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DynDOLOD 3.00 Alpha 182


sheson

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Dear sheson,

Did you ever find the cause to the lack of flying crows with regards the issue I had in Skyrim VR couple of weeks back on here ?

I believe I got to you all the info you required, unless there was something else I missed ?

I wondered if the update you just released may have fixed it, but I got nothing still my end again after I ran Dydolod.

 

Thanks.

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  • sheson changed the title to DynDOLOD 3.00 Alpha 182
2 hours ago, Jayombi said:

Dear sheson,

Did you ever find the cause to the lack of flying crows with regards the issue I had in Skyrim VR couple of weeks back on here ?

I believe I got to you all the info you required, unless there was something else I missed ?

I wondered if the update you just released may have fixed it, but I got nothing still my end again after I ran Dydolod.

 

Thanks.

I will look into it some time next week.

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On 8/6/2023 at 9:36 AM, sheson said:

Child > Parent
"Low" is the old default that just happened automatically.
"Medium" will take care of trees in cities. Vanilla Riften has some aspens that are then visible, so I'd use that.

Parent > Child
Since it replaces the Whiterun and Solitude Exterior patches from older DynDOLOD Resources, enable that check box if you are interested in proper surroundings and used those patches before. Especially helpful for Whiterun, Riften and Solitude if you use mods like Legacy of the Dragonborn where you can actually see outside. Do not use if performance is more important and then just don't peak outside. If large reference bugs workarounds is used, you can disable large references in child worlds from the SkyUI MCM to regain a bit of performance.

Make sure to read https://dyndolod.info/Help/Child-Parent-Worldspace-Copies if controlling things individually for a specific child world is needed.

From the help section it states - To globally enable or disable copying of references from parent worldspaces to child worldspaces, use the Parent > child checkbox in the advanced mode settings.

The above quote you mention Parent > Child option and using patches to accomplish what this does, and I am confused on when to use Parent > Child or when not to use it

The question is - Can you see full trees outside of Whiterun while in the city with Parent > Child ticked off (default setting)?

I have read Child/Parent Worldspace Copies and looking for clarification

*edit* I think this setting pertains to using mods that add references

I was the 10,000th reply :biggrin:

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1 hour ago, D1Z4STR said:

This is in regards to Tree LOD

From the help section it states - To globally enable or disable copying of references from parent worldspaces to child worldspaces, use the Parent > child checkbox in the advanced mode settings.

The above quote you mention Parent > Child option and using patches to accomplish what this does and I am confused on when to use Parent > Child or when not to use it

Can you still see trees outside of Whiterun while in the city with Parent > Child ticked off (default setting)? What else does the Parent > Child option 

I was the 10,000th reply :biggrin:

No logs.

To answer your question for your load order, load the game and check what you see.

If you believe there are trees orither objects missing right outside the cities, then check the setting. If you have poor performance in cities then don't use the setting.

Read the entire page https://dyndolod.info/Help/Child-Parent-Worldspace-Copies

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1 hour ago, D1Z4STR said:

I think I understand now. It is related to mods that add new or edit references/records. So, my question is with pure vanilla skyrim would the Parent > Child option need ticked on to see objects like trees in parent world 'Tamriel' from within a child world

I suggest to actually read the page https://dyndolod.info/Help/Child-Parent-Worldspace-Copies and pay attention to what it says about the vanilla game.

The vanilla game deliberately omits references in the child worldspace outside the walls to lessen resource usage. It can make for barren views when peaking over the walls.

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Looking to see if there is a better option to have waterfall movement and not become static so close within the level 4 LOD cell boundaries/grid (so it seems). 

Used 'High' preset from DynDOLOD and other rules apply from A Clear Map of Skyrim and Other Worlds and Far Object LOD Improvement Project SSE

Water mod - RWT

https://ufile.io/f/p7ryo - logs attached

I have read the Waterfalls section as well

20241012235353_1.jpg

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3 hours ago, D1Z4STR said:

Looking to see if there is a better option to have waterfall movement and not become static so close within the level 4 LOD cell boundaries/grid (so it seems).

Used 'High' preset from DynDOLOD and other rules apply from A Clear Map of Skyrim and Other Worlds and Far Object LOD Improvement Project SSE

Water mod - RWT

https://ufile.io/f/p7ryo - logs attached

I have read the Waterfalls section as well

20241012235353_1.jpg

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

Also upload D:\Skyrim Modding\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

The distance of dynamic LOD objects can be change by increasing the Near and Far Grid distance. See https://dyndolod.info/Help/Dynamic-LOD, https://dyndolod.info/Help/Advanced-Mode#Dynamic-LOD and https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings

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Please see attached. Screenshot with console was done using 'tfc' and the other MCM shot was at the physical location. I did read more about near and far grids, but I need assistance on what the numbers mean. Is 1 grid = 1 cell / is there a chart that shows how much space is exactly covered for 1 grid/1 cell in game? How much should I increase the near and far grid distance if I am looking for waterfalls to not become static so early? The surrounding stream water past this waterfall was still in proper flow for a good distance. Lastly, is this as simple as changing the near/far grids in the MCM or must I regenerate? Would near 21 and far 31 be a good starting point? Do I also need to change my uLargeRefLODGridSize in the ini below?

