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DynDOLOD 3.00 Alpha 182


sheson

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1 hour ago, mostwanted11 said:

Solved it, it was Mists of tamriel's distant animated fogs. Sorry for wasting your time

Don't worry about it. Is raising iMaxDesired not helping at all? Only disabling the (animated) fogs?

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On 7/3/2024 at 1:10 PM, sheson said:

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.

Thanks to your valuable input, I have solved the issue with the too dark mountain snow LOD.

I have used v1.03a of Majestic Mountains-BDS With LOD Fix, which was too dark in my game. With its older version v1.03, snow LOD is looking fine :-)

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Hello,

I'm writing in reference to Harbourside Manor, available from Nexus here:
https://www.nexusmods.com/skyrimspecialedition/mods/8053

This is a no-load-door house, built up of multiple individual pieces. In short, its windows and columns do not appear at long distance, and its walls are invisible at long and medium distance.

This link will take you to a .7z with all the relevant logs I could find, and several screen shots.
https://drive.google.com/file/d/11-t-Gz0f1E8WdOizS9kMGIl0fOgRMNSX/view?usp=sharing

Mostly, the screens demonstrate the approach to the home, and the two waves of pop-in. Cell coordinates are included in the filenames. With DynDOLOD Output disabled, the entire homestead only appears at very close range.

Current modlist won't be a perfect match. I'm fine-tuning the L.O. but I haven't touched that worldspace. Modwatch has been down all day, but here's a text version (good for 21 days. I'll update if I can get something better going).
https://pastebin.mozilla.org/erNLpgDn

I did open the Harbourside plugin with SSEedit. It looks to me like those walls are using a vanilla interior mesh. I don't know if that means anything, and it wouldn't explain the windows. Seems worth noting anyway. A couple of SSEedit screens are included too.

Please let me know if I can add details, more screens, whatever is helpful. I really appreciate the work you put in. Many thanks!

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5 hours ago, yofamgaming said:

Hello,

I'm writing in reference to Harbourside Manor, available from Nexus here:
https://www.nexusmods.com/skyrimspecialedition/mods/8053

This is a no-load-door house, built up of multiple individual pieces. In short, its windows and columns do not appear at long distance, and its walls are invisible at long and medium distance.

This link will take you to a .7z with all the relevant logs I could find, and several screen shots.
https://drive.google.com/file/d/11-t-Gz0f1E8WdOizS9kMGIl0fOgRMNSX/view?usp=sharing

Mostly, the screens demonstrate the approach to the home, and the two waves of pop-in. Cell coordinates are included in the filenames. With DynDOLOD Output disabled, the entire homestead only appears at very close range.

Current modlist won't be a perfect match. I'm fine-tuning the L.O. but I haven't touched that worldspace. Modwatch has been down all day, but here's a text version (good for 21 days. I'll update if I can get something better going).
https://pastebin.mozilla.org/erNLpgDn

I did open the Harbourside plugin with SSEedit. It looks to me like those walls are using a vanilla interior mesh. I don't know if that means anything, and it wouldn't explain the windows. Seems worth noting anyway. A couple of SSEedit screens are included too.

Please let me know if I can add details, more screens, whatever is helpful. I really appreciate the work you put in. Many thanks!

https://dyndolod.info/FAQ#Something-does-not-have-LOD
For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation.
If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD.

See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules and https://dyndolod.info/Mod-Authors

Based on the screenshots, mesh mask rules like this will instruct to use the full model for LOD similar to the Hearthfires objects:
Mesh mask: smdfwalsol01.nif
LOD4 and LOD8: Full
LOD16 and LOD32: None
Grid: FarFull
Reference: Unchanged
Repeat for any other full model that does not have LOD.

The window seems to have transparent glass, so a rule for it should set all 4 static LOD to None:
Mesh mask: glasspanelg_noedge.nif
LOD4, LOD8 LOD16 and LOD32: None
Grid: FarFull
Reference: Unchanged

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Okay got TexGEN64 running, 50% goal
 

Texgen64 and Dyndolod64 are started from Vortex with arguments, here texgen64 is okay with the arguments and dyndolod64 show the registry key bug.

-m:"D:\Users\ew-te\Documents\My Games\Skyrim Special Edition GOG\"  

-p:"C:\Users\ew-te\AppData\Local\Skyrim Special Edition GOG\plugins.txt"  

-d:"D:\Program Files\GOG Galaxy\Games\Skyrim Anniversary Edition\Data\"

 

Had a look in the logs folder, placed 'Notice=1' into the DynDOLOD_SSE.ini, begging i got a log from it. The game registry key seems to be here and i dunno if this is something new?

Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\GOG.com\Games\1711230643

 

Next question, why is TexGEN64 okay with the -d argument and DyDOLOD64 has a problem with it?

 

 

 

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5 hours ago, Dunmermage said:

Okay got TexGEN64 running, 50% goal
 

Texgen64 and Dyndolod64 are started from Vortex with arguments, here texgen64 is okay with the arguments and dyndolod64 show the registry key bug.

