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DynDOLOD 3.00 Alpha 182


sheson

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16 hours ago, sheson said:

Provide/Upload the mod that swaps the Solitude windmill for the winter season. I'll need to expand the feature that hides the fan to work for seasons.

https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Individual-Child-Worldspace-Configuration
NoScanIfPluginExists - do not do anything if one of the listed plugins exists regardless of any other settings.
DynDOLOD_SSE_childworld_SolitudeWorld.ini
NoScanIfPluginExists=Open Cities Skyrim.esp,SR Exterior Cities.esp,Exterior Cities Solitude SR.esp, Alternate Skyrim.esp
If a child worldspace is ignored, any neverfades (IsFullLOD + Persistent) in it should not be modified by any DynDOLOD plugin and continue to work as is. No form ID or screenshot was provided.

0B8D4B2F is a STAT base record. LOD is generated for references. LegacyoftheDragonborn.esm adds xx757080 as a neverfade to Solitude. If scanning of childworlds is disabled, then it continues to work as is. It does not show on the map because without child worldspace scanning there is no reference in the parent worldspace for which static object LOD is being generated.

00090E57 is in a child worldspace and irrelevant in this context. 0008E2C9 is "deleted" by a DynDOLOD patch for  LegacyoftheDragonborn, because LegacyoftheDragonborn.esm adds a new reference xx13DD6B with the full model which then normally should have LOD but somehow forgot to "delete" the reference 0008E2C9 that adds the vanilla LOD model. You probably have a patch that removes or deletes the new reference xx13DD6B in LegacyoftheDragonborn.esm. Report which plugin(s) overwrite it.

As I said, the windmill model is partly my own work and currently not published anywhere. It contains features from RedBag's Solitude, Simplicity of Seasons, Seasonal Landscapes, possibly USSEP, and a lot of bug fixes with Simplicity of Season's model that I have fixed myself. I plan to publish it along with a lot of other related stuff later this year, so I would still appreciate if you could take a look. You can find it here: https://www.dropbox.com/scl/fi/jqdd087n8b6dr6f73efev/swindmillsnow.nif?rlkey=8esdakkj3abcfyvdhhb105c5y&dl=0. Or is it possible for me to fix it myself by e.g. reordering the blocks?

xx13DD6B is disabled by OCS + LOTD5 Patch.esp, which is provided at the Open Cities mod page at AFKMods.

I thought the missing LOD objects were due to Open Cities, but could it be resolved? Not seeing the museum building on the map is an eyesore, so I would appreciate if you could create a custom rule for it. There is an instance of the museum building in the Tamriel worldspace, but it is disabled and that is not changed in the Open Cities patch. For RedBag's Solitude, I could provide a list of the affected references if you are willing to look into it. Otherwise I could just create a patch myself that copies the relevant objects to the Tamriel worldspace.

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6 hours ago, Jonado said:

As I said, the windmill model is partly my own work and currently not published anywhere. It contains features from RedBag's Solitude, Simplicity of Seasons, Seasonal Landscapes, possibly USSEP, and a lot of bug fixes with Simplicity of Season's model that I have fixed myself. I plan to publish it along with a lot of other related stuff later this year, so I would still appreciate if you could take a look. You can find it here: https://www.dropbox.com/scl/fi/jqdd087n8b6dr6f73efev/swindmillsnow.nif?rlkey=8esdakkj3abcfyvdhhb105c5y&dl=0. Or is it possible for me to fix it myself by e.g. reordering the blocks?

xx13DD6B is disabled by OCS + LOTD5 Patch.esp, which is provided at the Open Cities mod page at AFKMods.

I thought the missing LOD objects were due to Open Cities, but could it be resolved? Not seeing the museum building on the map is an eyesore, so I would appreciate if you could create a custom rule for it. There is an instance of the museum building in the Tamriel worldspace, but it is disabled and that is not changed in the Open Cities patch. For RedBag's Solitude, I could provide a list of the affected references if you are willing to look into it. Otherwise I could just create a patch myself that copies the relevant objects to the Tamriel worldspace.

The swindmill model is most likely fine as is. I will probably need a couple days to properly look at this and update the function for seasons.

Remove G:\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_ocslotd5patchesp.ini and reload the rules or remove its one rule manually so the vanilla Erikur 0008E2C9 has LOD. The rule seems outdated it will be removed from the next alpha version.