skyrimprefs.ini - uLargeRefLODGridSize=9

Large reference bugs workaround and Upgrade NearGrid large reference to FarGrid was used before generation as well

https://ufile.io/f/tpouh

20241013104607_1.jpg20241013105133_1.jpg

 

 

 

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1 hour ago, D1Z4STR said:

Please see attached. Screenshot with console was done using 'tfc' and the other MCM shot was at the physical location. I did read more about near and far grids, but I need assistance on what the numbers mean. Is 1 grid = 1 cell / is there a chart that shows how much space is exactly covered for 1 grid/1 cell in game? How much should I increase the near and far grid distance if I am looking for waterfalls to not become static so early? The surrounding stream water past this waterfall was still in proper flow for a good distance. Lastly, is this as simple as changing the near/far grids in the MCM or must I regenerate? Would near 21 and far 31 be a good starting point? Do I also need to change my uLargeRefLODGridSize in the ini below?

skyrimprefs.ini - uLargeRefLODGridSize=9

Large reference bugs workaround and Upgrade NearGrid large reference to FarGrid was used before generation as well

https://ufile.io/f/tpouh

20241013104607_1.jpg20241013105133_1.jpg

Test and report what happens if you disable LOD with tll in console. The static LOD should go away. Does an animated version remain?

See https://dyndolod.info/How-LOD-Works
The game subdivides worldspaces into exterior cells. An exterior cell has 4096x4096 game units.

See the graphic showing the grids at https://dyndolod.info/Help/Dynamic-LOD

See https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings which allows changing the distance in the game.
NearGrid sets the distance of dynamic LOD references assigned to the NearGrid.
FarGrid sets the distance of dynamic LOD references assigned to the FarGrid.

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tll made the static waterfall become animated again. So my option here is to just increase NearGrid and FarGrid? Should I leave this ini setting alone uLargeRefLODGridSize=9?

I went in game and changed the NearGrid to 21 and FarGrid to 31 and no changes were noticeable

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 hello
dyndolod is no longer working in a certain area. What could be the problem?
When it progresses to some extent
The window displays Waiting for LODGenx64Win.exe generating object LOD for ~, but no further progress is made and the LODGenx64.exe program stops completely.
I thought it was just taking a long time, so I left it on for 20 hours.
No further progress after finished lod level 4 coord [-32, 28]

When I run Task Manager, RAM and CPU are still in use. I tried adding LockTexconv=1, TexconvAdapterIndex=-1 to DynDOLOD_SSE.ini, and tried exception handling and completely turning off Windows anti-virus, but it had no effect. https://dyndolod.info/FAQ I tried every method on this page and it didn't work.

https://ufile.io/gur50mpa

https://ufile.io/mau39di9

This is my log.

I am using the latest version, all drivers are up to date, and net6.0 and Visual Studio have also been reinstalled to the latest version.
Complete by unchecking Tamriel and Falskaar in the world.
Can you guess what the problem might be in this situation?

This is not my first time running DynDOLOD, and there were no problems when I ran it a month ago. 
I am now deleting all previously executed files and trying again, but the same problem has been recurring for several days.

I'm not good at English so I'm uploading this using a translator.
Thank you for creating a great mod.

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1 hour ago, aazz said:

 hello
dyndolod is no longer working in a certain area. What could be the problem?
When it progresses to some extent
The window displays Waiting for LODGenx64Win.exe generating object LOD for ~, but no further progress is made and the LODGenx64.exe program stops completely.
I thought it was just taking a long time, so I left it on for 20 hours.
No further progress after finished lod level 4 coord [-32, 28]

When I run Task Manager, RAM and CPU are still in use. I tried adding LockTexconv=1, TexconvAdapterIndex=-1 to DynDOLOD_SSE.ini, and tried exception handling and completely turning off Windows anti-virus, but it had no effect. https://dyndolod.info/FAQ I tried every method on this page and it didn't work.

https://ufile.io/gur50mpa

https://ufile.io/mau39di9

This is my log.

I am using the latest version, all drivers are up to date, and net6.0 and Visual Studio have also been reinstalled to the latest version.
Complete by unchecking Tamriel and Falskaar in the world.
Can you guess what the problem might be in this situation?

This is not my first time running DynDOLOD, and there were no problems when I ran it a month ago. 
I am now deleting all previously executed files and trying again, but the same problem has been recurring for several days.

I'm not good at English so I'm uploading this using a translator.
Thank you for creating a great mod.

Upload the LODGen logs for the affected worldspaces.

INI settings for Texconv do not affect LODGen.

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14 hours ago, D1Z4STR said:

tll made the static waterfall become animated again. So my option here is to just increase NearGrid and FarGrid? Should I leave this ini setting alone uLargeRefLODGridSize=9?

I went in game and changed the NearGrid to 21 and FarGrid to 31 and no changes were noticeable

Can you verify fxwaterfallbodyslope_AA06506Bpassthru_lod.nif fxwaterfallbodyslope_AA06506B_dyndolod_lod.nif are indeed from the latest version of the DynDOLOD Resources SE 3 Alpha-53.1?

If that is the case I will have to update them so the static LOD model does not get in the way of the dynamic LOD model.

The temporary solution to increase the distance of the switch is to increase uLargeRefLODGridSize.

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