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DynDOLOD 3.00 Alpha 182


sheson

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53 minutes ago, RainingTacco said:

The evlas discussion and LOD's not getting proper shadowing with EVLAS and CG suffering from the same in the lod distance is nothing new, i've written about it months ago, CABAL written about it on enb dev forum also many months ago. I guess many people don't mind it. 

It has noting to do with EVLaS and CG. They work together as expected. LOD just doesn't cast/receive shadows from full objects. It's a game limitation, and recent discussion on this topic concluded that the next Alpha will have back_light flag unset by default with possibly some other functionality to customize grass LOD for better tuning with CG grass.

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Yes its ingame problem, but EVLAS excarberate it, you get stark changes between lod vs non-lod with EVLAS shadowing. Its especially noticeable on distant grass that don't get shadowing but is blasted by sun, then as you come in it gets shadowing. It might be related to DALC problems too discussed in ENB forum, dont remember if its vanilla issue. 

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2 hours ago, asebw said:

The plot thickens...

Other than updates, anti virus has not changed. I did upgrade from a geforce 1070 to a 3060 ti. Did not blow away the old graphics drivers though, as they autimatically updated to the 3060.

the TexGen_SSE folder deletes itself whenever texgen is shut down. I took a peek in the file when texgen gets stuck, I checked the file generated in TexGen_SSE, copied its contents, and then killed texconvx64.exe. Texgen generated the following error message. Both file contents and error message as is below.

  Hide contents

#"D:\game installs\skyrim mod storage\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -aw 256 -w 212 -h 256 -m 1 -f BC7_UNORM -bc q -o "D:\Dyndolod output\textures\terrain\lodgen\nature of the wild lands.esp"
D:\Dyndolod output\textures\terrain\lodgen\nature of the wild lands.esp\fagustortuosagremsheim_dead01_004643ad_2_n.dds
D:\Dyndolod output\textures\terrain\lodgen\nature of the wild lands.esp\fagustortuosagremsheim_dead01_004643ad_2.dds

 

EDIT: it appears I did not save the correct error message to go with this file. Apolgies.

nature of the wild lands also has 3D lods designed for DynDOLOD 3. I reinstalled the mod without the LODs, and still got the same issue, but with different errors:

  Reveal hidden contents

I did a check of the dds file texgen keeps hanging on, and the info and analyze are as follows:

  Reveal hidden contents

 

The temp folder is specifically deleted when the tool shutdown to not leave garbage behind.

Run TexGen again, when it starts waiting for Texconvx64.exe again, open the txt file and note the first line.
Copy it without the leading #
Add this to end of it
 -flist "C:\Users\Alexi-PC\AppData\Local\Temp\TexGen_SSE\Texconv_*.txt"
replace the Texconv_*.txt with the actual filename of the txt in the temp folder.
So you end up with something like this:

"D:\game installs\skyrim mod storage\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -aw 256 -w 168 -h 512 -m 1 -f BC7_UNORM -bc q -o "D:\Dyndolod output\Textures\DynDOLOD\lod\trees" -flist "C:\Users\Alexi-PC\AppData\Local\Temp\TexGen_SSE\Texconv_0_1_295FB0E4FEA14BDFB89F91F41225C022.txt"

Close TexGen and then run this command on a command prompt to see what happens.

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ok, all of those inis are with that mod, and I've tested that it's not generating new inis in the overwrite after loading a save so I think it should be good. I started by removing all dyndolod stuff from MO2, LOOTing, loading from a pre "seasons of skyrim" save, made a new save, indoors at breezehome in whiterun. I'll even wait like 30 seconds after entering breezehome just to be safe. All of that has been my usual process for testing this. Then ran texgen/dyndolod, all default settings other then using the low preset in dyndolod for testing and checking the snow box, and I triple checked that seasons is checked and the default + the four seasons options are ticked. I'm not sure what else I'm missing. Verified all the files you mention are the same session. Overwrite is empty. Seasons are and have been swapping fine, just not the tree lods.