For now I suggest to make a patch for the museum. If you want to use the disabled reference xx76B865 to show on the map, it should not be initially disabled, not have an enable parent and you need to manually remove the reference rule added by G:\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_legacyofthedragonbornv5esm_High.ini for it.

In a future update it might still check for neverfades in child worldspaces that use the SkyCell of the parent.

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I'm having an issue with a mod named Capital Of Whiterun Expansion have it comboed with JK Whiterun Outskirts. When I have Dyndolod enabled for some reason I'm having a building disappears and then reappear when I get really close. Also some times buildings have a white texture when from a far distance. This never happens with Dyndolod disabled tested it on a fresh save. Also been having a weird issue recently for some reason when trying to save and zip Dyndolod it get an error when trying to unpack it MO2. But it works fine when I zip it myself instead.

Also linked some picture of the weird texture and the building that reappears only when close 

DynDOLOD_SSE_log.txt https://ufile.io/zagt3uu5 

DynDOLOD_SSE_Debug_log.txt  https://ufile.io/br3ddr71

 

 

20240309060228_1.jpg

20240309060308_1.jpg

Edited by MarkAim
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1 hour ago, MarkAim said:

I'm having an issue with a mod named Capital Of Whiterun Expansion have it comboed with JK Whiterun Outskirts. When I have Dyndolod enabled for some reason I'm having a building disappears and then reappear when I get really close. Also some times buildings have a white texture when from a far distance. This never happens with Dyndolod disabled tested it on a fresh save. Also been having a weird issue recently for some reason when trying to save and zip Dyndolod it get an error when trying to unpack it MO2. But it works fine when I zip it myself instead.

Also linked some picture of the weird texture and the building that reappears only when close 

DynDOLOD_SSE_log.txt https://ufile.io/zagt3uu5 

DynDOLOD_SSE_Debug_log.txt  https://ufile.io/br3ddr71

 

 

20240309060228_1.jpg

20240309060308_1.jpg

It is unclear which screenshot relates to which problem. If you want to report a problem with LOD, also make a close up screenshot of LOD using tfc and check if it is actually static object LOD or dynamic LODhttps://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

See https://dyndolod.info/FAQ#Full-models-disappearing-going-in-and-out-of-view

DynDOLOD uses 7zip to create the zip archives. You have verified that it can be unpacked. Report problems of third party programs to the developers of the third party programs.

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42 minutes ago, sheson said:

It is unclear which screenshot relates to which problem. If you want to report a problem with LOD, also make a close up screenshot of LOD using tfc and check if it is actually static object LOD or dynamic LODhttps://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

See https://dyndolod.info/FAQ#Full-models-disappearing-going-in-and-out-of-view

DynDOLOD uses 7zip to create the zip archives. You have verified that it can be unpacked. Report problems of third party programs to the developers of the third party programs.

Hope I'm doing it right this time The first screenshot is the one that has a weird white texture when far away when I get close it fixes itself.

Image 1

Image two is the one for some reason with Dyndolod enabled it reappers but only when I'm close to. It randomly pops in basically 

20240309073136_1.thumb.jpg.9c991565f6805fd371d3d7caa04bee95.jpg

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36 minutes ago, MarkAim said:

Hope I'm doing it right this time The first screenshot is the one that has a weird white texture when far away when I get close it fixes itself.

Image 1

Make a close-up screenshot of the far away object by  opening console, typing tfc and then flying to the object. If it still can be clicked and has a form id, then it may still be the full model with the same reference or a dynamic LOD model with a reference added by a DynDOLOD plugin. If it can not not be clicked and goes away when typing tll in console it is static object LOD. Upload a close-up screenshot and report what it is. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

36 minutes ago, MarkAim said:

Image two is the one for some reason with Dyndolod enabled it reappers but only when I'm close to. It randomly pops in basically 

20240309073136_1.thumb.jpg.9c991565f6805fd371d3d7caa04bee95.jpg

"Close" meaning, it has no LOD? If you type tll in console all static terrain, object and tree LOD is disabled and only the 5x5 active cells (the square that still shows terrain/ground), large references and neverfades remain in the LOD area. Is the full model always visible inside the 5x5 active cells uGrids but maybe has no LOD? Also see https://dyndolod.info/How-LOD-Works

Upload H:\Modding Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt

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24 minutes ago, sheson said:

