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DynDOLOD 3.00 Alpha 182


sheson

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Sheson I'm sorry I think I spoke too soon. After more testing, the problem persists even with LOD level 16 at 409600.

And on top of that the GenericBannerRed03.nif is also not visible from distance once again, even though I've already deleted the two FormID rule for the normal banner and its civil war counterpart! At least the banner thing I'm sure it was working fine a few DynDOLOD generation ago. Is there any specific order that I should put GenericBannerRed03.nif on the rule list?

Any other solution for both of these problems?

EDIT: I've screenshot of my DynDOLOD rules. In the red box are the rules added by me. The FormID rule for the banners are already deleted, but not shown in the pic.

DynDOLOD Rule.jpg

Edited by gmahadhika91
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8 hours ago, gmahadhika91 said:

Sheson I'm sorry I think I spoke too soon. After more testing, the problem persists even with LOD level 16 at 409600.

And on top of that the GenericBannerRed03.nif is also not visible from distance once again, even though I've already deleted the two FormID rule for the normal banner and its civil war counterpart! At least the banner thing I'm sure it was working fine a few DynDOLOD generation ago. Is there any specific order that I should put GenericBannerRed03.nif on the rule list?

Any other solution for both of these problems?

EDIT: I've screenshot of my DynDOLOD rules. In the red box are the rules added by me. The FormID rule for the banners are already deleted, but not shown in the pic.

DynDOLOD Rule.jpg

Increase the LOD Level 16 distance a bit further? Adjust the distance in the DynDOLOD SkyUI Settings to see its changes right in the game.

The order of rules orders matters for mesh mask rules. Reference rules always take precedence. Check that you implemented it correctly. Checking the debug log can help with that, too.

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11 minutes ago, sheson said:

Increase the LOD Level 16 distance a bit further? Adjust the distance in the DynDOLOD SkyUI Settings to see its changes right in the game.

OK I'll try to increase it even more.
 

12 minutes ago, sheson said:

The order of rules orders matters for mesh mask rules. Reference rules always take precedence. Check that you implemented it correctly. Checking the debug log can help with that, too.

Where can I find the debug log? Also, does the rule works the same way as load order? As in the lower it gets in the load order the higher priority it is? Then should I put those rules just below trees rule?

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1 hour ago, gmahadhika91 said:

OK I'll try to increase it even more.
 

Where can I find the debug log? Also, does the rule works the same way as load order? As in the lower it gets in the load order the higher priority it is? Then should I put those rules just below trees rule?

From the first post:
..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt

From ..\DynDOLOD\docs\help\Rules.html:
The order of rules matters. Rules at top match before rules at bottom.

Reference formid rules always take precedence over mesh mask rules.

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7 hours ago, sheson said:

From the first post:
..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt

From ..\DynDOLOD\docs\help\Rules.html:
The order of rules matters. Rules at top match before rules at bottom.

Reference formid rules always take precedence over mesh mask rules.

I'm not sure what am I looking for at the logs. Would you be so kind to check it for me whether my rules are implemented correctly? Thank you in advance.

FYI I am using Open Cities hence I'm doing the two part LOD generation (static and dynamic). At each and every generation of both static and dynamic, I've set the rules as in my previous post.

EDIT: I've also tried increasing LOD level 16 distance and multiplier to no avail. The problem persist.

Logs.7z

ScreenShot24.png

Edited by gmahadhika91
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8 minutes ago, gmahadhika91 said:

I'm not sure what am I looking for at the logs. Would you be so kind to check it for me whether my rules are implemented correctly? Thank you in advance.

FYI I am using Open Cities hence I'm doing the two part LOD generation (static and dynamic). At each and every generation of both static and dynamic, I've set the rules as in my previous post.

Logs.7z 335.65 kB · 0 downloads

The debug log only contains the log from the last time DynDOLOD was started and closed properly. So the last action you did was starting it and then closing it without generation.
You would need to check/save the debug log after the second pass with Open Cities in the load, as that is what generated the dynamic LOD and the plugins, which would contain the updates for the banner.

What you would look for in  the log would be the message printed for the mesh rules / the NIF model maybe and the formid if the one banner in question. The debug log also contains the list of rules. So does the automatically saved preset in ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini (which would be the thing to upload instead of a screenshots of the DynDOLOD options window)

If a setting worked before and the DynDOLOD version did not change in the meantime, simply do the same setting again. If that doesn't work, it means you are not doing the same setting as before or maybe you have a new mod that changes the model of the banners.

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Hello Sheson - (Big fan - thanks for everything you do.)
I have a gap between the grass around me and the grass off in the distance.

