Jump to content

DynDOLOD 3.00 Alpha 182


sheson

Recommended Posts

11 hours ago, Mousetick said:

Yes I saw it and went to look for it inside the DynDOLOD package (Rules subdirectory) among the other *.patch files there, but couldn't find it, which made the patching even more mysterious and puzzling.

I got really confused when you mentioned it's optional, as there are no optional components when installing DynDOLOD. But then I realized you were talking about DynDOLOD Resources: it's the Solitude Exterior visual option, d'oh!

I used "blindly" in the sense that it appears the patch is applied to the load order indiscriminately even though it's probably designed to work on vanilla Solitude, overriding Skyrim.esm, not some other mod plugins. My Solitude is vanilla too, except for the LotD museum, so it's probably mostly fine, but I'd imagine it might mess things up with city overhauls, no?

Anyway, I've been bothered by a visual glitch for a long time that I presume is caused by occlusion plane(s) along the Solitude walls, but I'm not sure and I can't easily troubleshoot it by looking in the console, as there's nothing to click on.

Far view from inside Solitude worldspace > Closer view from inside Solitude worldspace

image.jpegimage.jpeg

Close view from outside Solitude worldspace > Close view from inside Solitude worldspace

image.jpegimage.jpeg

Any idea what may be causing this, do you think it looks like a PlaneMarker issue too? Any advice for troubleshooting the issue?

Thanks.

If there were problems with anything then there would have been a report in the past 7 years.

What troubleshooting with the disappearing tree LOD have you done to check if this has something to do with DynDOLOD?

Use CK to visualize occlusion planes and boxes.

Link to comment
Share on other sites

3 hours ago, sheson said:

What troubleshooting with the disappearing tree LOD have you done to check if this has something to do with DynDOLOD?

Well that's the thing: none to imply anything either way, at this point I'm just shooting in the dark.

3 hours ago, sheson said:

Use CK to visualize occlusion planes and boxes.

Ok I checked and there are no occlusion planes from any plugin touching those cells, that would obstruct the view in that direction. They're all in the west- and south-facing walls. On second thought it can't be an occlusion plane issue anyway, as if it were, there would be a void where the view is blocked? Which is not the case here, as the mountain cliffs (000DEEB7 & 000DEEB8) and the landscape are still visible.

So I'm stumped.

I have some ideas to investigate, I'll let you know if I find anything relevant. But first, I'd like to ask some clarification if you don't mind. How does rendering work in cells outside the child worldspace? Are LODs only shown? Are those cells and their references and full models never loaded, no matter if they are in the near grid (but outside the child worldspace)? What about large references, I'd assume the full model would be loaded as expected.

I'm asking because it looks to me as if the tree LODs (handled as object LODs by DynDOLOD in my case) are unloaded when the player gets closer, but the full models are not loaded in their place. On the other hand, the mountain cliff objects don't disappear because they're large references.

I'm going to check in the console if those tree and mountain cliff references in question are loaded or not...

Thanks in advance for your input.

Link to comment
Share on other sites

3 hours ago, Mousetick said:

Well that's the thing: none to imply anything either way, at this point I'm just shooting in the dark.

Ok I checked and there are no occlusion planes from any plugin touching those cells, that would obstruct the view in that direction. They're all in the west- and south-facing walls. On second thought it can't be an occlusion plane issue anyway, as if it were, there would be a void where the view is blocked? Which is not the case here, as the mountain cliffs (000DEEB7 & 000DEEB8) and the landscape are still visible.

So I'm stumped.

I have some ideas to investigate, I'll let you know if I find anything relevant. But first, I'd like to ask some clarification if you don't mind. How does rendering work in cells outside the child worldspace? Are LODs only shown? Are those cells and their references and full models never loaded, no matter if they are in the near grid (but outside the child worldspace)? What about large references, I'd assume the full model would be loaded as expected.