Make a close-up screenshot of the far away object by  opening console, typing tfc and then flying to the object. If it still can be clicked and has a form id, then it may still be the full model with the same reference or a dynamic LOD model with a reference added by a DynDOLOD plugin. If it can not not be clicked and goes away when typing tll in console it is static object LOD. Upload a close-up screenshot and report what it is. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

"Close" meaning, it has no LOD? If you type tll in console all static terrain, object and tree LOD is disabled and only the 5x5 active cells (the square that still shows terrain/ground), large references and neverfades remain in the LOD area. Is the full model always visible inside the 5x5 active cells uGrids but maybe has no LOD? Also see https://dyndolod.info/How-LOD-Works

Upload H:\Modding Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt

Ok image 1 when typing tll at a far distance it disappears that mean its static LOD im guessing ?.

As for image 2 here is another pick on how it looks faraway when I get close it just pops in something like a flicker on happens when Dyndolod is enabled though

image.thumb.jpeg.8379ee001c3cda274c061ac3a127c4bd.jpeg

and here Lodgen log https://ufile.io/bg9y3sc8

Edited by MarkAim
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1 hour ago, MarkAim said:

Ok image 1 when typing tll at a far distance it disappears that mean its static LOD im guessing ?.

Provide a close-up screenshot of the LOD showing the white textures with as requested.

1 hour ago, MarkAim said:

As for image 2 here is another pick on how it looks faraway when I get close it just pops in something like a flicker on happens when Dyndolod is enabled though

image.thumb.jpeg.8379ee001c3cda274c061ac3a127c4bd.jpeg

This screenshot seems to show the full model is not showing in the active cells. This is not what I would call "far" away?
Does it pop into /out of view when going around it being directly next to it, this couple meter distance?

You can see LOD for this object when you are actually far away? More than 3 to 7 cells. Like throat of the world?

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23 minutes ago, sheson said:

Provide a close-up screenshot of the LOD showing the white textures with as requested.

This screenshot seems to show the full model is not showing in the active cells. This is not what I would call "far" away?
Does it pop into /out of view when going around it being directly next to it, this couple meter distance?

You can see LOD for this object when you are actually far away? More than 3 to 7 cells. Like throat of the world?

Ok went to the throat of the world and it does have a LOD there here a pick how it looks and when tll it disappears too so I think its a static LOD ?

 

20240309103036_1.jpg

Edited by MarkAim
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31 minutes ago, MarkAim said:

Ok went to the throat of the world and it does have a LOD there here a pick how it looks and when tll it disappears too so I think its a static LOD ?

20240309103036_1.jpg

Does the full model pop into /out of view when going around it being directly next to it?

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On 3/4/2024 at 2:59 AM, Jonado said:

I am getting some weird LOD issues in Solitude. First, I get a duplicate rotor for the Solitude windmill, like in the screenshots. This only happens in winter, where I am using a custom mesh for the windmill, which is based on the mesh from RedBag's Solitude, but with quite heavy modifications (it is not the same as you will find on the mod page of its reference). During autumn, I am using a retexture of the original mesh, and that works fine.

Here is a link to the logs (not sure why the debug log ended up so large): https://www.dropbox.com/scl/fi/ef90b9t3zloufid6620xn/Logs.7z?rlkey=nnt7uh9ohtanmkzlqktnsttdx&dl=0

20240302230302_1.jpg

20240302230308_1.jpg

Replace this file with the one attached ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_texture_replace.txt

This should take care of the duplicate rotor automatically next time you generate LOD.

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4 hours ago, sheson said:

Does the full model pop into /out of view when going around it being directly next to it?

Yes it does its pops out then just pops in when getting close

Edited by MarkAim
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10 hours ago, MarkAim said:

Yes it does its pops out then just pops in when getting close

That is typically is caused by Occlusion planes or boxes. It should also happen without DynDOLOD in the load order.

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1 hour ago, sheson said:

That is typically is caused by Occlusion planes or boxes. It should also happen without DynDOLOD in the load order.

Ok thanks for the help Ill have to try and figure that out I guess. What about the white texture issue any idea what that can be ? 

Edit : Its not a Dyndolod issue it seems still getting it with it disabled thanks for the help again.

 

Edited by MarkAim
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53 minutes ago, MarkAim said:

Ok thanks for the help Ill have to try and figure that out I guess. What about the white texture issue any idea what that can be ? 

Edit : Its not a Dyndolod issue it seems still getting it with it disabled thanks for the help again.

Provide a close-up screenshot of the LOD showing the white textures with as requested.

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