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DynDOLOD 3.00 Alpha 182


sheson

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Another person reported a very long run time issue with Alpha166 a few days ago, and after trying with Alpha167, I don't think the issue has been resolved yet.
If I use a mod list and settings that take about 35 minutes to generate in Alpha165 and then generate in Alpha167, the generation does not finish even after 90 minutes (it is still generating as I write this).
(It is still generating as I write this, and I don't know when it will finish.)

In addition, it is frequently using up to its on-board memory limit.
This did not happen with Alpha165.
However, generation does not stop due to lack of memory.

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23 minutes ago, TZV4344 said:

Another person reported a very long run time issue with Alpha166 a few days ago, and after trying with Alpha167, I don't think the issue has been resolved yet.
If I use a mod list and settings that take about 35 minutes to generate in Alpha165 and then generate in Alpha167, the generation does not finish even after 90 minutes (it is still generating as I write this).
(It is still generating as I write this, and I don't know when it will finish.)

In addition, it is frequently using up to its on-board memory limit.
This did not happen with Alpha165.
However, generation does not stop due to lack of memory.

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

See https://dyndolod.info/Updating#New-DynDOLOD-Version

See https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory
See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size

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I followed the update procedure.
Perform a completely new installation, but not overwrite, and modify the configuration files for the new version without copying the configuration files. Then use winmerge to do a diff comparison with the old version to make sure you are not using a different configuration. I was using in alpha165.

And even if I run it with the exact same configuration and mods as alpha165, alpha167 takes an unusually long time.
I have read the page on memory usage and if I am using the exact same settings as alpha165 where the memory usage trends were normal, do I need to change the settings in alpha167?

I will submit the logs as soon as I finish, but I am not entirely sure when the generation in alpha167 will be finished, so I would appreciate it if you could wait.

P.S.
I decided to stop the generation once, set RealTimeLog=1, and run it again to log the data.

 

Edited by TZV4344
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On 2/5/2024 at 5:17 PM, Blackread said:

Is there a guide on how the *snow_lod_x.nif files are matched to the full models? I read through the Mod Authors page but couldn't find mentions about them.

Also, do the snow lod models support the same CRC system as the "normal" lod models? If I have, say, tundrastreamend01_1234ABCDsnow_lod_0.nif, will that be matched with a tundrastreamend01.nif with CRC32 1234ABCD whenever it's considered "snow", or with every use of tundrasteamend01.nif?

One more related question, what are these h and l suffixes on the files? Do they stand for high and low, or something else?

ZVii33n.png

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26 minutes ago, Blackread said:

One more related question, what are these h and l suffixes on the files? Do they stand for high and low, or something else?

ZVii33n.png

See https://dyndolod.info/Help/Snow-Ash-LOD-Shader
The HD shaders make use of the vertex color alpha value. It controls the intensity. A value of 0.0 is low while 1.0 is high. The vanilla game uses ~0.4 for light snow (object LOD meshes ending in *l.NIF) and ~0.5 for heavy snow (object LOD meshes ending in *h.NIF) .

They are typically used if the flag Uses HD LOD Texture is set. *h.nif is usually used if the editor ID indicates 'heavy' snow.

Still looking into / updating some things for the other thing.

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I think I found an issue with the dragon mound above Rorikstead.  In the LOD it shows as unopened, but when the cell loads it is opened.  I've also killed that dragon, but somehow I missed the sequence of it being raised by Alduin.  I've used Version 3.00 Alpha 166 to generate the files.

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20 minutes ago, ikonomov said:

I think I found an issue with the dragon mound above Rorikstead.  In the LOD it shows as unopened, but when the cell loads it is opened.  I've also killed that dragon, but somehow I missed the sequence of it being raised by Alduin.  I've used Version 3.00 Alpha 166 to generate the files.

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

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console.
The cover should be dynamic LOD and thus be a clickable reference.

Double check if the LOD comes back after visiting the full cell.

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2 hours ago, sheson said:

Restore Verbose=0 in D:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and try again.

I ran the program with Verbose=0 and the generation was completed in about 30 minutes.
I am not sure how long I have had this setting turned on, but I will turn it off in the future.
Thank you very much.
I will submit the LOG just in case.

https://ufile.io/gaaze14u

Edited by TZV4344
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On 2/5/2024 at 1:56 PM, z929669 said:

In the Step SSE guide, we provide suggested settings that work well for Cathedral Weathers and Cathedral Landscapes with or without complex grass/ENB.

We set the RGB values to a a uniform, moderate value to avoid tint bias and use TexGen direct/ambient to set a good exposure for grass LOD. TexGen ettings vary, depending upon weather and grass used, but the principle should work similarly. The idea is to reduce Ambient to the lowest value possible and increase Direct exposure whilst keeping RBG flat and unbiased (be sure to expand the Modify Grass Tint/Brightness spoiler).

Thank you both for your support! With the provided values in the guide, grass LOD already looks much better. Somehow I had used values before from an older guide version I had copied locally...

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2 hours ago, TomForStep said:

Thank you both for your support! With the provided values in the guide, grass LOD already looks much better. Somehow I had used values before from an older guide version I had copied locally...

I forgot to note that lowest possible Ambient + higher Direct values with TexGen works best when using grass normals in LOD (CG/CS), but if using standard grass without normals, then higher Ambient and slightly lower Direct seems to work best.

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Hi

Using the latest version of dyndolod (3 alpha 167), i believe that new checks have been added before generation which helped me fix quite a few statics or Activator records which mesh or script were missing (mainly house mod like palemarsh manor or Magpie manor...).

The error messages are looking like (I had not seen them in previous versions)

[05:16] Error: Error building references: Overflow while converting variant of type (Cardinal) into type (Integer) AdditionalPlayerHomes.esp _tckPlayerObjectContainerClickTrigger "Container" [ACTI:F8003B66]

My question:

Is there a way to run dyndolod without crashing at each missing mesh in a static record to have them all at once, because I have to run dyndolod once, => crash (forced to exit), get the record, open xEdit, look for a similar mesh in an other mod, add the mesh, run it a second time and so on and so forth... would be good to have the whole list at once

I did not find a setting that enables a "continue" option in dyndolod instead of forced exiting

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26 minutes ago, Hercules6969 said:

Hi

Using the latest version of dyndolod (3 alpha 167), i believe that new checks have been added before generation which helped me fix quite a few statics or Activator records which mesh or script were missing (mainly house mod like palemarsh manor or Magpie manor...).

The error messages are looking like (I had not seen them in previous versions)

[05:16] Error: Error building references: Overflow while converting variant of type (Cardinal) into type (Integer) AdditionalPlayerHomes.esp _tckPlayerObjectContainerClickTrigger "Container" [ACTI:F8003B66]

My question:

Is there a way to run dyndolod without crashing at each missing mesh in a static record to have them all at once, because I have to run dyndolod once, => crash (forced to exit), get the record, open xEdit, look for a similar mesh in an other mod, add the mesh, run it a second time and so on and so forth... would be good to have the whole list at once

I did not find a setting that enables a "continue" option in dyndolod instead of forced exiting

Moved to the DynDOLOD 3 alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and bugreport.txt if it exists to upload when making posts.

https://dyndolod.info/Messages/Exceptions#nteger-overflow

Errors or problems that prevent a successful LOD patch generation need to be fixed and can obviously not be ignored whatever their cause.
The reported problem has not realty anything to do with a mesh.

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