I've tested and noticed a couple other things. For one, loading that save (that was made PRE dyndolod) with all dyndolod stuff removed, the tree lods look normal, obviously they don't switch with the seasons and they're the vanilla lods, but there's not weird out of place aspens or wrong pine variant lods. The issue is introduced when I run dyndolod.

And I've noticed something else, the way in which the lods look correct/incorrect depend on what month it is when I exit breezehome. My current save is in autumn, so if I exit and look around everything looks great, dyndolod seems to have worked successfully. I test around riften, looks great. Everything is autumn themed. Then I go back inside breezehome, set gamemonth to 11(winter) and go back outside, everything is messed up. I'll also point out, as I have "turn of the seasons" which has a patch for HLT to change the aspens to different colors for each season, when I look around whiterun, and I see a bunch of aspen lods randomly replacing pine lods, I see the aspen variant of whatever season it was before I exited breezehome for the first time.

For example: Load game in breezehome, set gamemonth to 2(spring), exit breezehome, whiterun areas look normal, riften areas with aspens look normal, I see spring aspens and the correct lods, go back to breezehome, set gamemonth to any other seasons and suddenly I'm seeing aspens around whiterun that seem to correspond with the spring aspen lods. Or I can start with gamemonth 11(winter) and everything looks normal, I see snowy pines around whiterun. Dead aspens in riften. As expected. Go back in, switch to any other season, and now I see mostly winter lods, snowy pines/dead aspens around whiterun. I even used to test this with a mod that lets you wait 30 days, and I had the same issue with that, so I don't think using the commands are messing anything up. Is there anything wrong with my process here?

So dyndolod is absolutely CREATING the correct lods, and when I load the game it's absolutely capable of using all the correct swapped lods for a given season, but only for whatever season it is before I exit breezehome.

 

Oh also, I looked in the "seasons" folder in DynDOLOD_Output, there's only 3 inis for SPR SUM WIN, is there supposed to be an AUT as well?

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DynDOLOD created a bug report while processing but did not close or provide any additional messages. I was able to close the program gracefully after the but report was created:

logs & bug report

Context: Using Alpha 118 with standard DLL after a system overahul of bloatware and disabling XMP to avoid any stability issues caused by that. System hardware is not overcloked. Windows manages memory. System specs in sig. Nothing relevant in the Event Logs

EDIT: This issue has been happening after many attempts in a similar manner on the mod list but without the bug report. I finally got the bug report after disabling XMP in BIOS and cleaning out Armory Crate and other bloatware. I suspect that one of these actions may have been disrupting creation of the bug report since forever. I'm currently testing if this is reproducible.

EDIT2: Second attempt halted similarly, but no bug report.

Logs

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5 hours ago, GuyWithOneEye said:

ok, all of those inis are with that mod, and I've tested that it's not generating new inis in the overwrite after loading a save so I think it should be good. I started by removing all dyndolod stuff from MO2, LOOTing, loading from a pre "seasons of skyrim" save, made a new save, indoors at breezehome in whiterun. I'll even wait like 30 seconds after entering breezehome just to be safe. All of that has been my usual process for testing this. Then ran texgen/dyndolod, all default settings other then using the low preset in dyndolod for testing and checking the snow box, and I triple checked that seasons is checked and the default + the four seasons options are ticked. I'm not sure what else I'm missing. Verified all the files you mention are the same session. Overwrite is empty. Seasons are and have been swapping fine, just not the tree lods.

I've tested and noticed a couple other things. For one, loading that save (that was made PRE dyndolod) with all dyndolod stuff removed, the tree lods look normal, obviously they don't switch with the seasons and they're the vanilla lods, but there's not weird out of place aspens or wrong pine variant lods. The issue is introduced when I run dyndolod.

And I've noticed something else, the way in which the lods look correct/incorrect depend on what month it is when I exit breezehome. My current save is in autumn, so if I exit and look around everything looks great, dyndolod seems to have worked successfully. I test around riften, looks great. Everything is autumn themed. Then I go back inside breezehome, set gamemonth to 11(winter) and go back outside, everything is messed up. I'll also point out, as I have "turn of the seasons" which has a patch for HLT to change the aspens to different colors for each season, when I look around whiterun, and I see a bunch of aspen lods randomly replacing pine lods, I see the aspen variant of whatever season it was before I exited breezehome for the first time.

