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DynDOLOD 3.00 Alpha 182


sheson

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I have two issues with LOD. At least I guess they might have something to do with LOD...

From afar, these obelisks are missing textures. When getting near, the textures pop in:

https://imgur.com/a/8US8TNU

From afar, a lot of snow mountain slopes (not all) are too dark and lack structure. When getting near, the proper textures and/or meshes fade in (blue rectangles show problematic zones, red rectangles show the difference for specific examples):

https://imgur.com/a/X6Qhxot

The fade-in effect is much more pronounced than the pictures show.

How can I best troubleshoot these two issues? Otherwise, LOD (grass, trees, terrain) seems to be working fine.

Versions:

1.5.97
DynDOLOD Resources SE 3.00-52897-Alpha-50
DynDOLOD 3.00-68518-Alpha-173
DynDOLOD DLL NG and Scripts 3.00-97720-Alpha-30

Edited by TomForStep
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51 minutes ago, TomForStep said:

I have two issues with LOD. At least I guess they might have something to do with LOD...

From afar, these obelisks are missing textures. When getting near, the textures pop in:

https://imgur.com/a/8US8TNU

From afar, a lot of snow mountain slopes (not all) are too dark and lack structure. When getting near, the proper textures and/or meshes fade in (blue rectangles show problematic zones, red rectangles show the difference for specific examples):

https://imgur.com/a/X6Qhxot

The fade-in effect is much more pronounced than the pictures show.

How can I best troubleshoot these two issues? Otherwise, LOD (grass, trees, terrain) seems to be working fine.

Versions:

1.5.97
DynDOLOD Resources SE 3.00-52897-Alpha-50
DynDOLOD 3.00-68518-Alpha-173
DynDOLOD DLL NG and Scripts 3.00-97720-Alpha-30

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.

Test if something is actually LOD by disabling all LOD with tll in console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
If the object in question remains it is typically the full model - unless the reference is being added by DynDOLOD and/or shows using a model with _LOD_ in the filename as shown by more informative console.

The screenshots of the GiantObelisk seem to show the full model in both cases. The shown problem with the sky blue showing instead of textures is most likely releated to parallax in some way, like a missing _p.dds  texture.

In regards to snow on mountains it is unclear what might be LOD or full model, so do the tll test as explained above and-or check if you can click them with console open and get the more informative console information for them.
In case it is LOD, see https://dyndolod.info/Help/Snow-Ash-LOD-Shader. DynDOLOD itself does not changes any of the snow shaders used by full models or LOD, so check in xEdit which is the last plugin to overwrite the menitioned records, but note there will be always a difference in the coverage between LOD and full model even if you can make the color/brigthness match.

Also see https://dyndolod.info/How-LOD-Works. DynDOLOD does not change how the engine works.

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19 hours ago, sheson said:

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.

Test if something is actually LOD by disabling all LOD with tll in console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
If the object in question remains is typically the full model - unless the reference is being added by DynDOLOD and/or shows using a model with _LOD_ in the filename as shown by nmore informative console.

The screenshots of the GiantObelisk seem to show the full model in both cases. The shown problems is most likelty releated to parallax in some way, like a missing texture.

In regards to snow on mountains it is unclear what might be LOD or full model, so do the tll test as explained above.
In case it is LOD, see https://dyndolod.info/Help/Snow-Ash-LOD-Shader. DynDOLOD itself does not changes any of the snow shaders used by full models or LOD, so check in xEdit which is the last plugin to overwrite the menitioned records, but note there will be always a difference in the coverage between LOD and full model even if you can make the color/brigthness match.

Also see https://dyndolod.info/How-LOD-Works. DynDOLOD does not change how the engine works.

Thank you for your reponse and help!

The obelisks seem to be indeed a problem with Static Mesh Improvement Mod - SMIM - Complex Parallax Addon. When I disable the corresponding mesh file in that mod, everything is fine.

Regarding the snow mountain LOD: with tll, the mountains vanish. So I guess they are indeed LOD, right? https://imgur.com/a/bnk4v0i

According to SSEEdit, the last plugin for the mentioned shaders is Majestic Mountains: https://imgur.com/a/UCBwNVw The interesting thing is, I didn't have this color/brightness mismatch until fairly recently (first noticed it when switching from DynDOLOD Papyrus to DynDOLOD NG, but that could be a coincidence). I always had Majestic Mountains and DynDOLOD. But I added quite a lot of mods like Icy Mesh Remaster, Projected Diffuse Snow files for Nordic Snow etc. in the meantime. Could that have any influence on the color/brightness?

