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DynDOLOD 3.00 Alpha 182


sheson

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If I understand it correctly, Level 0/1/2 typically corresponds to a set of lod models named accordingly, with decreasing complexity the higher the level. So when using ultra tree lod, is there any difference between Level 0/1/2 if there's only one 3D tree lod model for each tree type?

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46 minutes ago, heheloveer said:

If I understand it correctly, Level 0/1/2 typically corresponds to a set of lod models named accordingly, with decreasing complexity the higher the level. So when using ultra tree lod, is there any difference between Level 0/1/2 if there's only one 3D tree lod model for each tree type?

If there is no corresponding LOD model assigned to a level it should fall back to the default billboard. Howevet, LOD models without a number are assigned to Level 0/1/2, so typically it is always using the same 3D LOD model.

See the Object_Report in the log folder which assets where found and assigned.

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9 hours ago, geoffreyvanvugt said:

Hi Sheson.

Am i correct and did you add lod meshes for Natural Waterfalls in latest Resources 122? And if so, does the lod meshes from the mod itself is still required?

Thnx and best regards.

https://dyndolod.info/Mods/Waterfalls
DynDOLOD Resources SE contains specifically made dynamic LOD and static LOD models for waterfalls.
For best visuals and performance typically do not install any 3rd party LOD resources - remove them if necessary.
* Natural Waterfalls

The mod does not really contain "LOD" meshes. It contains renamed full models. This is not how any of this is supposed to be done.

If there are log messages like https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model, for any assets from a listed mod, then its best to remove them.

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Tested with version 122 and the large reference bugs workaround seemed to be applying when loading saves in Tamriel worldspace, since I haven't noticed any large reference bugs happening. However, full grass and grass lods can still overlap outside Whiterun with NGIO/DynDOLOD grass mode 2 and after a closer look I don't think this problem's related to the typical large reference bugs. Here's what I noticed:

1) Applying LOD Unloading Bug Fix could fix the large reference bugs in my experience (I imagine the large reference bugs workaround actively applying during the process) but it changed nothing in this case.

2) After using the tll command, I noticed there weren't many full object models outside the loaded area and upon clicking them in the console, I think these full models were all things added by the Whiterun Exterior patch, not large references. The only "large reference" I could see was the full grass.

A video to illustrate my findings: https://anonfiles.com/U0fcE3h2zb/Skyrim_Special_Edition_2023_03_29_19_10_01_mp4

Judging from this, I think there wouldn't be any overlapping if I used grass mode 1, but this is still strange. I think you once said the large reference system works in child worldspaces just like they do in parent worldspaces? Is there any other related setting or something that I'm unaware of?

Log and debug log, in case you need them: https://anonfiles.com/F6g4E1h4zf/Logs_0329_rar

3 hours ago, sheson said:

https://dyndolod.info/Mods/Waterfalls
DynDOLOD Resources SE contains specifically made dynamic LOD and static LOD models for waterfalls.
For best visuals and performance typically do not install any 3rd party LOD resources - remove them if necessary.
* Natural Waterfalls

The mod does not really contain "LOD" meshes. It contains renamed full models. This is not how any of this is supposed to be done.

If there are log messages like https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model, for any assets from a listed mod, then its best to remove them.

So you are saying we should remove every lod related mesh/texture in WENB and Natural Waterfalls, or just remove those meshes mentioned in the LOD Model * Has Same CRC32 As Full Model messages?

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Ok. Right.

First, thank you for providing the correct Lod meshes. 

Thank you for quick answer. I did not know this. Learning everyday. I checked Bright Water Fix for RWT and that mod has same "lods" build for  RWT.

Checked file size with the ones from RWT and they are exactly the same. I guess they are the full models too renaming with _dyndolod_lod?

 

 

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23 minutes ago, heheloveer said:

So you are saying we should remove every lod related mesh/texture in WENB and Natural Waterfalls, or just remove those meshes mentioned in the LOD Model * Has Same CRC32 As Full Model messages?

https://dyndolod.info/Mods/Waterfalls
For best visuals and performance typically do not install any 3rd party LOD resources - remove them if necessary.
"Any" means all, as in install none (not one) of them.

Typically the CRC32 LOD models included in DynDOLOD Resources take precedence. If there are log messages like https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model, it most likely means unnecessary files conflicting with rules that already set the full model as LOD. https://dyndolod.info/Mod-Authors#How-to-add-your-own-object-LOD-models

I will address/look into how the game engine loads things in child world cells later.

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12 minutes ago, geoffreyvanvugt said:

Ok. Right.

First, thank you for providing the correct Lod meshes. 

Thank you for quick answer. I did not know this. Learning everyday. I checked Bright Water Fix for RWT and that mod has same "lods" build for  RWT.

Checked file size with the ones from RWT and they are exactly the same. I guess they are the full models too renaming with _dyndolod_lod?

If you mean the mod https://www.nexusmods.com/skyrimspecialedition/mods/37956, see https://dyndolod.info/Mods/Waterfalls
* Bright Waterfall Fix for ENB - do not install DynDOLOD Bright LOD Waterfall Fix

If you mean another mod not listed on that page, assume that if full models and "LOD" models have the same file size or there are log messages like https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model, that there most likely will be visual and/or performance issues.

