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DynDOLOD 3.00 Alpha 182


sheson

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20 hours ago, sheson said:

There might be changes to the load order that increased CPU, memory demand to higher levels than before and you were just lucky so far.

Other reasons might be OS update, drivers, loose cables, BIOS settings resetting to default, hardware going bad, cooling being affected because of dust (dead mouse not unheard of) etc. It is possible the issue is storage/disk related.

Just a quick update whilst I'm still investigating things.

Stress testing CPU+RAM using OCCT Personal gives thousands of errors but testing just CPU gives none and testing just memory gives none. So now I'm trying to find out what to look at to understand these errors and solve any problems.

 

In the meantime could you clarify something for me? If I only have  "failed to generate object LOD for Tamriel SPR", so I use the Execute LODGen button on just the Tamriel (Seasons) worldspace, and it then manages to generate Tamriel SPR but fails on, say, Tamriel AUT, would the end result be that I had now got an Output folder with all the necessary object lod included or would the Execute LODGen process have undone any of the object lod generated in the original process? I guess I mean, does Execute LODGen just fill in the missing object lod so that if over several attempts I get a successful generation for each season I'd end up with everything I need?

Edited by m1sf1t711
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2 hours ago, m1sf1t711 said:

Just a quick update whilst I'm still investigating things.

Stress testing CPU+RAM using OCCT Personal gives thousands of errors but testing just CPU gives none and testing just memory gives none. So now I'm trying to find out what to look at to understand these errors and solve any problems.

 

In the meantime could you clarify something for me? If I only have  "failed to generate object LOD for Tamriel SPR", so I use the Execute LODGen button on just the Tamriel (Seasons) worldspace, and it then manages to generate Tamriel SPR but fails on, say, Tamriel AUT, would the end result be that I had now got an Output folder with all the necessary object lod included or would the Execute LODGen process have undone any of the object lod generated in the original process? I guess I mean, does Execute LODGen just fill in the missing object lod so that if over several attempts I get a successful generation for each season I'd end up with everything I need?

Only select the worldspaces and seasons that failed before clicking Execute LODGen. You can repeat that as often as needed with different selections until it completed all world spaces successfully.
Do not Execute LODGen again for worldspaces and seasons that already completed successfully.

You can also copy/move already completed worldspaces and seasons *.BTO to whereever to make sure they are not accidently overwritten with incomplete generations that get interrupted.

IN the end you can merge all the *.BTOs that generated successfully into one complete output.

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13 minutes ago, sheson said:

Only select the worldspaces and seasons that failed before clicking Execute LODGen. You can repeat that as often as needed with different selections until it completed all world spaces successfully.
Do not Execute LODGen again for worldspaces and seasons that already completed successfully.

You can also copy/move already completed worldspaces and seasons *.BTO to whereever to make sure they are not accidently overwritten with incomplete generations that get interrupted.

IN the end you can merge all the *.BTOs that generated successfully into one complete output.

Ah thank you!  I'm not sure how I can seperate out the individual seasons for the Tamriel worldspace when Execute LODGen is used. The list of worldspaces just has one option for Tamriel (Seasons) so do I uncheck the seasons in the Seasons checklist that I don't want to repeat?

(Sorry if I'm asking ignorant questions :-/ )

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3 hours ago, m1sf1t711 said:

Ah thank you!  I'm not sure how I can seperate out the individual seasons for the Tamriel worldspace when Execute LODGen is used. The list of worldspaces just has one option for Tamriel (Seasons) so do I uncheck the seasons in the Seasons checklist that I don't want to repeat?

(Sorry if I'm asking ignorant questions :-/ )

You can select a single worldspace and select a single or more seasons and then Execute LODGen and wait for it to complete. Then select another worldspace and check different seasons and click Execute LODGen again.

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Hello there Sheson. Before I start here, I'd just like to say thank you for all of your hard work in elevating this 13-year-old game that we all love. I've used DynDOLOD since you first released it and it's by far one of the most important tools at our disposal.

That said, I'm having issues with the latest version. My last DynDOLOD run was on Alpha 173 and I had no issues, but with Alpha 182 I am experiencing an odd one. The only changes in my load order are a new grass mod (Freaks Floral Fields) and the addition of the new Subtleties of Skyrim mod (https://www.nexusmods.com/skyrimspecialedition/mods/130563), FYI. I tried generating without the SOS mod added and same result. My next troubleshooting step will be to go back to my previous grass mods, but I'm guessing that won't make a difference.

The issue is that object LOD is not loading at all. Dynamic LOD still shows up fine (so glow windows but no actual buildings, for example). The .bto files are being generated in the correct folders but nothing shows up in game when I install the output. No trees, mountains, grass, etc. Very strange - this is a first for me in years of use.