For example: Load game in breezehome, set gamemonth to 2(spring), exit breezehome, whiterun areas look normal, riften areas with aspens look normal, I see spring aspens and the correct lods, go back to breezehome, set gamemonth to any other seasons and suddenly I'm seeing aspens around whiterun that seem to correspond with the spring aspen lods. Or I can start with gamemonth 11(winter) and everything looks normal, I see snowy pines around whiterun. Dead aspens in riften. As expected. Go back in, switch to any other season, and now I see mostly winter lods, snowy pines/dead aspens around whiterun. I even used to test this with a mod that lets you wait 30 days, and I had the same issue with that, so I don't think using the commands are messing anything up. Is there anything wrong with my process here?

So dyndolod is absolutely CREATING the correct lods, and when I load the game it's absolutely capable of using all the correct swapped lods for a given season, but only for whatever season it is before I exit breezehome.

 

Oh also, I looked in the "seasons" folder in DynDOLOD_Output, there's only 3 inis for SPR SUM WIN, is there supposed to be an AUT as well?

Test if LOD for each season and the default is correct with a new save.

Edit po3_SeasonsOfSkyrim.ini and set Season Type = 0, start the game, open console and type coc whiterun and check if LOD matches. Quit.
Then do same for Season Type = 1, then 2 etc.

Terrain, object and tree LOD are just meshes and textures directly loaded by the game. They are not part of any saves. Waiting does not change the meshes or textures. If terrain, object or tree LOD for all seasons work that way and only go weird when times passes or things change in the game, then it is outside of then it is caused by something outside the control of DynDOLOD.

Your autumn setup only switches 13 records. If there is no autumn season ini in the output, it means none of the dynamic LOD is affected by that season.

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5 hours ago, z929669 said:

DynDOLOD created a bug report while processing but did not close or provide any additional messages. I was able to close the program gracefully after the but report was created:

logs & bug report

Context: Using Alpha 118 with standard DLL after a system overahul of bloatware and disabling XMP to avoid any stability issues caused by that. System hardware is not overcloked. Windows manages memory. System specs in sig. Nothing relevant in the Event Logs

EDIT: This issue has been happening after many attempts in a similar manner on the mod list but without the bug report. I finally got the bug report after disabling XMP in BIOS and cleaning out Armory Crate and other bloatware. I suspect that one of these actions may have been disrupting creation of the bug report since forever. I'm currently testing if this is reproducible.

EDIT2: Second attempt halted similarly, but no bug report.

Logs

Add GLListDebug=1 and GLDebug=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. Remove all old logs and bugreport.txt and run again. Upload new log, debug log and bugreport.txt.

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OK I tested all of that, everything looks normal in 0, 1, 2, 3, 4 and in 5 the issue persists. I suppose this must be something wrong with certain mods/load order/configs or something else. Happy to at least rule out DynDOLOD and save file issues. I appreciate your time and helping me troubleshoot, thank you.

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2 hours ago, GuyWithOneEye said:

OK I tested all of that, everything looks normal in 0, 1, 2, 3, 4 and in 5 the issue persists. I suppose this must be something wrong with certain mods/load order/configs or something else. Happy to at least rule out DynDOLOD and save file issues. I appreciate your time and helping me troubleshoot, thank you.

So if you select none/default or a specific season the LOD matches everything? That means that DynDOLOD generated LOD correctly and it is working properly.

Sounds like somehow SeasonsOfSkyim is not loading the corresponding LOD files when the season switches in the game. Test if saving, quitting, restarting the game, loading the save makes it load the corresponding files.

Did you make any other changes to the po3_SeasonsOfSkyrim.ini? Like enable skipping, disable swapping or LOD switching for a specific season?

Check the c:\Users\[Username]\Documents\My Games\Skyrim Special Edition\SKSE\po3_SeasonsOfSkyrim.log for message especially regarding LOD files being found and used or not.

