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DynDOLOD 3.00 Alpha 182


sheson

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36 minutes ago, z929669 said:

Those [TerrainManager] distance settings look spot on, and fTreeLoadDistance is irrelevant if you are using 'Ultra' option in DynDOLOD. We set our to zero actually.

Check that you have DynDOLOD Output all installed as a mod and that the meshes/textures folders have all the data and the mod is enabled and near the top of your priority in the MO left pane.

The user generated standard tree LOD as can be seen from the logs the provided logs.

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35 minutes ago, z929669 said:

Those [TerrainManager] distance settings look spot on, and fTreeLoadDistance is irrelevant if you are using 'Ultra' option in DynDOLOD. We set our to zero actually.

Check that you have DynDOLOD Output all installed as a mod and that the meshes/textures folders have all the data and the mod is enabled and near the top of your priority in the MO left pane.

Those were actually suggested settings... can't remember where I got them but they've always worked for me.  I'm actually using Vortex but both Dyndolod and Occlusion were enabled in my Plugins so I'm really stumped as to what's going on.  I'm going to try a clean install of Skyrim... failing that, I'll go back to v110 for now as I did have that working.  I'm thinking some time in about 2026, I'll actually start playing the game :biggrin:.

57 minutes ago, sheson said:

Increase the short fTreeLoadDistance in the DynDOLOD SkyUI MCM Settings page so tree LOD shows further. Increase the fBlock* object LOD distances so that the object LOD levels show further.

Alternatively use the games launcher or BethINI to increase these settings.

Any suggestion as to how much I should increase it by?

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15 minutes ago, BrotherShamus said:

Those were actually suggested settings... can't remember where I got them but they've always worked for me.  I'm actually using Vortex but both Dyndolod and Occlusion were enabled in my Plugins so I'm really stumped as to what's going on.  I'm going to try a clean install of Skyrim... failing that, I'll go back to v110 for now as I did have that working.  I'm thinking some time in about 2026, I'll actually start playing the game :biggrin:.

Any suggestion as to how much I should increase it by?

Changing the settings has an immediate fact in the game to verify their visual/performance impact.

https://dyndolod.info/Help/Mod-Configuration-Menu#Settings
The best values depend on the load order, personal preference for visuals and performance.

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23 minutes ago, mattski123 said:

[Window Title]
TexGen

[Main Instruction]
Error: Item not found.

https://we.tl/t-BcfzifmNMj

Only happened as a one time thing, restarted MO2 and didn't come up again. But thought I'd share.

bugreport.txt 133.45 kB · 2 downloads

Looks like a race condition when checking for complex grass textures. Thanks for reporting.

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1 hour ago, sheson said:

The user generated standard tree LOD as can be seen from the logs the provided logs.

1 hour ago, BrotherShamus said:

Those were actually suggested settings... can't remember where I got them but they've always worked for me.  I'm actually using Vortex but both Dyndolod and Occlusion were enabled in my Plugins so I'm really stumped as to what's going on.  I'm going to try a clean install of Skyrim... failing that, I'll go back to v110 for now as I did have that working.  I'm thinking some time in about 2026, I'll actually start playing the game :biggrin:.

Any suggestion as to how much I should increase it by?

Sorry to jump in on this again, but as Sheson points out in the first quote^ ... you generated traditional tree LOD and did not tick the 'ultra' box. If you intended to generate vanilla-like tree billboards, then this is fine, but if you are trying to generate trees in object LOD (2D 'billboards' or 3D trees), then that isn't what you configured.

I only mention this, because you are using terrainManager settings probably from BethINI, and not too many people want to generate traditional tree billboards.

Regardless, if you want to see traditional tree LOD beyond LOD4, then you need to increase your fTreeLoadDistance to equal your fBlockLevel1Distance or your fBlockMaximumDistance. If you use 'Ultra' trees, then fTreeLoadDistance can be zero as mentioned.

EDIT: you still have issues with your object LOD though based on your screens, so this is all a moot point until you resolve that. Test with a new game and a mod install list that doesn't have any output that overrides DynDOLOD outputs.