The grass in uGridsToLoad looks great

The LOD grass in FarGrids looks great

No LOD/Grass in NearGrids.

My SkyrimPrefs.ini has uGridsToLoad at 7 and uLargeRefLODGridSize at 11

My question is, should I be adjust the SkyrimPrefs ini or am I doing something odd in the generation.

In the DynDOLOD_SSE.ini I have GrassLargeReference=0
Thanks so much.

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59 minutes ago, sheson said:

The debug log only contains the log from the last time DynDOLOD was started and closed properly. So the last action you did was starting it and then closing it without generation.
You would need to check/save the debug log after the second pass with Open Cities in the load, as that is what generated the dynamic LOD and the plugins, which would contain the updates for the banner.

What you would look for in  the log would be the message printed for the mesh rules / the NIF model maybe and the formid if the one banner in question. The debug log also contains the list of rules. So does the automatically saved preset in ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini (which would be the thing to upload instead of a screenshots of the DynDOLOD options window)

If a setting worked before and the DynDOLOD version did not change in the meantime, simply do the same setting again. If that doesn't work, it means you are not doing the same setting as before or maybe you have a new mod that changes the model of the banners.

I think I asked poorly. Yes the log I uploaded was to give you an insight whether I implemented my custom rules properly or not (regarding the banner). Here I uploaded the preset.

The screenshot of DynDOLOD options window was to show you that I've increased both fblockmaximumdistance and fsplitdistancemult but the problem (which in this case, the pops in/out of distant mountain) still persist.

So yeah I'm having two different problems of which I assume is not correlated to each other.

DynDOLOD_SSE_Default.ini

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3 hours ago, spcarso said:

Hello Sheson - (Big fan - thanks for everything you do.)
I have a gap between the grass around me and the grass off in the distance.

The grass in uGridsToLoad looks great

The LOD grass in FarGrids looks great

No LOD/Grass in NearGrids.

My SkyrimPrefs.ini has uGridsToLoad at 7 and uLargeRefLODGridSize at 11

My question is, should I be adjust the SkyrimPrefs ini or am I doing something odd in the generation.

In the DynDOLOD_SSE.ini I have GrassLargeReference=0
Thanks so much.

NearGrid and FarGrid are concepts of dynamic LOD. Grass LOD is generated in static object LOD meshes for LOD Level 4.

Read the second post or ..\DynDOLOD\docs\help\GrassLOD.html

Set GrassLargeReference to 0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so grass LOD starts right beyond the active cells (uGridsToLoad, default = 5). Use this with DynDOLODGrassMode = 1 in ..\NetScriptFramework\Plugins\GrassControl.config.txt.

Set GrassLargeReference to 1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so grass LOD starts right beyond the large reference distance (uLargeRefLODGridSize, typically between 5 = off and 11). Use this with DynDOLODGrassMode = 2 in ..\NetScriptFramework\Plugins\GrassControl.config.txt.

If grass LOD was generated with GrassLargeReference=0, then set DynDOLODGrassMode=1 in GrassControl.config.txt.

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3 hours ago, gmahadhika91 said:

I think I asked poorly. Yes the log I uploaded was to give you an insight whether I implemented my custom rules properly or not (regarding the banner). Here I uploaded the preset.

The screenshot of DynDOLOD options window was to show you that I've increased both fblockmaximumdistance and fsplitdistancemult but the problem (which in this case, the pops in/out of distant mountain) still persist.

So yeah I'm having two different problems of which I assume is not correlated to each other.

DynDOLOD_SSE_Default.ini 42.47 kB · 0 downloads

As I said the debug you uploaded did not contain the last generation. Hence neither you or I can check if it contains anything log lines about the banner or its form id to see what's up. You need to rerun it and the save/upload the debug log.

fsplitdistancemult  affects terrain LOD.
You are sure whatever goes away is not because of the max render distance.
Is there any change in its behavior is you change object LOD level 8 distance?
Obviously, troubleshoot which mountain rock model it is, get its base record form id and check the DynDOLOD\Logs\DynDOLOD_SSE_Object_LOD.txt if it has a LOD model for LOD Level 16 defined.

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2 hours ago, sheson said:

As I said the debug you uploaded did not contain the last generation. Hence neither you or I can check if it contains anything log lines about the banner or its form id to see what's up. You need to rerun it and the save/upload the debug log.

fsplitdistancemult  affects terrain LOD.
You are sure whatever goes away is not because of the max render distance.
Is there any change in its behavior is you change object LOD level 8 distance?
Obviously, troubleshoot which mountain rock model it is, get its base record form id and check the DynDOLOD\Logs\DynDOLOD_SSE_Object_LOD.txt if it has a LOD model for LOD Level 16 defined.