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15 hours ago, sheson said:

The temp folder is specifically deleted when the tool shutdown to not leave garbage behind.

Run TexGen again, when it starts waiting for Texconvx64.exe again, open the txt file and note the first line.
Copy it without the leading #
Add this to end of it
 -flist "C:\Users\Alexi-PC\AppData\Local\Temp\TexGen_SSE\Texconv_*.txt"
replace the Texconv_*.txt with the actual filename of the txt in the temp folder.
So you end up with something like this:

"D:\game installs\skyrim mod storage\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -aw 256 -w 168 -h 512 -m 1 -f BC7_UNORM -bc q -o "D:\Dyndolod output\Textures\DynDOLOD\lod\trees" -flist "C:\Users\Alexi-PC\AppData\Local\Temp\TexGen_SSE\Texconv_0_1_295FB0E4FEA14BDFB89F91F41225C022.txt"

Close TexGen and then run this command on a command prompt to see what happens.

I did not get a chance to try this. Given your concern over the graphics card, I decided to try a full clean install of my graphics drivers. Despite the two or three updates that have come down the pipe since I got the new card, there was apparently some other underlying issue at work. Once I did the clean install, texgen not only completed successfully, but also slightly faster than it was going before. Thank you for your assistance in getting this resolved.

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So I tried making a save when the lods are in the broken state, and reloading the game and that save appears to fix it. I'm not sure what that means, but if nothing else, I suppose I could deal with occasionally see bad lods when the season changes and just saving and reloading. Kinda nnoying, but at this point I just want to play this game haha... I also am incredibly curious about this problem though... Like I must be the only person with this issue. It's so bizarre.

I've disabled almost my entire mod list and the issue persists. I've also reinstalled basically all of the current active mods including SoS which should generate new inis right? It certainly seems to, whenever I reinstalled SoS it seemed like it would always drop the inis in the overwrite, I think after loading the game to the menu. And it certainly seems like it's finding the inis properly when loading the game, wouldn't it just not work at all with those files in the wrong place? But either way I don't see anything weird about them. I also haven't changed anything in them anyways until you suggested, and I only touched that one line.

Just so I'm crystal clear on this, what seemed to work with the overwrite files was just dragging the folder that contained the ini to the proper mod on the left pane. For example there was a "Seasons" folder with that MainFormSwap_WIN.ini and Serialization.ini and I literally just dragged the folder itself and dropped it into Seasons of Skyrim SKSE on the left pane. I assume I'm not doing that totally wrong?

So it seems like, no matter what, when I load a game, whatever season it is, even if that save was made with bad lods, it will look correct. I even saved staring right at the bad lods, and when I load it seems to always fix it. And still, when I change seasons, it will look incorrect.

I'll leave a couple files that I looked at thinking they might be relevant if you want to take a crack at it. I've looked through them and while there's sometimes errors they don't seem related to tree lods. I'm just learning about all of this stuff though.

po3_SeasonsOfSkyrim.logMainFormSwap_WIN.ini Turn of the Seasons_SWAP.ini

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1 hour ago, asebw said:

I did not get a chance to try this. Given your concern over the graphics card, I decided to try a full clean install of my graphics drivers. Despite the two or three updates that have come down the pipe since I got the new card, there was apparently some other underlying issue at work. Once I did the clean install, texgen not only completed successfully, but also slightly faster than it was going before. Thank you for your assistance in getting this resolved.

Great and good to know.

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21 minutes ago, GuyWithOneEye said:

So I tried making a save when the lods are in the broken state, and reloading the game and that save appears to fix it. I'm not sure what that means, but if nothing else, I suppose I could deal with occasionally see bad lods when the season changes and just saving and reloading. Kinda nnoying, but at this point I just want to play this game haha... I also am incredibly curious about this problem though... Like I must be the only person with this issue. It's so bizarre.