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44 minutes ago, z929669 said:

Sorry to jump in on this again, but as Sheson points out in the first quote^ ... you generated traditional tree LOD and did not tick the 'ultra' box. If you intended to generate vanilla-like tree billboards, then this is fine, but if you are trying to generate trees in object LOD (2D 'billboards' or 3D trees), then that isn't what you configured.

I only mention this, because you are using terrainManager settings probably from BethINI, and not too many people want to generate traditional tree billboards.

Regardless, if you want to see traditional tree LOD beyond LOD4, then you need to increase your fTreeLoadDistance to equal your fBlockLevel1Distance or your fBlockMaximumDistance. If you use 'Ultra' trees, then fTreeLoadDistance can be zero as mentioned.

EDIT: you still have issues with your object LOD though based on your screens, so this is all a moot point until you resolve that. Test with a new game and a mod install list that doesn't have any output that overrides DynDOLOD outputs.

Oh wow... that was definitely an oversight borne of frustration.  My tree settings are Level 0, level 1 and level 2 (billboard 6 for the map) so I'm guessing your suggestions for fTreeLoadDistance don't apply but thank you for pointing that out!  I'm still digging for information but this seems to be a problem only I am having.  I'm going to try it with all non-essential mods disabled and just generate LOD for Tamriel and see what happens.  The thought of another clean install and all the tweaking that goes with it is giving me anxiety here.

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58 minutes ago, BrotherShamus said:

Oh wow... that was definitely an oversight borne of frustration.  My tree settings are Level 0, level 1 and level 2 (billboard 6 for the map) so I'm guessing your suggestions for fTreeLoadDistance don't apply but thank you for pointing that out!  I'm still digging for information but this seems to be a problem only I am having.  I'm going to try it with all non-essential mods disabled and just generate LOD for Tamriel and see what happens.  The thought of another clean install and all the tweaking that goes with it is giving me anxiety here.

I see you mention billboard6 for the map. A very common cause for LOD not displaying is using my mod (A Clear Map of Skyrim) with Level32 object lod on the map, and failing to set Level32=1 in the DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini file. Doing so will make the game look for lod that isn't there, and bug out all lods. Either reinstall my mod and use the Level16 ini, or generate Level32 object LOD by setting Level32=1 in the DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini file

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1 hour ago, DoubleYou said:

I see you mention billboard6 for the map. A very common cause for LOD not displaying is using my mod (A Clear Map of Skyrim) with Level32 object lod on the map, and failing to set Level32=1 in the DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini file. Doing so will make the game look for lod that isn't there, and bug out all lods. Either reinstall my mod and use the Level16 ini, or generate Level32 object LOD by setting Level32=1 in the DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_SSE.ini file

So... this whole mess might have been caused by my not changing a single value in the ini file.  I feel a bit stupid here... I keep a copy of all ini files so I can remember how I set everything and I must have forgotten to change that when I updated Dyndolod.  I've had a few too many drinks to test this out tonight but will update this post tomorrow.  Thank you... this has been driving me nuts.

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17 hours ago, sheson said:

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

If there are no errors there is nothing to look at. If the process takes an exceptionally long time (seems slow) a known cause is the crapware installed with the AMD driver.

Yeah, the problem is that there AREN'T errors. 

I came home after letting DynDOLOD run for 9 hours straight, calling someone to check for crashes (error messages) every 2 hours, and when I got home Alpha 111 had been frozen at the 3 hour mark within the main window, approximately on world 3 out of 22. 

I know there may be an issue with crapware or whatever, but I was having those OpenGL errors on the previous two drivers. 

No.. I cannot install 22.5.1 on a 7900XT, it is incompatible. 

So the newest version of DynDOLOD with the newest version of Adrenalin drivers has the ability to RUN DynDOLOD, but it doesn't quite have the ability to finish with this configuration. 

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57 minutes ago, PhxFuryKnight said:

Yeah, the problem is that there AREN'T errors. 

I came home after letting DynDOLOD run for 9 hours straight, calling someone to check for crashes (error messages) every 2 hours, and when I got home Alpha 111 had been frozen at the 3 hour mark within the main window, approximately on world 3 out of 22. 

