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DynDOLOD 3.00 Alpha 182


sheson

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17 minutes ago, sheson said:

For the large reference issue, can you check the papyrus log if there are any problems reported by the DYNDOLOD scripts?

For the question about northern roads, a screenshot with more informative console would be helpful https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

IIRC the mod includes the LOD model for the bridge itself. If its position is off, it could be because its root node has a translation. If there are no translations, then the vertices themselves are off. The game ignores root node translation, while the CK/LODGen LOD generation does not.

As with the last time, everything DynDOLOD related in the papyrus log seemed pretty normal.

As for the Northern Roads problem, the misplaced model is indeed a lod mesh included in the mod, and since it's an object lod and not a full model, clicking on it with the console open would not produce any results. In case it's somehow useful, screenshots of the console displaying the information about the full model:

enb2023_3_17_23_19_37.thumb.jpg.f62038a8c9fa0f23e8de7a5c26e9e991.jpgenb2023_3_17_23_20_07.thumb.jpg.c61b8de36c8b59a7802152501b315362.jpg

Note that the two bridges use the same model and the lod of both these bridges are misplaced.

The related meshes are attached here. Maybe you can see whether there are any problem with the meshes themselves.

COTN_WR_Bridge_LOD.nif Papyrus.0.log COTN_WR_Bridge.nif

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20 minutes ago, heheloveer said:

As with the last time, everything DynDOLOD related in the papyrus log seemed pretty normal.

As for the Northern Roads problem, the misplaced model is indeed a lod mesh included in the mod, and since it's an object lod and not a full model, clicking on it with the console open would not produce any results. In case it's somehow useful, screenshots of the console displaying the information about the full model:

enb2023_3_17_23_19_37.thumb.jpg.f62038a8c9fa0f23e8de7a5c26e9e991.jpgenb2023_3_17_23_20_07.thumb.jpg.c61b8de36c8b59a7802152501b315362.jpg

Note that the two bridges use the same model and the lod of both these bridges are misplaced.

The related meshes are attached here. Maybe you can see whether there are any problem with the meshes themselves.

COTN_WR_Bridge_LOD.nif 272.23 kB · 0 downloads Papyrus.0.log 96.4 kB · 0 downloads COTN_WR_Bridge.nif 1009.81 kB · 0 downloads

Indeed, no problems in papyrus log. I will have to look further into it.

A screenshot with more informative console, tells us the reference form id, the base record form id and the used full model. The base record form id can be used to lookup found/used the LOD models in DynDOLOD_SSE_Object_Report.txt, the actual base records in xEdit. With the full model filename we can deduct a possible LOD model filename.

As already suspected, the LOD model has a Y translation on the root BSFadeNode (so does the full model but that gets ignored by the game). Use Nifskope to set it to 0. Then Execute LODGen in expert mode. Use Specfifc Chunk if you know which specific BTOs need updating.

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5 minutes ago, VladossX said:

I don't know what kind of world space it is, but after all the generation.
I put the checkbox back on so that the error would pop up and I could send the logs.
But it just generated something without a critical stop.

Are you using the latest Alpha 119?

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1 hour ago, sheson said:

Indeed, no problems in papyrus log. I will have to look further into it.

A screenshot with more informative console, tells us the reference form id, the base record form id and the used full model. The base record form id can be used to lookup found/used the LOD models in DynDOLOD_SSE_Object_Report.txt, the actual base records in xEdit. With the full model filename we can deduct a possible LOD model filename.

As already suspected, the LOD model has a Y translation on the root BSFadeNode (so does the full model but that gets ignored by the game). Use Nifskope to set it to 0. Then Execute LODGen in expert mode. Use Specfifc Chunk if you know which specific BTOs need updating.

I haven't seen it in game yet since it's late where I am and that my game has been plagued with a strange CTD recently, but I can see how this could fix the issue after editing the mesh in NifSkope. This makes me wonder though, some other lod meshes in the mod also have translation in the BSFadeNode. Does this mean their in game positions would also be different from the full models'?

This also reminded me, the LODGen log has this message: meshes\cotn\landscape\bridges\lod\cotn_wood_small_01_noroof_end_lod.nif unexpected root node. Ignoring file. Now that I thought about it, it's most likely related to what is described here. However I looked at the mesh and its root node block type is BSTriShape, and I can't seem to convert it into BSFadeNode using NifSkope. Any workarounds?

Lastly I asked about how to show the Whiterun Temple Tree on the map. I use Level 32 object LOD for the map and changed the wrtempletree rule several times but could never get it to show. In fact sometimes the tree could also disappear from in game when viewed from a distance outside the city, which is very peculiar, since I even resorted to making all levels of its lod use the full model.