Here's a link to my TexGen_SSE_log: https://ufile.io/uczbm8x6

Here's one to my TexGen_SSE_Debug_log: https://ufile.io/0abexiuw

Here's LODGen_SSE_Tamriel_log: https://ufile.io/qxd8r4h2

DynDOLOD_SSE_log: https://ufile.io/zqh9yne4

And DynDOLOD_SSE_Debug_log: https://ufile.io/k5x4kxy4

Any advice you can give would be most appreciated!

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6 hours ago, ObiWanBulgogi00 said:

Hello there Sheson. Before I start here, I'd just like to say thank you for all of your hard work in elevating this 13-year-old game that we all love. I've used DynDOLOD since you first released it and it's by far one of the most important tools at our disposal.

That said, I'm having issues with the latest version. My last DynDOLOD run was on Alpha 173 and I had no issues, but with Alpha 182 I am experiencing an odd one. The only changes in my load order are a new grass mod (Freaks Floral Fields) and the addition of the new Subtleties of Skyrim mod (https://www.nexusmods.com/skyrimspecialedition/mods/130563), FYI. I tried generating without the SOS mod added and same result. My next troubleshooting step will be to go back to my previous grass mods, but I'm guessing that won't make a difference.

The issue is that object LOD is not loading at all. Dynamic LOD still shows up fine (so glow windows but no actual buildings, for example). The .bto files are being generated in the correct folders but nothing shows up in game when I install the output. No trees, mountains, grass, etc. Very strange - this is a first for me in years of use.

Here's a link to my TexGen_SSE_log: https://ufile.io/uczbm8x6

Here's one to my TexGen_SSE_Debug_log: https://ufile.io/0abexiuw

Here's LODGen_SSE_Tamriel_log: https://ufile.io/qxd8r4h2

DynDOLOD_SSE_log: https://ufile.io/zqh9yne4

And DynDOLOD_SSE_Debug_log: https://ufile.io/k5x4kxy4

Any advice you can give would be most appreciated!

https://dyndolod.info/FAQ#Enire-LOD-missing
Increase terrain LOD, object LOD or tree LOD distances in the DynDOLOD SkyUI MCM Settings.
Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations.

Make sure to follow the LOD generation instructions of A Clear Map of Skyrim properly.

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7 hours ago, sheson said:

https://dyndolod.info/FAQ#Enire-LOD-missing
Increase terrain LOD, object LOD or tree LOD distances in the DynDOLOD SkyUI MCM Settings.
Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations.

Make sure to follow the LOD generation instructions of A Clear Map of Skyrim properly.

I've followed the ACMOS instructions to the letter - I've had that in my load order for quite a while and always adjust DynDOLOD_SSE.ini (by enabling Level32) and the mesh rules accordingly before my first run with a new DynDOLOD 3 update.

I can disable the changes to my load order and go back to the output from my last run (on Alpha 173) and everything shows up normally.

So I'm at a loss for what's going on here. What I can say is that I am 100% sure that I have made all necessary DynDOLOD_SSE.ini adjustments, mesh rule adjustments, etc for my load order, my terrain manager settings in SkyrimPrefs.ini have not changed in years and are showing up properly in the MCM, and the only things that have changed in my load order since previous successful DynDOLOD runs are a grass mod swap, one added mod, and a couple of updates to mods I was already using. I even went back to exactly the same load order that I had with my last successful run (complete with the old versions of the mods I updated) and got the same results as with my new load order on Alpha 182 - no static object LOD shows up in game at all. I took a cursory look through the logs and didn't see any obvious issues. Definitely a head-scratcher for me because I don't see any other users here reporting the same issue and I can't find the cause myself.

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22 minutes ago, ObiWanBulgogi00 said:

I've followed the ACMOS instructions to the letter - I've had that in my load order for quite a while and always adjust DynDOLOD_SSE.ini (by enabling Level32) and the mesh rules accordingly before my first run with a new DynDOLOD 3 update.

I can disable the changes to my load order and go back to the output from my last run (on Alpha 173) and everything shows up normally.

So I'm at a loss for what's going on here. What I can say is that I am 100% sure that I have made all necessary DynDOLOD_SSE.ini adjustments, mesh rule adjustments, etc for my load order, my terrain manager settings in SkyrimPrefs.ini have not changed in years and are showing up properly in the MCM, and the only things that have changed in my load order since previous successful DynDOLOD runs are a grass mod swap, one added mod, and a couple of updates to mods I was already using. I even went back to exactly the same load order that I had with my last successful run (complete with the old versions of the mods I updated) and got the same results as with my new load order on Alpha 182 - no static object LOD shows up in game at all. I took a cursory look through the logs and didn't see any obvious issues. Definitely a head-scratcher for me because I don't see any other users here reporting the same issue and I can't find the cause myself.

Doublecheck your merges and sysnthsis are up-to-date for the new load order.