-m:"D:\Users\ew-te\Documents\My Games\Skyrim Special Edition GOG\"  

-p:"C:\Users\ew-te\AppData\Local\Skyrim Special Edition GOG\plugins.txt"  

-d:"D:\Program Files\GOG Galaxy\Games\Skyrim Anniversary Edition\Data\"

Had a look in the logs folder, placed 'Notice=1' into the DynDOLOD_SSE.ini, begging i got a log from it. The game registry key seems to be here and i dunno if this is something new?

Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\GOG.com\Games\1711230643

Next question, why is TexGEN64 okay with the -d argument and DyDOLOD64 has a problem with it?

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

No copy/pasted command line arguments or a screenshot showing the entry in the Vortex settings has been provided.

The reason why TexGen works is that the command line arguments were entered correctly. The reason that DynDOLOD does not work is most likely because the command line arguments have not been entered correctly.

xEdit (and thus  xLODGen, TexGen and DynDOLOD) only looks for the Steam registry key, hence why the explanations to add the 3 command line arguments exist. Read https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG.

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Really thanks for this hint,

had two spaces between the 3 arguments in Vortex argument line, because of the tiny font:facepalm:. That's so stupid, because last week i did the same with MO2 under Linux and did not fail the argument line.

Thanks thanks thanks

 

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7 hours ago, z929669 said:

Just reporting that a Summary report (DynDOLOD/Summary/) is not generated after successfully running DynDOLOD 173 in my environment.

Logs

There are no warning or error messages that match the list of messages that trigger the Summary to be created. Not getting a Summary at the end is the expected behavior when modding properly and only using well made mods with the large reference bugs workarounds.

https://dyndolod.info/Messages
For certain warning and error messages DynDOLOD and TexGen create a summary of messages and opens it in the default web browser.

https://dyndolod.info/Help/Summary-Of-Messages
DynDOLOD and TexGen create a summary of some similar warning and error messages for easier review and better understanding.

Is there a reason you are generating the terrain heightmap textures? Is there mod that uses them?

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4 hours ago, mostwanted11 said:

I wanna remove grass lods from my save, do I need to make a clean save process or can i just go into an interior and load up the new output instead?

https://dyndolod.info/Help/Clean-Save
The clean procedure only needs to be done if generating new DynDOLOD output from scratch ...
There is no need for a clean save when updating existing DynDOLOD plugins and/or Occlusion.esp.

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5 hours ago, sheson said:

There are no warning or error messages that match the list of messages that trigger the Summary to be created. Not getting a Summary at the end is the expected behavior when modding properly and only using well made mods with the large reference bugs workarounds.

https://dyndolod.info/Messages
For certain warning and error messages DynDOLOD and TexGen create a summary of messages and opens it in the default web browser.

Thanks. I presumed that the Summary would be generated if any warnings were triggered, so this is good to know.

5 hours ago, sheson said:

Is there a reason you are generating the terrain heightmap textures? Is there mod that uses them?

The term "heightmap" is throwing me off here. I wanted the terrain 'underside' in case EVLaS would benefit, and I wanted the 'occlusion' obviously.

I'm running WTT and MM, so please educate me on this.

Thanks again


I see now this setting:

; Set to 1 to create terrain heightmap textures
DoTerrainHeightMap=1

I don't recall changing it from the default, so I may have done so in conflating with the next setting:

; Set to 1 to export object LOD heightmaps with LODGen and add its heights to the terrain heightmap textures, requires DoTerrainHeightMap=1
DoObjectHeightMap=1

... so I'm maybe confusing this with occlusion data.

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5 hours ago, z929669 said:

Thanks. I presumed that the Summary would be generated if any warnings were triggered, so this is good to know.

The term "heightmap" is throwing me off here. I wanted the terrain 'underside' in case EVLaS would benefit, and I wanted the 'occlusion' obviously.

I'm running WTT and MM, so please educate me on this.

Thanks again


I see now this setting:

; Set to 1 to create terrain heightmap textures
DoTerrainHeightMap=1

I don't recall changing it from the default, so I may have done so in conflating with the next setting:

; Set to 1 to export object LOD heightmaps with LODGen and add its heights to the terrain heightmap textures, requires DoTerrainHeightMap=1
DoObjectHeightMap=1

... so I'm maybe confusing this with occlusion data.

The terrain underside and occlusion are enabled automatically if using the wizard or from the advanced settings. The occlusion generation uses a binary object LOD height map (LODGenHeightMap=1 INI setting) created by LODGen while it generates object LOD, so xLODGen/DynDOLOD do not need to read/process all BTOs anymore.

Exporting the heightmap texture (DoTerrainHeightMap=1 with DoObjectHeightMap=1 or not) might be useful for  mod authors for further processing. It might be possible that community shaders or something similar could use it for coarse distance shadows/occlusion some day. Though it seems screen space shadows has sufficient results.

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Hello I need a bit of help figuring out a CTD issue I'm having. It happens randomly when entering and then leaving a cell. Disabling Dyndolod fixes this issue from all the testing I have done. Here is a Crash Log 1 https://pastebin.com/fdFxcYTD and Crash Log 2 https://pastebin.com/Px1gih72. I have more for different areas too from my testing If needed I will post.

Edited by MarkAim
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