I've disabled almost my entire mod list and the issue persists. I've also reinstalled basically all of the current active mods including SoS which should generate new inis right? It certainly seems to, whenever I reinstalled SoS it seemed like it would always drop the inis in the overwrite, I think after loading the game to the menu. And it certainly seems like it's finding the inis properly when loading the game, wouldn't it just not work at all with those files in the wrong place? But either way I don't see anything weird about them. I also haven't changed anything in them anyways until you suggested, and I only touched that one line.

Just so I'm crystal clear on this, what seemed to work with the overwrite files was just dragging the folder that contained the ini to the proper mod on the left pane. For example there was a "Seasons" folder with that MainFormSwap_WIN.ini and Serialization.ini and I literally just dragged the folder itself and dropped it into Seasons of Skyrim SKSE on the left pane. I assume I'm not doing that totally wrong?

So it seems like, no matter what, when I load a game, whatever season it is, even if that save was made with bad lods, it will look correct. I even saved staring right at the bad lods, and when I load it seems to always fix it. And still, when I change seasons, it will look incorrect.

I'll leave a couple files that I looked at thinking they might be relevant if you want to take a crack at it. I've looked through them and while there's sometimes errors they don't seem related to tree lods. I'm just learning about all of this stuff though.

po3_SeasonsOfSkyrim.log 6.79 kB · 1 download MainFormSwap_WIN.ini 200 kB · 0 downloads Turn of the Seasons_SWAP.ini 10.14 kB · 0 downloads

The mod that is in control of switching references, base records and LOD files in unison is Seasons Of Skyrim.
If reloading a save makes the Season of Skyrim use the correct LOD files, it means that Seasons Of Skryim is able to switch and use the corresponding LOD files no problem, while something seems to go wrong when the switch is supposed to happen while in the game. If all the INIs files are still unchanged, then they are most likely not the cause.

po3_SeasonsOfSkyrim.log shows "Terrain LOD files not found! Default LOD will be used instead"
You should generate terrain LOD files for the load order and the different seasons.

You should direct questions about how Seasons of Skyrim works and the INIs it creates to its author. DynDOLOD just reads whatever INI are currently the winning files in the load order to generate LOD for the seasons. By all accounts that seems to work correctly.

Whatever is in MO2 Overwrite folder is always winning. Dragging and dropping whatever new files were created there into their respective mod folders is to ensure that things are were they belong and that you can sort their load order properly with their mods.

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12 hours ago, sheson said:

Add GLListDebug=1 and GLDebug=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. Remove all old logs and bugreport.txt and run again. Upload new log, debug log and bugreport.txt.

Added those params to the INI, and of course, I got no errors this time for the first time after like 10 attempts. It took 6.5 hours for LODGen to finish so DynDOLOD could create the plugins, and the output is massive (39+ Gb). I attribute this to the diversity and complexity of the Veydogolt Trees and corresponding LODs. This will be address but is beside the point Here's the logs, but probably don't reveal much:

Logs

Now I will work on invoking the issue by reattempting. The failure happens early on in the process when it does happen, so I will abort and keep trying until I get a useful bugreport.

EDIT: To verify my config and environment, I had already tested on my mod list without any of the Veydogolt stuff using the most recent Alpha and non-NG DLL, and it ran just fine in about 15-20 minutes. So the problem runs are due to Veydogolt. Note that there are several normals named in non-standard fashion like *_4n.dds ... DynDOLOD issues these warnings, but I'm pretty sure they are benign, but IDK.

EDIT2: I'm unable to reproduce the bug report. I have had three non-errors (just aborted once LODGen process began, as the error happens in initial creation of Tamriel *_glow.dds. I've had a couple of ungraceful closing of DynDOLOD (the window just disappears without bugreport). I will keep those params in the INI though and report back when I get a bug report.

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Hmm is there a way to make snow on rocks/object lod generated by dyndolod in world map bright, without making it very strongly bright in player/ingame/active cell view? When i up the brightness of snow01 and projecteddiffuse.dds and set shader in xedit to 255,255,255 it gets quite nicely bright in world map, but then it gets insanely bright in actual gameplay in third or first person. How to remedy this?

Edited by RainingTacco
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