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40 minutes ago, heheloveer said:

I haven't seen it in game yet since it's late where I am and that my game has been plagued with a strange CTD recently, but I can see how this could fix the issue after editing the mesh in NifSkope. This makes me wonder though, some other lod meshes in the mod also have translation in the BSFadeNode. Does this mean their in game positions would also be different from the full models'?

This also reminded me, the LODGen log has this message: meshes\cotn\landscape\bridges\lod\cotn_wood_small_01_noroof_end_lod.nif unexpected root node. Ignoring file. Now that I thought about it, it's most likely related to what is described here. However I looked at the mesh and its root node block type is BSTriShape, and I can't seem to convert it into BSFadeNode using NifSkope. Any workarounds?

Lastly I asked about how to show the Whiterun Temple Tree on the map. I use Level 32 object LOD for the map and changed the wrtempletree rule several times but could never get it to show. In fact sometimes the tree could also disappear from in game when viewed from a distance outside the city, which is very peculiar, since I even resorted to making all levels of its lod use the full model.

CK/LODGen adhere to root node transformations while the game does not. If a LOD model with root node transformation ends up at a different position, rotation or scale than the full model depends on a case by case basis. There may be LOD models where this is intentional or the transformation data is required so it matches the full model.

You need to Block -> Insert a new BSFadeNode and then add the BSTriShape as a child to it. Reorder blocks afterwards so the BSFadeNode has index 0.

The temple tree references have dynamic LOD since they change their enable state based on quest status. So the object LOD levels settings do not apply to them. If you want to show them further than the FarGrid, change Grid to Neverfade LOD for example. 

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9 minutes ago, sheson said:

CK/LODGen adhere to root node transformations while the game does not. If a LOD model with root node transformation ends up at a different position, rotation or scale than the full model depends on a case by case basis. There may be LOD models where this is intentional or the transformation data is required so it matches the full model.

You need to Block -> Insert a new BSFadeNode and then add the BSTriShape as a child to it.

The temple tree references have dynamic LOD since they change their enable state based on quest status. So the object LOD levels settings do not apply to them. If you want to show them further than the FarGrid, change Grid to Neverfade LOD for example. 

Well, since there's already one mismatch caused by root node transformations I can imagine similar things exist in other models from the mod as well. But you're right, this should be analyzed case by case, and as long as I don't notice them causing any visual problems like the bridges do, I guess I don't need to mind them.

Is the end result supposed to look like this?

1957340220_2023-03-18022341.thumb.png.a8f3be5d87c420c56d96d91b3d85a369.png

About dynamic lod, I'm actually quite confused: as I understand it every mesh mask rule includes settings for both the static and dynamic lod. So what dictates whether a lod is dynamic or static in game?

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35 minutes ago, heheloveer said:

Well, since there's already one mismatch caused by root node transformations I can imagine similar things exist in other models from the mod as well. But you're right, this should be analyzed case by case, and as long as I don't notice them causing any visual problems like the bridges do, I guess I don't need to mind them.

Is the end result supposed to look like this?

1957340220_2023-03-18022341.thumb.png.a8f3be5d87c420c56d96d91b3d85a369.png

About dynamic lod, I'm actually quite confused: as I understand it every mesh mask rule includes settings for both the static and dynamic lod. So what dictates whether a lod is dynamic or static in game?

The NifSkope screenshot looks correct.

https://dyndolod.info/Help/Dynamic-LOD
Dynamic LOD - while optional was the primary reason for the creation and name of DynDOLOD - is a new type of LOD for objects that change their visual state based on distance to the player and their quests status like military tents or ships. In addition it supports animated objects like waterfalls or fires or glow LOD windows that react to weather/sunlight.

References that have enable parents and/or are initially disabled for example will have dynamic LOD so it can be enable/disabled accordingly to the enable state of the full model reference it represents.

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18 minutes ago, sheson said:

The NifSkope screenshot looks correct.

https://dyndolod.info/Help/Dynamic-LOD
Dynamic LOD - while optional was the primary reason for the creation and name of DynDOLOD - is a new type of LOD for objects that change their visual state based on distance to the player and their quests status like military tents or ships. In addition it supports animated objects like waterfalls or fires or glow LOD windows that react to weather/sunlight.

References that have enable parents and/or are initially disabled for example will have dynamic LOD so it can be enable/disabled accordingly to the enable state of the full model reference it represents.

Got it. Thanks for the explanation!

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8 hours ago, RainingTacco said:

What can cause dyndolod to be activated and after some time deactivate itself?

Dyndolod deactivates itself when i arrive to Solstheim, despite working in skyrim. Im sure ive generated lods for all worlspaces. 

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

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
If there are suspected problems related to dynamic LOD or the the DynDOLOD SkyUI MCM in the game, enable and upload the c:\Users\[USERNAME]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\Logs\Script\Papyrus.0.log.

The only thing that can unset the Active status in the DynDOLOD SkyUI MCM is the user or PapyrusUtil failing to read its status or some severe problem with the patch plugins or scripts.

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