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Posted
7 hours ago, Mercenary931 said:

The video seems to show z-fighting between object LOD and terrain LOD due to the depth z-buffer floating point precision. This is an engine limitation.

Make sure to generate high quality terrain LOD meshes with xLODGen.

Use sensible setting for the object LOD distances and the terrain LOD multiplier. https://dyndolod.info/Help/Object-LOD#Settingshttps://dyndolod.info/Help/Terrain-LOD-and-Water-LOD#Settings

The fNearDistance INI setting can make it worse or a bit better. https://stepmodifications.org/wiki/Guide:Skyrim_INI/Display#fNearDistance

There are mods that add more objects to cover the terrain, so less of these intersections are visible. For example https://www.nexusmods.com/skyrimspecialedition/mods/146350 (or the two it merges)

Posted

I'm having an odd issue with the Shrine of Azura using the latest version of Dyndolod.  I'm using the same configuration as I've used many times with this rule "None for LOD 4 to 16, Level0 for LOD 32, VWD and Force Dynamic, None for Grid and Original for Reference."

It's always worked before but now there something going on that I can only really describe with video so I'm sharing a link: 

Here are the relevant files (there was no bug report that I could see): https://limewire.com/d/Lk2Uy#CfnsLGG1MK

Posted
1 hour ago, BrotherShamus said:

I'm having an odd issue with the Shrine of Azura using the latest version of Dyndolod.  I'm using the same configuration as I've used many times with this rule "None for LOD 4 to 16, Level0 for LOD 32, VWD and Force Dynamic, None for Grid and Original for Reference."

It's always worked before but now there something going on that I can only really describe with video so I'm sharing a link: 

Here are the relevant files (there was no bug report that I could see): https://limewire.com/d/Lk2Uy#CfnsLGG1MK

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

Doublecheck in console that getini "fLODFadeOutMultSkyCell:LOD" returns 1. https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/LOD#fLODFadeOutMultSkyCell
If it is not 1, fix the the setting in SkyrimPrefs INI or find out whatever mod might be changing it.

The other setting https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/MAIN#fSkyCellRefFadeDistance looks OK with 150,000 in the MCM.
Also check it in console if it gets changed afterwards.

From the DynDOLOD log:
fixLOD.esp        This plugin is not needed. Dynamic LOD already fixes the object LOD not unloading after fast travel engine bug.

Posted

I dont know where to ask this, but

 

I recent starting have this problem what funny is random happen and then random fix it self, and when does the same mesh that missing is present  in part house that not missing it.

It started after I updated from Fantasia Landscapes / Parallax 1.1  to 1.5 to generate Dyndolod stuff (texgen,dyndolod) I had to update it from from .190 to .192 or shoot out errors and  I update Resources from alpha 55 to 56. I also had to PG patcher to fix fuzzy rock issue 1.5 of fantasia landscapes introduced to me.

 

since then I had this problem, Disable all of Skyland/Fantasia and all the output dont fix issue along with dyndolod when happens. even happen on brand new save/character happen on all the hearthfire house like lakeview manor.

 

IS possible dynodolod or resources for are causing it? Again I dont know what cause is I just know I really dont want do nuke it option of deleting all Mo2 mod installs and reinstall them all

 

Posted
2 hours ago, tsunami2311 said:

I dont know where to ask this, but

I recent starting have this problem what funny is random happen and then random fix it self, and when does the same mesh that missing is present  in part house that not missing it.

It started after I updated from Fantasia Landscapes / Parallax 1.1  to 1.5 to generate Dyndolod stuff (texgen,dyndolod) I had to update it from from .190 to .192 or shoot out errors and  I update Resources from alpha 55 to 56. I also had to PG patcher to fix fuzzy rock issue 1.5 of fantasia landscapes introduced to me.

since then I had this problem, Disable all of Skyland/Fantasia and all the output dont fix issue along with dyndolod when happens. even happen on brand new save/character happen on all the hearthfire house like lakeview manor.

IS possible dynodolod or resources for are causing it? Again I dont know what cause is I just know I really dont want do nuke it option of deleting all Mo2 mod installs and reinstall them all

 

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.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. 
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
In case of issues in the game, test if the problem persists without any DynDOLOD output.

If the problem happens without DynDOLOD output, then DynDOLOD has nothing to do with the issue.
If the problem happens without DynDOLOD Resources, then DynDOLOD Resources has nothing to do with the issue.

  • +1 1
Posted

I checked the fLODFadeOutMultSkyCell:LOD and it did return a value of 1.  I also took a couple of screenshots as well as a screenshot of how it looks in xEdit and I'm completely stumped.  I'm not sure what else I can do to diagnose this so I'll keep digging and maybe try some different setting when generating LOD.  I had read a post in the Elizabeth Towers mod (I think) where someone mentioned excluding it from LOD 32 so maybe that could work.  I really don't care if the statue is not visible in the map.