In case of a not listed mod (or any of the mods requires updated LOD assets) make a post with a link to the mod page.

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54 minutes ago, heheloveer said:

Tested with version 122 and the large reference bugs workaround seemed to be applying when loading saves in Tamriel worldspace, since I haven't noticed any large reference bugs happening. However, full grass and grass lods can still overlap outside Whiterun with NGIO/DynDOLOD grass mode 2 and after a closer look I don't think this problem's related to the typical large reference bugs. Here's what I noticed:

1) Applying LOD Unloading Bug Fix could fix the large reference bugs in my experience (I imagine the large reference bugs workaround actively applying during the process) but it changed nothing in this case.

2) After using the tll command, I noticed there weren't many full object models outside the loaded area and upon clicking them in the console, I think these full models were all things added by the Whiterun Exterior patch, not large references. The only "large reference" I could see was the full grass.

A video to illustrate my findings: https://anonfiles.com/U0fcE3h2zb/Skyrim_Special_Edition_2023_03_29_19_10_01_mp4

Judging from this, I think there wouldn't be any overlapping if I used grass mode 1, but this is still strange. I think you once said the large reference system works in child worldspaces just like they do in parent worldspaces? Is there any other related setting or something that I'm unaware of?

Log and debug log, in case you need them: https://anonfiles.com/F6g4E1h4zf/Logs_0329_rar

1) Object LOD not unloading in active cells after fast travel and large reference bugs are different bugs. AFAIK the LOD Unloading bug fix does not mitigates any large reference bugs. DynDOLOD dynamic LOD already fixes object LOD not unloading after fast travel, so the LOD Unloading Bug Fix is not needed.

2) Find out the coordinates of an affected cell. Check if it also happens in cells that at least a reference (added by vanilla, patch or mod), large or not.

Things go weird for cells that actually do not have LANDscape data in the child worldspace but are active inside the uGridsToLoad and have zero references. The engine fails to properly use the parent cell LAND data. There might be related issues in the area > uGridsToLoad and < uLargeRefLODGridSize.

Let me the know the answers to 2), so I can have a better idea whats up when looking into it.

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27 minutes ago, sheson said:

1) Object LOD not unloading in active cells after fast travel and large reference bugs are different bugs. AFAIK the LOD Unloading bug fix does not mitigates any large reference bugs. DynDOLOD dynamic LOD already fixes object LOD not unloading after fast travel, so the LOD Unloading Bug Fix is not needed.

2) Find out the coordinates of an affected cell. Check if it also happens in cells that at least a reference (added by vanilla, patch or mod), large or not.

Things go weird for cells that actually do not have LANDscape data in the child worldspace but are active inside the uGridsToLoad and have zero references. The engine fails to properly use the parent cell LAND data. There might be related issues in the area > uGridsToLoad and < uLargeRefLODGridSize.

Let me the know the answers to 2), so I can have a better idea whats up when looking into it.

1) I know that mod isn't supposed to fix the large reference bugs, but for reasons unknown to me it did on my end. Ultimately it's not important, especially with the large reference bugs workaround applying constantly now.

2) One cell with both full grass and grass lod appearing when seen from inside the city is Cell 6,-6, Block 0,-1, SubBlock 0,-1. I don't think there's any reference of this cell under the Whiterun worldspace. As far as I can tell, outside the city, most places around clickable-in-console objects (and as a result are cells that have references under Whiterun worldspace) don't have the bug, though I can see this bug happening in Cell 3,-4, Block 0,-1, SubBlock 0,-1, which has a record in the Whiterun worldspace in both Skyrim.esm and DynDOLOD.esp. The cell in Skyrim.esm is just an empty header (not sure if this is the right word, in any case there's nothing under it) but DynDOLOD.esp added a set of glowing windows in the cell. No Landscape data for this cell, of course. I'm not sure whether similar examples exist.

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24 minutes ago, heheloveer said:

1) I know that mod isn't supposed to fix the large reference bugs, but for reasons unknown to me it did on my end. Ultimately it's not important, especially with the large reference bugs workaround applying constantly now.

2) One cell with both full grass and grass lod appearing when seen from inside the city is Cell 6,-6, Block 0,-1, SubBlock 0,-1. I don't think there's any reference of this cell under the Whiterun worldspace. As far as I can tell, outside the city, most places around clickable-in-console objects (and as a result are cells that have references under Whiterun worldspace) don't have the bug, though I can see this bug happening in Cell 3,-4, Block 0,-1, SubBlock 0,-1, which has a record in the Whiterun worldspace in both Skyrim.esm and DynDOLOD.esp. The cell in Skyrim.esm is just an empty header (not sure if this is the right word, in any case there's nothing under it) but DynDOLOD.esp added a set of glowing windows in the cell. No Landscape data for this cell, of course. I'm not sure whether similar examples exist.

Doublecheck with the xEdit Cell finder, CTRL+ALT+F that there really is no cell record for 6,-6 in WhiterunWorld. That could explain parent world bugs in 6,-6 spilling over.

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14 minutes ago, sheson said:

Doublecheck with the xEdit Cell finder, CTRL+ALT+F that there really is no cell record for 6,-6 in WhiterunWorld. That could explain parent world bugs in 6,-6 spilling over.

Thanks for the tip, and there really isn't such a cell in my load order.

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