D:\Game Mod Working Folders\Skyrim SE\LOD WORKING\DynDOLOD 3.00-68518-Alpha-182-1728598274\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt
D:\Game Mod Working Folders\Skyrim SE\LOD WORKING\DynDOLOD 3.00-68518-Alpha-182-1728598274\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
Upload Tamriel.4.0.0.bto, Tamriel.8.0.0.bto, Tamriel.16.0.0.bto and Tamriel.32.0.0.bto from the Meshes\Terrain\Tamriel\Objects\ folder.
Post an in-game screenshot showing the issue.
Post a screenshot of the DynDOLOD SkyUI MCM Settings page.
Post a screenshot of xEdit showing all of the Tamriel worldspace record 0000003C most right column in Occlusion.esp

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I've followed STEP 2.3 to the letter twice. The first time it worked, but then my nvme died. This time, I have no cities visible in the world map. No Whiterun, no Solitude, not even Riverwood. The only structures on my world map are trees, the manor at Goldenglow Estate, the bridge to Windhelm, and High Hrothgar. Solstheim has a similar issue; I can only see Nchardak on the world map, and Blackreach has nearly nothing as well. I've ensured all the INIs have the required settings, but that's all about I'm knowledgeable in. I've reattempted LOD generation multiple times with the same result. Please help me fix this.

I zipped the logs up to my dropbox because I can't acces ufile for some reason.

Edited by Relzyrx
added one more map structure
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how do i stop trees from appearing on the map? also may i ask why are my tree 3d lods not matched in saturation with the full model?

SkyrimSE 2024-10-30 23-37-18.png

 

10 hours ago, mostwanted11 said:

how do i stop trees from appearing on the map? also may i ask why are my tree 3d lods not matched in saturation with the full model?

 

my level 8 billboard4 lods are matched though

 

SkyrimSE_dPbn1T1ta3.jpg

Edited by mostwanted11
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10 hours ago, Relzyrx said:

I've followed STEP 2.3 to the letter twice. The first time it worked, but then my nvme died. This time, I have no cities visible in the world map. No Whiterun, no Solitude, not even Riverwood. The only structures on my world map are trees, the manor at Goldenglow Estate, the bridge to Windhelm, and High Hrothgar. Solstheim has a similar issue; I can only see Nchardak on the world map, and Blackreach has nearly nothing as well. I've ensured all the INIs have the required settings, but that's all about I'm knowledgeable in. I've reattempted LOD generation multiple times with the same result. Please help me fix this.

I zipped the logs up to my dropbox because I can't acces ufile for some reason.

If you have a problem following a third party guide, then you should be ask the author, forum etc. of its author.

You set Level32=1 to generate object LOD level 32 files for the map.
Some mesh mask rules set Full or a LevelX for Level 32, while the last \ rule still sets None for Level32
Every full model for which a matching  LOD model exists that relies on the last \, will not have LOD on the map.

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10 hours ago, mostwanted11 said:

how do i stop trees from appearing on the map? also may i ask why are my tree 3d lods not matched in saturation with the full model?

SkyrimSE 2024-10-30 23-37-18.png

my level 8 billboard4 lods are matched though

SkyrimSE_dPbn1T1ta3.jpg

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

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot with more informative console of a full model and its corresponding LOD close up.

See https://dyndolod.info/Mods/Maps-And-Map-Mods and https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map

See https://dyndolod.info/FAQ#Billboard-tree-LOD-does-not-match-close-up-full-model-trees, https://dyndolod.info/Help/Ultra-Tree-LOD#Billboard-Brightness and https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness

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Sorry i forgot to mention i modified the pineatlas.dds needles to be a bit more "vibrant", any modification to it seems to ruin the 3d lod. So I had to generate dyndolod without the modified dds overnight. Would the logs from that output work or do I need to upload the logs with the modified dds? If that's indeed the case, can I just upload logs from a smaller worldspace with the same problem such as Sovngarde?

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7 hours ago, sheson said:

If you have a problem following a third party guide, then you should be ask the author, forum etc. of its author.

You set Level32=1 to generate object LOD level 32 files for the map.
Some mesh mask rules set Full or a LevelX for Level 32, while the last \ rule still sets None for Level32
Every full model for which a matching  LOD model exists that relies on the last \, will not have LOD on the map.

That was actually only my most recent attempt. I had set the \ rule to level3 in the past, with the same result.

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2 hours ago, mostwanted11 said:

Sorry i forgot to mention i modified the pineatlas.dds needles to be a bit more "vibrant", any modification to it seems to ruin the 3d lod. So I had to generate dyndolod without the modified dds overnight. Would the logs from that output work or do I need to upload the logs with the modified dds? If that's indeed the case, can I just upload logs from a smaller worldspace with the same problem such as Sovngarde?

If you have an issue with LOD assets generated by TexGen and/or the LOD patch generated by DynDOLOD, upload those logs and debug logs form those generations. A single worldspace should be sufficient to show the problem with a specific tree. Make screenshots of the full model with more informative console and of its corresponding LOD in the game. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum.

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