The DynDOLOD guide mentions "The HD shaders make use of the vertex color alpha value. It controls the intensity". Where can I change these values?

 

 

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4 hours ago, TomForStep said:

Thank you for your reponse and help!

The obelisks seem to be indeed a problem with Static Mesh Improvement Mod - SMIM - Complex Parallax Addon. When I disable the corresponding mesh file in that mod, everything is fine.

Regarding the snow mountain LOD: with tll, the mountains vanish. So I guess they are indeed LOD, right? https://imgur.com/a/bnk4v0i

According to SSEEdit, the last plugin for the mentioned shaders is Majestic Mountains: https://imgur.com/a/UCBwNVw The interesting thing is, I didn't have this color/brightness mismatch until fairly recently (first noticed it when switching from DynDOLOD Papyrus to DynDOLOD NG, but that could be a coincidence). I always had Majestic Mountains and DynDOLOD. But I added quite a lot of mods like Icy Mesh Remaster, Projected Diffuse Snow files for Nordic Snow etc. in the meantime. Could that have any influence on the color/brightness?

The DynDOLOD guide mentions "The HD shaders make use of the vertex color alpha value. It controls the intensity". Where can I change these values?

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs 
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Static object LOD meshes and textures is not affected by what DLL is used for dynamic LOD.

How the static object LOD mountains look, is defined by the object LOD mesh and the textures it uses. Information about that can be found by searching for the base record form ID or the editor ID in ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and then looking up in MO2 right windows data tab which mods contain the used assets.
See https://dyndolod.info/Help/Object-LOD
With the filenames of the used assets it is possible to determine which mods they come from.
Also see https://dyndolod.info/Mods/Majestic-Mountains - when using that mod, the LOD models should come from it. The used textures should come from it and/or TexGen.

The color/brightness of the snow LOD shaders is defined by the records mentioned in https://dyndolod.info/Help/Snow-Ash-LOD-Shader
The vertex colors are set in the LOD models. The vertex color alpha value does not affect brightness or color, tough. It controls the amount of snow cover. The lowoer, the more rock can be seen. The higher the more of the rock is covered.

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23 hours ago, TomForStep said:

Thank you for your reponse and help!

The obelisks seem to be indeed a problem with Static Mesh Improvement Mod - SMIM - Complex Parallax Addon. When I disable the corresponding mesh file in that mod, everything is fine.

Regarding the snow mountain LOD: with tll, the mountains vanish. So I guess they are indeed LOD, right? https://imgur.com/a/bnk4v0i

According to SSEEdit, the last plugin for the mentioned shaders is Majestic Mountains: https://imgur.com/a/UCBwNVw The interesting thing is, I didn't have this color/brightness mismatch until fairly recently (first noticed it when switching from DynDOLOD Papyrus to DynDOLOD NG, but that could be a coincidence). I always had Majestic Mountains and DynDOLOD. But I added quite a lot of mods like Icy Mesh Remaster, Projected Diffuse Snow files for Nordic Snow etc. in the meantime. Could that have any influence on the color/brightness?

The DynDOLOD guide mentions "The HD shaders make use of the vertex color alpha value. It controls the intensity". Where can I change these values?

 

 

According to the mod author (Static Mesh Improvement Mod - SMIM - Complex Parallax Addon), the obelisk issue seems to be a game enging bug: "It's an engine bug, I am hoping somebody will fix it. When you get close to it and it "fixes itself", it won't occur again until you save and reload your game."

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Hi Sheson, I've done some reading on the updating page and basically I got a notification on my mod manager telling me TexGenx64 needs to be updated and probably DynDOLOD too. Just making sure, I gotta remove my current DynDOLOD Resources and DynDOLOD DLL scripts to proceed?

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3 hours ago, skyrimfreak360 said:

Hi Sheson, I've done some reading on the updating page and basically I got a notification on my mod manager telling me TexGenx64 needs to be updated and probably DynDOLOD too. Just making sure, I gotta remove my current DynDOLOD Resources and DynDOLOD DLL scripts to proceed?

https://dyndolod.info/Updating#2-Update-DynDOLOD-Installation
Install any new version of DynDOLOD Resources with the mod manager as usual, replace the old version.
Install any new version of DynDOLOD DLL as required, replace the old version.