OK I'll rerun it and get back to you. But was the file I uploaded (DynDOLOD_SSE_Default.ini) the correct one? I actually have an .ini file for my custom preset.

I beg your pardon, are you suggesting that I should change LOD level 8 distance as well?

It's so far away and it pops in/out. How do I determine its origin?

Edited by gmahadhika91
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3 hours ago, sheson said:

If grass LOD was generated with GrassLargeReference=0, then set DynDOLODGrassMode=1 in GrassControl.config.txt.

Great!  I'll rerun with DynDOLODGrassMode=1  Thanks so much!

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Hello,
I have a lod problem with two mod that i did not have with the previous version of dyndolod, before version 3.0 which allows to generate a grass lod which makes it really good.
For the Autumn of Whiterun v1.3.1 - NO LANTERNS mod(https://www.nexusmods.com/skyrimspecialedition/mods/10864) , the tree lod only appears in front, i no longer see it in the distance as with the previous version of dyndolod, what could have changed?
is there a way to override this?

The second problematic mod is Dark Forests of Skyrim - Solstheim Apocalypse(https://www.nexusmods.com/skyrim/mods/84511?tab=files), may be related to the generation of the grass lod.
I have some distant purple textures which i don t have when I generate the distant lod with the versions of dyndolod before 3.0.
I get around the problem by replacing the Dark Forests of Skyrim - Solstheim Apocalypse mod by Solstheim Genesis (https://www.nexusmods.com/skyrim/mods/82326?tab=files) and i no longer have a purple textures.
But i prefer dark forest, where can this problem come from?

I attach two pictures to show you the problem.

https://ibb.co/PDx9wzB
https://ibb.co/g4tzGSL
On the picture of whiterun, it is the front aspens trees of the mod autumn of whiterun that pop up.

I play on skyrim special edition.

Thanks

 

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On 5/6/2021 at 11:42 PM, gmahadhika91 said:

OK I'll rerun it and get back to you. But was the file I uploaded (DynDOLOD_SSE_Default.ini) the correct one? I actually have an .ini file for my custom preset.

I beg your pardon, are you suggesting that I should change LOD level 8 distance as well?

It's so far away and it pops in/out. How do I determine its origin?

There reference formid rule is not the INI file you uploaded. But I haven't tested it yet while waiting for the debug log.

If LOD level 16 does not change how far this specific LOD shows, then it might be actually LOD Level 8.

To find the reference formid of an object you go close it to it until its full model loads and then open console and click it. Install More Informative Console so it also shows the base record formid so you do not have to look it up in xEdit. Then look for the base record formid in the object LOD report file so see what LOD models were found and assigned to which LOD levels.

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7 hours ago, samaelxx46 said:

Hello,
I have a lod problem with two mod that i did not have with the previous version of dyndolod, before version 3.0 which allows to generate a grass lod which makes it really good.
For the Autumn of Whiterun v1.3.1 - NO LANTERNS mod(https://www.nexusmods.com/skyrimspecialedition/mods/10864) , the tree lod only appears in front, i no longer see it in the distance as with the previous version of dyndolod, what could have changed?
is there a way to override this?

The second problematic mod is Dark Forests of Skyrim - Solstheim Apocalypse(https://www.nexusmods.com/skyrim/mods/84511?tab=files), may be related to the generation of the grass lod.
I have some distant purple textures which i don t have when I generate the distant lod with the versions of dyndolod before 3.0.
I get around the problem by replacing the Dark Forests of Skyrim - Solstheim Apocalypse mod by Solstheim Genesis (https://www.nexusmods.com/skyrim/mods/82326?tab=files) and i no longer have a purple textures.
But i prefer dark forest, where can this problem come from?

I attach two pictures to show you the problem.

https://ibb.co/PDx9wzB
https://ibb.co/g4tzGSL
On the picture of whiterun, it is the front aspens trees of the mod autumn of whiterun that pop up.

I play on skyrim special edition.

Thanks

 

Read the first post. Also pay attention to which log files it says to post when making reports.

If the tree LOD distance is short, increase it in the DynDOLOD SkyUI MCM Settings page.

Update/create object LOD textures and tree LOD billboards by running TexGen and installing its output before running DynDOLOD
Check the DynDOLOD for warnings about missing textures.
LOD only looks and works correctly for the load order it was generated for. If you add/remove mods and the LOD does not match anymore, update or generate LOD from scratch.
Make sure that none of the  generated output is overwritten by other mods.

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