LOD atlas texture. Make sure that absolutely nothing whatsoever overwrites any of the DynDOLOD output files. Make sure the output folder is empty when generating LOD from scratch, so there are no old files preventing creation of newer files.

Do not use object LOD output from LODGens that did not complete successfully. Fix the file not found error reported in LODGen_SSE_MSWorld_log.txt
The mentioned BSA is probably corrupt.

https://dyndolod.info/Generation-Instructions#Prerequisites
Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards.

https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards
Do not install 3rd party LOD billboards. Use TexGen to generate them.

https://dyndolod.info/Messages/Texture-Resolution
For mipmap generation, textures should have resolutions that are divisible by 4, which is also a requirement of the newer compression formats like BC7.
In case there are 3rd party LOD billboards listed in the message (textures\terrain\LODGen\*), remove all 3rd party LOD billboards and instead use TexGen to generate all the desired LOD billboards. See TexGen Configuration for more.

https://dyndolod.info/Messages/Deleted-Reference
The mentioned plugin(s) needs to be cleaned. Pay attention to similar LOOT messages.

Reread what I wrote here https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-106/page/345/#comment-262975 
CoreLocationsStandard.esp and HybridLocationMerge.esp seem to intentionally trigger as many large reference bugs as possible. Maybe turn the large reference system off and set IgnoreLargeReferences=1.

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1 hour ago, sheson said:

Temporary=1 seemed to work for the couple users with the "overmodding symptoms" at the time before Skyrim SE was out and before we knew about the ref handle cap. Knowing what we know now temporary/persistent should make no difference for ESP, but it helped those users anyways.

Oh right, I forgot the references were added to DynDOLOD.esp, so no difference and more like a placebo.

 

 

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29 minutes ago, Mousetick said:

Oh right, I forgot the references were added to DynDOLOD.esp, so no difference and more like a placebo.

It might be that things work different in Skyrim. It did help the users with their problem which seemed like it was what we now believe is the ref handle cap.

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@sheson.  Thanks for your input.  Found one problem: my new merge mod to settle the Cities of the North problem had a higher mod priority so was overwriting some of the textures.  That was my bad.  I should have thought of it. That solved the issues around Riverwood and Whiterun.  Will check into the other issues as I play.

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Has anyone had any problems with the Celtic Music in Skyrim - SE mod in the latest Dyndolod? It appears to be causing a LODGen Failed To Generate Object LOD problem for me. I'm getting an error message in my Tamriel and Tamriel AUT/SPR/SUM logs. Each process seemed to get stuck at that point forcing me to manually close the window so the process would continue. What I don't understand is, why is Dyndolod interacting with a music mod? Does this mod do something I didn't expect?

From my log file:

Error reading H:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Celtic_Music_In_Skyrim_SE.bsa The output char buffer is too small to contain the decoded characters, encoding 'Unicode (UTF-8)' fallback 'System.Text.DecoderReplacementFallback'. (Parameter 'chars') file not found meshes\sess_lod\rocks\rockl04_lod_1.nif

 

https://ufile.io/hjh6efdv

https://ufile.io/f4aamme9

I'll add my debug file here once the upload completes.

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4 hours ago, ThorM465 said:

Has anyone had any problems with the Celtic Music in Skyrim - SE mod in the latest Dyndolod? It appears to be causing a LODGen Failed To Generate Object LOD problem for me. I'm getting an error message in my Tamriel and Tamriel AUT/SPR/SUM logs. Each process seemed to get stuck at that point forcing me to manually close the window so the process would continue. What I don't understand is, why is Dyndolod interacting with a music mod? Does this mod do something I didn't expect?

From my log file:

Error reading H:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Celtic_Music_In_Skyrim_SE.bsa The output char buffer is too small to contain the decoded characters, encoding 'Unicode (UTF-8)' fallback 'System.Text.DecoderReplacementFallback'. (Parameter 'chars') file not found meshes\sess_lod\rocks\rockl04_lod_1.nif

 

https://ufile.io/hjh6efdv

https://ufile.io/f4aamme9

I'll add my debug file here once the upload completes.

Read the first post which debug log to upload.