I'm asking because it looks to me as if the tree LODs (handled as object LODs by DynDOLOD in my case) are unloaded when the player gets closer, but the full models are not loaded in their place. On the other hand, the mountain cliff objects don't disappear because they're large references.

I'm going to check in the console if those tree and mountain cliff references in question are loaded or not...

Thanks in advance for your input.

Either the problem only happens with DynDOLOD/Occlusion plugin enabled or not.

Occlusion planes/boxes hide things that they fully occluded. So it depends on the "size" (often the axis aligned bounding box AABB) of the model. E.g. smaller things are disabled, while large things may be not.

Link to comment
Share on other sites

Hi Seson!

I´ve been having a problem recently, suddenly when I generate seasons, in winter, near Riften there is a lot of totally grey slopes, it didn´t happen before.

It seems that, somehow, dyndolod is putting the wrong mountain slope and applying the snow shader making it grey.

It´s a bug or something on my end?

Thanks in advance

 

Captura de pantalla (9).png

Captura de pantalla (10).png

Edited by Shotdie
typo
Link to comment
Share on other sites

5 hours ago, Shotdie said:

Hi Seson!

I´ve been having a problem recently, suddenly when I generate seasons, in winter, near Riften there is a lot of totally grey slopes, it didn´t happen before.

It seems that, somehow, dyndolod is putting the wrong mountain slope and applying the snow shader making it grey.

It´s a bug or something on my end?

Thanks in advance

 

Captura de pantalla (9).png

Captura de pantalla (10).png

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

Why do you believe this issue (e.g. parallax / single pass snow shader combination causing grey texture) has anything to do with DynDOLOD? What rudimentary troubleshooting have you done? Finalize the load order and make sure it has no such issues, then generate DynDOLOD for the current load order. 

The game screenshot shows that the reference/base record are not modified by DynDOLOD plugins. The folder screenshot does not show any assets from DynDOLOD.

Link to comment
Share on other sites

12 hours ago, sheson said:

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

Why do you believe this issue (e.g. parallax / single pass snow shader combination causing grey texture) has anything to do with DynDOLOD? What rudimentary troubleshooting have you done? Finalize the load order and make sure it has no such issues, then generate DynDOLOD for the current load order. 

The game screenshot shows that the reference/base record are not modified by DynDOLOD plugins. The folder screenshot does not show any assets from DynDOLOD.

You´re right, I´ve been lurking in Seasons of Skyrim bug reports and it seems that is a issue with auto-generated WIN swaps, I have to blacklist that specific object to solve the issue.

Sorry for bothering you, I thought it was Dyndolod because it supports seasons and I detected the issue after updating it, but as you said Dyndolod doesn´t touch that object.

Thank you for your work and your responses. :biggrin:

Link to comment
Share on other sites

Hi.  Using latest Dyndolod's...Resource 3.00 alpha 30, Alpha 111 for texgen/dyndolod and dyndolod ng scripts alpha 2.  Issue I'm having is in Riverwood.  Brand new save.  The water wheel disappears, but you see the splashing in the spots where it would be.  I ran texgen and it was there.  However, when I run dyndolod, it disappears.  Even tried to go to another town for 24 hours and come back.  Was wondering if anyone else has had this issue.  Didn't happen on previous versions.  I included screen shot of what settings I use.  I set it at high (top right corner).  Thanks

dyndolod.PNG

Link to comment
Share on other sites

11 minutes ago, Kansas72 said:

Hi.  Using latest Dyndolod's...Resource 3.00 alpha 30, Alpha 111 for texgen/dyndolod and dyndolod ng scripts alpha 2.  Issue I'm having is in Riverwood.  Brand new save.  The water wheel disappears, but you see the splashing in the spots where it would be.  I ran texgen and it was there.  However, when I run dyndolod, it disappears.  Even tried to go to another town for 24 hours and come back.  Was wondering if anyone else has had this issue.  Didn't happen on previous versions.  I included screen shot of what settings I use.  I set it at high (top right corner).  Thanks

dyndolod.PNG

See the OP please

Link to comment
Share on other sites

59 minutes ago, Kansas72 said:

Hi.  Using latest Dyndolod's...Resource 3.00 alpha 30, Alpha 111 for texgen/dyndolod and dyndolod ng scripts alpha 2.  Issue I'm having is in Riverwood.  Brand new save.  The water wheel disappears, but you see the splashing in the spots where it would be.  I ran texgen and it was there.  However, when I run dyndolod, it disappears.  Even tried to go to another town for 24 hours and come back.  Was wondering if anyone else has had this issue.  Didn't happen on previous versions.  I included screen shot of what settings I use.  I set it at high (top right corner).  Thanks

dyndolod.PNG

Read the first post which log and debug log to up,load when making posts.

You are saying, the waterwheel shows when testing a game (like doing coc riverwood from main menu as a text) on a load order just before generating DynDOLOD. Then once DynDOLOD output has been generated with the large reference workarounds checked for that load order and installed, the waterwheel disappears when DynDOLOD initializes after doing the same test?

Make a screenshot of the waterwheel selected while console is open with the mod more informative console installed. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Link to comment
Share on other sites

Ran versions 110 and 111.  Use alternate start.  I go to Riverwood from camping site or start in Riverwood.  Fresh game.  I run the game without dyndolod/texgen, it's there.  When I run and add texgen, it's there.  But when I run and add dyndolod, it's not.  I try to hit console, but there isn't anything there.  Only get fxrapids.nif with last change skyrim.esm or lumber mill cos its right below the actual lumber mill.  I walk thru it like there was never a water wheel there.  So it's not like it's invisible and I get blocked by invisible object.  It actually removes the water wheel completely.  Weird.  I do have 1 or 2 mods that fixes the actual wheel so it moves correctly  I will try removing it and see if that does anything.  I included a pic from someone else who had a similiar issue without dyndolod.  Mine looks the same except I have a stone block (fence base support) that is there from jks skyrim.

Now, I'm also getting 2 new issues when I run it.  Never have seen these messages before.  Got them with 110 and 111.   I'm looking into the below messages.  I saw previous post with these errors.  I don't use that mod...Veydogolt trees. I do see 3D hybrid LODs mod under this mod that has these missing meshes, but why when I don't use this mod.  Never have. Weird.

Warning: File not found textures\dyndolod\lod\trees\treepineforestbroken06_09e933e6_trunk_1.dds. Used by meshes\dyndolod\lod\trees\treepineforestbroken06_09e933e6passthru_lod.nif Dragonborn.esm DLC2TreePineForestBroken06 [STAT:0401D500]
Warning: File not found textures\dyndolod\lod\trees\treepineforestbroken06_09e933e6_trunk_2.dds. Used by meshes\dyndolod\lod\trees\treepineforestbroken06_09e933e6passthru_lod.nif Dragonborn.esm DLC2TreePineForestBroken06 [STAT:0401D500]

eqFzWRr.jpg

Edited by Kansas72
Link to comment
Share on other sites

9 hours ago, Kansas72 said:

Ran versions 110 and 111.  Use alternate start.  I go to Riverwood from camping site or start in Riverwood.  Fresh game.  I run the game without dyndolod/texgen, it's there.  When I run and add texgen, it's there.  But when I run and add dyndolod, it's not.  I try to hit console, but there isn't anything there.  Only get fxrapids.nif with last change skyrim.esm or lumber mill cos its right below the actual lumber mill.  I walk thru it like there was never a water wheel there.  So it's not like it's invisible and I get blocked by invisible object.  It actually removes the water wheel completely.  Weird.  I do have 1 or 2 mods that fixes the actual wheel so it moves correctly  I will try removing it and see if that does anything.  I included a pic from someone else who had a similiar issue without dyndolod.  Mine looks the same except I have a stone block (fence base support) that is there from jks skyrim.