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18 hours ago, bootlegbaby said:

Hello,

Quite recently, my save file started getting this kind of active scripts.

It does not making game unplayable or something, but I have bad experience of save bloating and it was started like this.

Is this look usual?

https://ibb.co/KqY5qwc

Active scripts are normal if the game is saved and a script is currently running. It will continue and finish once the save is loaded. That is not the cause of script bloat.

DynDOLOD-README.txt
Dynamic LOD uses papyrus scripting. The scripts are passive, very light weight, highly optimized and use threading. Please test thoroughly before using for a play-through. Follow update instruction in the manual if generating new DynDOLOD plugins.

DynDOLOD uses scripts for dynamic LOD since 10 years and has millions of unique downloads/users and a support forum with 10 thousands of posts , which also document the development, problems and their rapid solutions. There was never a report about save bloating, which is expected since the scripts do not use any of the methods that could cause save bloating.

Also see https://dyndolod.info/FAQ#Script-instances
Script instances are harmless. A script instance is just data for a script that is currently not active, so the script can execute more efficiently the next time it is active.
The scripts of DynDOLOD are not at all script intensive. There are no scripts that are constantly running. It uses small highly optimized papyrus scripts for dynamic LOD, which run in parallel only when needed at the moment dynamic LOD models are enabled or disabled.
Consider using the large reference bugs workarounds were all of the dynamic LOD is done in the DynDOLOD DLL NG instead of papyrus scripts.

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1 hour ago, mostwanted11 said:

Using City Entrance Overhaul Windhelm, the bridge becomes invisible once distant enough. I understand I probably need to create a rule in dyndolod but I have no idea which rules I should put in.

SkyrimSE_TzHFcK5Lvt.jpg

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.
Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Post a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Unless a mod replaces the full model with a NIF for which a LOD model does not exist, a rule (to use the full mode for LOD) is typically not required.

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1 hour ago, mostwanted11 said:

Unfortunately it seems that the DynDOLOD debug log was already overwritten.

So, the mod that actually change the bridge in tis case is the Lux Orbis - Patch. City Entrance Overhaul Windhelm uses the vanilla bridgelong01.nif AFAIK - for which a LOD model exists.

Merge attached meshes and textures with DynDOLOD Resources and then generate object LOD for Tamriel.
Check if the LOD model looks OK. Post an new screenshot for comparison if possible.
It is possible that the pre-rendered LOD texture does not match your setup as well (That will be better with the next alpha versions of the DynDOLOD Standalone and DynDOLOD Resources).

So, if you want to use the full model for LOD, then the mesh mask rule would be:

Mesh Mask: bridgelong02.nif
VWD: checked if you installed attached LOD model, otherwise leave unchecked
LOD Level 4: Full
LOD Level 8: Full (or Level1 if you installed attached LOD model)
LOD Level 16: Full (or Level2 if you installed attached LOD model)
Grid: Far Full or Far LOD
Reference: Unchanged

bridgelong02_lod.7z

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22 minutes ago, sheson said:

Unfortunately it seems that the DynDOLOD debug log was already overwritten.

So, the mod that actually change the bridge in tis case is the Lux Orbis - Patch. City Entrance Overhaul Windhelm uses the vanilla bridgelong01.nif AFAIK - for which a LOD model exists.

Merge attached meshes and textures with DynDOLOD Resources and then generate object LOD for Tamriel.
Check if the LOD model looks OK. Post an new screenshot for comparison if possible.
It is possible that the pre-rendered LOD texture does not match your setup as well (That will be better with the next alpha versions of the DynDOLOD Standalone and DynDOLOD Resources).

So, if you want to use the full model for LOD, then the mesh mask rule would be:

Mesh Mask: bridgelong02.nif
VWD: checked if you installed attached LOD model, otherwise leave unchecked
LOD Level 4: Full
LOD Level 8: Full (or Level1 if you installed attached LOD model)
LOD Level 16: Full (or Level2 if you installed attached LOD model)
Grid: Far Full or Far LOD
Reference: Unchanged

bridgelong02_lod.7z 405.04 kB · 0 downloads

Thank you for your effort, I will make sure to add the rule + the file and regenerate and I will update you here. Thanks again. Btw the mesh mask: should it be landscape/bridges/bridgelong02.nif or only bridgelong02.nif?

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