The BSA seems to be corrupt or contain unexpected data. In order to know what files are in an archive, the archive needs to be opened and looked at.
Are you just assuming it does not contain relevant files or did you actually check? Same principle.

The actual error is the message "file not found meshes\sess_lod\rocks\rockl04_lod_1.nif" in LODGen_SSE_Tamriel_log.txt

The DynDOLOD log also shows 
[04:53] <Warning: File not found meshes\sess_lod\rocks\rockl04_lod_1.nif Solitude Exterior Sovngarde Statue Set V.esp SESSV_RockL04 [STAT:FE8D2805]>

SSE-Terrain-Tamriel-Full-Extend.esm should only be active when generating terrain LOD.

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Here's my debug file. Sorry it was 1GB and took a while to upload to the share site. https://ufile.io/9qt0eitz I think this is the one asked for in the OP.

No I haven't checked it yet. I know how to open BSAs, but I don't really know what I'm looking at when I do. haha Should I open it and upload those files to the share site and post here?

Yea, I forgot to disable the SSE-Terrain-Tamriel-Full-Extended.esm plugin. I reran my xlodgen yesterday to correct some other missing world space issues and forgot to disable that plugin.

I ran Dyndolod again last night without that plugin or the Celtic plugins and I'm still getting the file not found meshes\sess_lod\rocks\rockl04_lod_1.nif.

Anything else I can provide that would be helpful?

Edit: I extracted the BSA and it's nothing but .xwm files.

 

Edited by ThorM465
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Hello, I am getting the OpenGL Invalid operation when I run Textgen3.0 alpha. I am running a 7900xtx and the newest AMD Ryzen 9 7950x. I am running the program using the graphic card not the integrated graphics.  No antivirus or crapware installed on my system. I have tried the test build mentioned in this forum for the AMD issue and it does not work still. I am also using mod organizer 2 with no other mods installed. My AMD driver is 22.12.1. I am using the program on skyrim vr. Is there any fix.

TexGen_TES5VR_Debug_log.txt TexGen_TES5VR_log.txt

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Hi, wondering if anyone could help me. I asked a question in the Support sub forum regarding a plugin that is esl/master file. I'm unable to use TexGen as it requires me to resolve this issue first before proceeding, which doesn't seem possible...

Edited by CloudLambda
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3 hours ago, ThorM465 said:

Here's my debug file. Sorry it was 1GB and took a while to upload to the share site. https://ufile.io/9qt0eitz I think this is the one asked for in the OP.

No I haven't checked it yet. I know how to open BSAs, but I don't really know what I'm looking at when I do. haha Should I open it and upload those files to the share site and post here?

Yea, I forgot to disable the SSE-Terrain-Tamriel-Full-Extended.esm plugin. I reran my xlodgen yesterday to correct some other missing world space issues and forgot to disable that plugin.

I ran Dyndolod again last night without that plugin or the Celtic plugins and I'm still getting the file not found meshes\sess_lod\rocks\rockl04_lod_1.nif.

Anything else I can provide that would be helpful?

Edit: I extracted the BSA and it's nothing but .xwm files.

 

The BSA error is irrelevant.

The actual problem that needs to be fixed is the missing LOD asset. Install the missing file.

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On 12/20/2022 at 11:09 PM, Bluefish9987 said:

Hello, I am getting the OpenGL Invalid operation when I run Textgen3.0 alpha. I am running a 7900xtx and the newest AMD Ryzen 9 7950x. I am running the program using the graphic card not the integrated graphics.  No antivirus or crapware installed on my system. I have tried the test build mentioned in this forum for the AMD issue and it does not work still. I am also using mod organizer 2 with no other mods installed. My AMD driver is 22.12.1. I am using the program on skyrim vr. Is there any fix.

TexGen_TES5VR_Debug_log.txt 129.38 kB · 0 downloads TexGen_TES5VR_log.txt 25.5 kB · 0 downloads

Unpack stitched.frag from the attached archive to..\DynDOLOD\Edit Scripts\DynDOLOD\Shaders\stitched.frag and let me know if it works or upload new logs, including bugreport.txt if it exists.

Edit: Use latest alpha version. It has the updated stitched.frag included.

 

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