Now, I'm also getting 2 new issues when I run it.  Never have seen these messages before.  Got them with 110 and 111.   I'm looking into the below messages.  I saw previous post with these errors.  I don't use that mod...Veydogolt trees. I do see 3D hybrid LODs mod under this mod that has these missing meshes, but why when I don't use this mod.  Never have. Weird.

Warning: File not found textures\dyndolod\lod\trees\treepineforestbroken06_09e933e6_trunk_1.dds. Used by meshes\dyndolod\lod\trees\treepineforestbroken06_09e933e6passthru_lod.nif Dragonborn.esm DLC2TreePineForestBroken06 [STAT:0401D500]
Warning: File not found textures\dyndolod\lod\trees\treepineforestbroken06_09e933e6_trunk_2.dds. Used by meshes\dyndolod\lod\trees\treepineforestbroken06_09e933e6passthru_lod.nif Dragonborn.esm DLC2TreePineForestBroken06 [STAT:0401D500]

eqFzWRr.jpg

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

Make a screenshot of the waterwheel selected while console is open with the mod more informative console installed. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Obviously make that screenshot when the waterwheel is visible, so you can click it with console open.

What are the mods that change the waterwheels?

See https://dyndolod.info/Messages/File-Not-Found-Textures. The file not found messages you posted are about missing textures, which are required by the mentioned mesh, which is installed as part of a third party mod. That mod might be missing the trunk meshes treepineforestbroken06_09E933E6_trunk.nif for TexGen to generate those billboard textures. Or you did not generate up-to-date TexGen output with the Rendered checkbox checked.

Link to comment
Share on other sites

Hi, I've been trying to get Happy Little Trees LOD to generate properly for the past couple days now, but I've been stumped.

I've loaded in my games, and while trees from other mods like Skyrim 3D landscapes are generated properly, like the weeping tree by riverwood in the distance (top set of screenshots). But most of the other trees that are generated by HLT simply do not have any LODs, or they LODs that are generated in place are replaced with much smaller vanilla tree LODs(as per the second set of comparison shots by Dragon Bridge).

image.thumb.jpeg.f8d3612723ecd3677771973efc1ef912.jpegimage.thumb.jpeg.3188d6f547b6b71eae5acd44dde70f8a.jpeg

image.thumb.jpeg.63727916a7d75fc693c61e9ff0add280.jpegimage.thumb.jpeg.36df0b34533552303177e2166f52dc3d.jpeg

After a few days of reading up and checking my output and troubleshooting other possible issues, I think I've isolated the issue to Texgen not recognizing that HLT should be replacing vanilla trees. I checked the tree previews in Texgen, and all but 2 marsh trees seems to be pulling from Vanilla trees as reference. As you can see in the second screenshot I took, it seems to be pulling the vanilla version TreePineForest1.nif instead of the one provided by HLT, despite having it properly installed, and properly placed in my Load Order, as least as per LOOT.

image.thumb.png.10fff35767fb6082c31fd7c5650bcba6.pngimage.thumb.png.ce3daae898f13451ecd4f4715aa7d8c2.png

I did a search of the thread on mentions of this mod earlier, and a previous user stated issues when they had multiple tree replacer mods installed. The only mods I have installed that pertains to trees are HLT and Skyrim 3D Landscapes Groundcover, which adds a number of bespoke trees, and leaves vanilla ones alone, at least to my knowledge, and MO2 does not mention any file conflicts in regards to anything that might overtake HLT, other than Skyland Tree Barks, and the posts in that mod's nexus page didn't say it should conflict with LOD generation.

As for the settings, I've tried both generating with default dyndolod presets (medium and high), the presets as provided by the STEP modification guide for 1440p displays, and the specific tree lod settings provided in HLT's dyndolod 3 addon page. None of them have unfortunately worked for me. I've also tested every new generation by making fresh save files and sprinting straight out of Helgen, to make sure it had nothing to do with not having a clean save. 

