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DynDOLOD 3.00 Alpha 182


sheson

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6 minutes ago, sheson said:

Correct. ATM for SR Exterior Cities you have to manually make sure object and tree LOD are not checked when doing the second run for dynamic LOD only.

While the result is so wrong. It did not have Occlusion, and my eFPS patch stopped working after, and also causes CTD.
 
I wanna double check: I only run Objects and Trees in the 1st run, then DELETE the plugins and do the 2nd run right?

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On 4/12/2023 at 6:35 PM, FinalCraneFall said:

While the result is so wrong. It did not have Occlusion, and my eFPS patch stopped working after, and also causes CTD.
 
I wanna double check: I only run Objects and Trees in the 1st run, then DELETE the plugins and do the 2nd run right?

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

If you want to generate LOD Occlusion, check the options accordingly. https://dyndolod.info/Help/Occlusion-Data#Generation and https://dyndolod.info/Help/Advanced-Mode#Occlusion-Data

Why do you believe DynDOLOD affects eFPS or patches for it? Occlusion planes are typically ignored for LOD generation. Occlusion planes are something very different to LOD occlusion.

Why do you believe DynDOLOD has anything to do with the CTD? Does the crash log point to it in any way? Upload it as well if help is required. Also see https://dyndolod.info/FAQ "ILS or CTD"

As explained at https://dyndolod.info/Mods/Open-Exterior-Cities, the first run is to generate tree and object LOD only. Any plugins should be discarded. The second run is to generate dynamic LOD and the optional Occlusion. Any new files on meshes/textures should be discarded. Occlusion can also be generated separately afterwards.

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18 minutes ago, FinalCraneFall said:

How can I enable Large Reference Workaround? On https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds I don't see anything but installing DynDOLOD DLL. Excuse me English is not my 1st language.

As explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds, install DynDOLOD DLL NG and Scripts instead of the "normal" DynDOLOD DLL and Scripts and make sure it overwrite DynDOLOD Resources.

Then start DynDOLOD and check the log for Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no)

If that is the case, then there will be additional options available on the Advanced Mode as shown in the image at the top of the page. Check the Large reference bugs workarounds checkbox

However, pay attention to https://dyndolod.info/Mods/Open-Exterior-Cities
There is a known issue when using the large reference bugs workarounds. In cases a mod replaces vanilla large references with normal references the object LOD for them will have gaps. In that case do not use the large reference bugs workarounds for now.

ATM to make both work together it probably requires to use an ESM version of the SR Exterior Cities and generate large references data for it. It is just an idea and I advice against this unless for testing purposes. I have not tested it myself. I am currently working/testing solutions that hopefully work with unmodified open/exterior cities mods.

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1 hour ago, sheson said:

As explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds, install DynDOLOD DLL NG and Scripts instead of the "normal" DynDOLOD DLL and Scripts and make sure it overwrite DynDOLOD Resources.

Then start DynDOLOD and check the log for Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no)

If that is the case, then there will be additional options available on the Advanced Mode as shown in the image at the top of the page. Check the Large reference bugs workarounds checkbox

However, pay attention to https://dyndolod.info/Mods/Open-Exterior-Cities
There is a known issue when using the large reference bugs workarounds. In cases a mod replaces vanilla large references with normal references the object LOD for them will have gaps. In that case do not use the large reference bugs workarounds for now.

ATM to make both work together it probably requires to use an ESM version of the SR Exterior Cities and generate large references data for it. It is just an idea and I advice against this unless for testing purposes. I have not tested it myself. I am currently working/testing solutions that hopefully work with unmodified open/exterior cities mods.

Is Season and Snow object or else?

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Does anyone know how I go about merging two dyndolod outputs ? I always get the "out of memory" error when I try to generate grass lods so I was wondering if it is possible to generate one dyndolod outputfor all the object lods and one dyndolod output just for the grass lods and merge the two. 

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7 hours ago, Modderman21 said:

Does anyone know how I go about merging two dyndolod outputs ? I always get the "out of memory" error when I try to generate grass lods so I was wondering if it is possible to generate one dyndolod outputfor all the object lods and one dyndolod output just for the grass lods and merge the two. 

Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts.

https://dyndolod.info/Help/Grass-LOD#LODGen-takes-a-long-time-or-uses-a-lot-of-memory
https://dyndolod.info/Help/Grass-LOD#Out-of-memory-while-generating-occlusion-data
https://dyndolod.info/FAQ "High memory usage / Out of memory"

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19 hours ago, FinalCraneFall said:

Im using SR Exterior. I generated Object and Tree without SREX, then duplicated Meshes and Textures into mod folder, then generated the rest with SREX, and move everything else but the Meshes and Textures into mod folder. I still didn't get Occulasion.esp.

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

If you want to generate LOD Occlusion, check the options on Advanced Mode accordingly. https://dyndolod.info/Help/Advanced-Mode#Occlusion-Data and https://dyndolod.info/Help/Occlusion-Data#Generation

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22 minutes ago, FinalCraneFall said:

I still cannot get Occulation.esp. When I run Occulation only the output is DynDOLOD.esp.

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

If you want to generate an Occlusion.esp, check the boxes Occlusion Data and Plugin on the Advanced Mode options accordingly. https://dyndolod.info/Help/Occlusion-Data#Generation and https://dyndolod.info/Help/Occlusion-Data.

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Hello, I have an interesting problem. In Markarth, if I go to the Cidhna Mine entrance, walk towards the loading zone, then turn around back towards the city, I get this weird object blocking my view. Clicking on it in the console says it is Tamriel_Underside and created/edited by DynDOLOD. I haven't added any mods that change landscape or objects

 

Here are screenshots: 

https://i.imgur.com/28BrmM2.png

https://i.imgur.com/23CPGkn.png

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9 hours ago, dragsville said:

Hello, I have an interesting problem. In Markarth, if I go to the Cidhna Mine entrance, walk towards the loading zone, then turn around back towards the city, I get this weird object blocking my view. Clicking on it in the console says it is Tamriel_Underside and created/edited by DynDOLOD. I haven't added any mods that change landscape or objects

 

Here are screenshots: 

https://i.imgur.com/28BrmM2.png

https://i.imgur.com/23CPGkn.png

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

After selecting the terrain underside and executing "disable" in the console everything is fine?

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I wrote a DynDOLOD 3 tutorial (sort of, not my proudest work) some time ago on a Chinese forum. Some Chinese players have been asking questions about DynDOLOD in that thread and I try my best to answer them. Yesterday someone encountered a strange visual glitch with lod trees which looked like this:

sodapdf-converted.thumb.jpg.2c7ab4e1101ff5de908837922a421c97.jpg

According to them, these strange black blocks would turn to normal lod trees when seen up close with tfc, but at a distance they would look like this. This only happened to snow pines, not other trees, apparently. They also claimed they ran DynDOLOD several times (with changed load order) and that was the first time they ever saw this. I'm not sure what could have caused this, so I figured I should ask here. The link to the logs: https://anonfiles.com/A0e1zfl1zd/Logs_0415_rar

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32 minutes ago, heheloveer said:

I wrote a DynDOLOD 3 tutorial (sort of, not my proudest work) some time ago on a Chinese forum. Some Chinese players have been asking questions about DynDOLOD in that thread and I try my best to answer them. Yesterday someone encountered a strange visual glitch with lod trees which looked like this:

sodapdf-converted.thumb.jpg.2c7ab4e1101ff5de908837922a421c97.jpg

According to them, these strange black blocks would turn to normal lod trees when seen up close with tfc, but at a distance they would look like this. This only happened to snow pines, not other trees, apparently. They also claimed they ran DynDOLOD several times (with changed load order) and that was the first time they ever saw this. I'm not sure what could have caused this, so I figured I should ask here. The link to the logs: https://anonfiles.com/A0e1zfl1zd/Logs_0415_rar

Looks like 3rd party billboard texture that does not have an alpha channel. Log shows that there are third party billboards installed. TexGen output should overwrite anything else.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game Screenshots
...
When making screenshots of things in the game, open console and click the object in question to show its reference form ID.
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.
If making screenshots of the LOD area, also make screenshots of the close-up object as explained above.

The base record form ID is part of the billboard filename. Check TexGen log if it generated a billboard for it.

Could also be the trunk billboard for a 3D tree LOD model. Then look up the base record form id in DynDOLOD_SSE_Object_Report.txt ro see what 3D tree LOD model was used. Then check if/why TexGen did not generate that trunk billboard texture.

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