I know there may be an issue with crapware or whatever, but I was having those OpenGL errors on the previous two drivers. 

No.. I cannot install 22.5.1 on a 7900XT, it is incompatible. 

So the newest version of DynDOLOD with the newest version of Adrenalin drivers has the ability to RUN DynDOLOD, but it doesn't quite have the ability to finish with this configuration. 

So you don't even get any logs in /DynDLOD/logs?

If not, you can add realtimelog=1 to the bottom of your TexGen_SSE.ini and DynDOLOD_SSE.ini so you at least get some of the log output in the window to copy into Notepad++ or whatever intermittently.

It would be great to find out what's causing the issues, because I've had the same problems with specific alpha versions. You should be able to install the AMD drivers using the Factory Reset option in the Adrenaline setup. Then you can install Driver Only, which resolved the sluggishness problem for me ... if not the OpenGL issue.

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9 hours ago, BrotherShamus said:

Oh wow... that was definitely an oversight borne of frustration.  My tree settings are Level 0, level 1 and level 2 (billboard 6 for the map) so I'm guessing your suggestions for fTreeLoadDistance don't apply but thank you for pointing that out!  I'm still digging for information but this seems to be a problem only I am having.  I'm going to try it with all non-essential mods disabled and just generate LOD for Tamriel and see what happens.  The thought of another clean install and all the tweaking that goes with it is giving me anxiety here.

The logs you uploaded tell us that you generated standard tree LOD and not ultrat ree LOD.

Are you saying that changing the tree LOD distances in the DynDOLOD SkyUI MCM settings page did not change anything about the tree LOD showing in the distance?

7 hours ago, BrotherShamus said:

So... this whole mess might have been caused by my not changing a single value in the ini file.  I feel a bit stupid here... I keep a copy of all ini files so I can remember how I set everything and I must have forgotten to change that when I updated Dyndolod.  I've had a few too many drinks to test this out tonight but will update this post tomorrow.  Thank you... this has been driving me nuts.

You could test if the current output works OK, set [MapMenu] uLockedObjectMapLOD=16 in an any INI setting 32 instead if the object LOD was not generated with  Level32=1

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18 hours ago, PhxFuryKnight said:

Yeah, the problem is that there AREN'T errors. 

I came home after letting DynDOLOD run for 9 hours straight, calling someone to check for crashes (error messages) every 2 hours, and when I got home Alpha 111 had been frozen at the 3 hour mark within the main window, approximately on world 3 out of 22. 

I know there may be an issue with crapware or whatever, but I was having those OpenGL errors on the previous two drivers. 

No.. I cannot install 22.5.1 on a 7900XT, it is incompatible. 

So the newest version of DynDOLOD with the newest version of Adrenalin drivers has the ability to RUN DynDOLOD, but it doesn't quite have the ability to finish with this configuration. 

The log and debug are saved when closing the program. Can you not simply click the X top right and wait for the tool to shutdown?
Otherwise you can try marking and copy pasting the entire messages log text with the usual Mouse/Windows key combinations.

If there were OpenGL errors with DynDOLOD 3 Alpha 111 and the latest recommended driver, then the program stopped and you can just close it to get the log and debug and maybe a bugreport.txt to upload.

If there are no OpenGL errors with DynDOLOD 3 Alpha 111 but runs extremely slow, it may be caused by the crapware installed with the driver. Remove the crapware.

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13 hours ago, sheson said:

The logs you uploaded tell us that you generated standard tree LOD and not ultrat ree LOD.

Are you saying that changing the tree LOD distances in the DynDOLOD SkyUI MCM settings page did not change anything about the tree LOD showing in the distance?

You could test if the current output works OK, set [MapMenu] uLockedObjectMapLOD=16 in an any INI setting 32 instead if the object LOD was not generated with  Level32=1

I never actually got to test the MCM as I had deleted the last Texgen and Dyndolod outputs last night.  Today, I corrected the Level32=1 (from 0) and everything seems to be working again.  I'll be testing the MCM values as needed I think but they seem to be pretty good out of the box.  Sorry for taking up so much time with what was a clear oversight on my part.

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