Any help in the matter would be very much appreciated. I've also attached both my texgen and dyndolod logs below.
Cheers.

Texgen log: https://paste.ee/p/oEFpa

Dyndolod log: https://paste.ee/p/hcCA4#s=0

 

Link to comment
Share on other sites

56 minutes ago, plughead said:

Hi, I've been trying to get Happy Little Trees LOD to generate properly for the past couple days now, but I've been stumped.

I've loaded in my games, and while trees from other mods like Skyrim 3D landscapes are generated properly, like the weeping tree by riverwood in the distance (top set of screenshots). But most of the other trees that are generated by HLT simply do not have any LODs, or they LODs that are generated in place are replaced with much smaller vanilla tree LODs(as per the second set of comparison shots by Dragon Bridge).

image.thumb.jpeg.f8d3612723ecd3677771973efc1ef912.jpegimage.thumb.jpeg.3188d6f547b6b71eae5acd44dde70f8a.jpeg

image.thumb.jpeg.63727916a7d75fc693c61e9ff0add280.jpegimage.thumb.jpeg.36df0b34533552303177e2166f52dc3d.jpeg

After a few days of reading up and checking my output and troubleshooting other possible issues, I think I've isolated the issue to Texgen not recognizing that HLT should be replacing vanilla trees. I checked the tree previews in Texgen, and all but 2 marsh trees seems to be pulling from Vanilla trees as reference. As you can see in the second screenshot I took, it seems to be pulling the vanilla version TreePineForest1.nif instead of the one provided by HLT, despite having it properly installed, and properly placed in my Load Order, as least as per LOOT.

image.thumb.png.10fff35767fb6082c31fd7c5650bcba6.pngimage.thumb.png.ce3daae898f13451ecd4f4715aa7d8c2.png

I did a search of the thread on mentions of this mod earlier, and a previous user stated issues when they had multiple tree replacer mods installed. The only mods I have installed that pertains to trees are HLT and Skyrim 3D Landscapes Groundcover, which adds a number of bespoke trees, and leaves vanilla ones alone, at least to my knowledge, and MO2 does not mention any file conflicts in regards to anything that might overtake HLT, other than Skyland Tree Barks, and the posts in that mod's nexus page didn't say it should conflict with LOD generation.

As for the settings, I've tried both generating with default dyndolod presets (medium and high), the presets as provided by the STEP modification guide for 1440p displays, and the specific tree lod settings provided in HLT's dyndolod 3 addon page. None of them have unfortunately worked for me. I've also tested every new generation by making fresh save files and sprinting straight out of Helgen, to make sure it had nothing to do with not having a clean save. 

Any help in the matter would be very much appreciated. I've also attached both my texgen and dyndolod logs below.
Cheers.

Texgen log: https://paste.ee/p/oEFpa

Dyndolod log: https://paste.ee/p/hcCA4#s=0

Read the first post which debug logs to also upload when making posts.

Read answers for "Billboard tree LOD does not match close-up full model trees" at https://dyndolod.info/FAQ 

The TexGen preview (and the TexGen LOD texture generation) loads the shown full model.nif path from the current data folder (D:\Games\TESV\Skyrim Anniversary Edition\Data\ per the log). If the preview shows the "wrong" tree, it means the winning NIF file returned via the OS / MO2 file read function is "wrong". Same applies to the full textures the NIF requires.

Open the load order in xEdit, start the Asset Browser with CTRL+F3 and enter TreePineForest01.nif into the filter field to see all containers. The first one "wins". Data means loose file. Double click the file to open it in NifSkope and compare it to the TexGen preview.

If the load order does not change between loading TexGen and the game, yet it seems to load different assets for the same file paths, then either a different data path is set for TexGen (via the -d command line argument for example), TexGen (check its log) doesn't load the same BSAs the game does (and the assets files are not loose) or something very wrong is happening with MO2. It's (debug mode) log might help in that case.

The 3D tree LOD resources are irrelevant for TexGen and standard tree LOD generation with DynDOLOD.

Link to comment
Share on other sites

1 hour ago, sheson said:

Read the first post which debug logs to also up[load when making posts.

Read answers for "Billboard tree LOD does not match close-up full model trees" at https://dyndolod.info/FAQ 

The TexGen preview (and the TexGen LOD texture generation) loads the shown full model.nif path from the current data folder (D:\Games\TESV\Skyrim Anniversary Edition\Data\ per the log). If the preview shows the "wrong" tree, it means the winning NIF file is "wrong" returned via the OS / MO2 is "wrong". Same applies to the full textures the NIF requires.

Open the load order in xEdit, start the Asset Browser with CTRL+F3 and enter TreePineForest01.nif into the filter field to see all containers. The first one "wins". Data means loose file. Double click the file to open it in NifSkope and compare it to the TexGen preview.

If the load order does not change between loading TexGen and the game seems to load different assets for the same file paths, then either a different data path is set for TexGen (via the -d command line argument for example), TexGen (check its log) doesn't load the same BSAs the game does (and the assets files are not loose) or something very wrong is happening with MO2. It's (debug mode) log might help in that case.

I checked the nif files in SSEedit and yeah, the one it pulled up (right) seems to not match the tree nif I wanted, which the left one, being what the model provided by HLT. I do have my mods placed in a separate directory from the game directory itself, via MO2, but that hasn't really been a problem until now. And considering it can track other mods, like happy little shrubs or skyrim 3d landscapes, I can't figure out why this is the single outlier. I also can't figure out why the "winning" nif could be wrong when the correct mesh does load in-game.

image.thumb.png.6c57e550bbd07018a24c2c468887f989.pngimage.thumb.png.92df0ef28d5423ba8199fb87ed217a15.png

I haven't touched my load order for a while now, last mod I added was a mod tweaking vampire feeding tweaks a week ago, and I doubt that would conflict with this in particular. And I at least know enough to put Texgen and Dyndolod both pretty much at the bottom of the load order in that respective order. And as for Texgen, I don't run it with any specific arguments. as for files itself, it seems to load the same BSAs. Not like it matters, since at least for HLT, they included files are all loose files.

also, guess I posted the logs instead of the debug logs, these should be the correct ones. it didn't generate any bugreport.txt files on my end.

the debug log's pretty beefy: https://ufile.io/f/eia2b

Edited by plughead
typo
Link to comment
Share on other sites

37 minutes ago, plughead said:

I checked the nif files in SSEedit and yeah, the one it pulled up (right) seems to not match the tree nif I wanted, which the left one, being what the model provided by HLT. I do have my mods placed in a separate directory from the game directory itself, via MO2, but that hasn't really been a problem until now. And considering it can track other mods, like happy little shrubs or skyrim 3d landscapes, I can't figure out why this is the single outlier. I also can't figure out why the "winning" nif could be wrong when the correct mesh does load in-game.

image.thumb.png.6c57e550bbd07018a24c2c468887f989.pngimage.thumb.png.92df0ef28d5423ba8199fb87ed217a15.png

I haven't touched my load order for a while now, last mod I added was a mod tweaking vampire feeding tweaks a week ago, and I doubt that would conflict with this in particular. And I at least know enough to put Texgen and Dyndolod both pretty much at the bottom of the load order in that respective order. And as for Texgen, I don't run it with any specific arguments. as for files itself, it seems to load the same BSAs. Not like it matters, since at least for HLT, they included files are all loose files.

also, guess I posted the logs instead of the debug logs, these should be the correct ones. it didn't generate any bugreport.txt files on my end.

the debug log's pretty beefy: https://ufile.io/f/eia2b

Use MO2 right window Data tab to drill down to Meshes\landscape\trees\ and check which mod the treepineforest01.nif comes from. Then doubleclick it to open it in NifSkope and it should be the same file xEdit/TexGen sees via the virtual data folder path.

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.