ScreenShot22.png

Screenshot (885).png

Posted
6 hours ago, BrotherShamus said:

I checked the fLODFadeOutMultSkyCell:LOD and it did return a value of 1.  I also took a couple of screenshots as well as a screenshot of how it looks in xEdit and I'm completely stumped.  I'm not sure what else I can do to diagnose this so I'll keep digging and maybe try some different setting when generating LOD.  I had read a post in the Elizabeth Towers mod (I think) where someone mentioned excluding it from LOD 32 so maybe that could work.  I really don't care if the statue is not visible in the map.

ScreenShot22.png

Screenshot (885).png

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
In case of issues in the game, test if the problem persists without any DynDOLOD output.

The screenshots show that DynDOLOD is indeed not affecting the reference or the base record. It does not matter if object LOD has triangles for it or not.

Test if increasing fSkyCellRefFadeDistance in the DynDOLOD SkyUI MCM Settings page helps.

If problem persists, when far away and the status is not showing, select it in console with prid 33DCB and check the more informative console window in the left if it is enabled. Use enable or disable in console to change its state to see what happens.

Posted (edited)
21 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.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. 
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
In case of issues in the game, test if the problem persists without any DynDOLOD output.

If the problem happens without DynDOLOD output, then DynDOLOD has nothing to do with the issue.
If the problem happens without DynDOLOD Resources, then DynDOLOD Resources has nothing to do with the issue.

I am pretty sure I have ruled out TexGen,Dyndolod,xLodgen and Skyland and Fantasia landscapes out for what cause I am not think its SSEedit, seeing that is only thing that modified  files in base game and uninstalling skyrim and reinstalling has fix randomly disappearing meshs it would seem (more specifily the HearthFire.esm ), the intentional ITM need to be cleaned in games base files or Texgen wont run (so instead letting SSEedit make back up I just gona copy files it want clean else where cause it backup for some reason are two files some time for same file). What I dont get is how the it issue didnt pop up in a 40+ hour save till I updated Fantasia landscape from 1.1 to 1.5 and redid all of xlod and texgen, dyndolod with the added PG_patcher output.

 

The currrent save I have is working correctly now.

 

I do wish there was some kind preview for xLoD that would show texture quality for different LoD ranges depending on what quality is picked though with have to look at in game. I need to tweak Lod8/16 as 10 and 15 are to low thought I think 15 one I noticing that I think it to low.

 

Great tool I am slowly learning it, sadly I cant go back to not using even if I find a bit to complicated for my taste

 

Edited by tsunami2311
Posted (edited)
12 hours ago, sheson said:

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
In case of issues in the game, test if the problem persists without any DynDOLOD output.

The screenshots show that DynDOLOD is indeed not affecting the reference or the base record. It does not matter if object LOD has triangles for it or not.

Test if increasing fSkyCellRefFadeDistance in the DynDOLOD SkyUI MCM Settings page helps.

If problem persists, when far away and the status is not showing, select it in console with prid 33DCB and check the more informative console window in the left if it is enabled. Use enable or disable in console to change its state to see what happens.

Sorry... I did take a screenshot with Dyndolod disabled but it seemed to be pretty much identical to the screenshot with Dyndolod enabled... I felt that for this particular issue, it would be redundant to post it.

Increasing the fSkyCellRefFadeDistance to 300000 in the MCM did in fact work and the statue is visible from all areas.  Is there a way for me to make that value persistent?  At any rate... it worked and everything is looking fantastic.  I really appreciate it... thank you.

Edited by BrotherShamus
Posted
12 hours ago, tsunami2311 said:

I am pretty sure I have ruled out TexGen,Dyndolod,xLodgen and Skyland and Fantasia landscapes out for what cause I am not think its SSEedit, seeing that is only thing that modified  files in base game and uninstalling skyrim and reinstalling has fix randomly disappearing meshs it would seem (more specifily the HearthFire.esm ), the intentional ITM need to be cleaned in games base files or Texgen wont run (so instead letting SSEedit make back up I just gona copy files it want clean else where cause it backup for some reason are two files some time for same file). What I dont get is how the it issue didnt pop up in a 40+ hour save till I updated Fantasia landscape from 1.1 to 1.5 and redid all of xlod and texgen, dyndolod with the added PG_patcher output.

The currrent save I have is working correctly now.

I do wish there was some kind preview for xLoD that would show texture quality for different LoD ranges depending on what quality is picked though with have to look at in game. I need to tweak Lod8/16 as 10 and 15 are to low thought I think 15 one I noticing that I think it to low.

Great tool I am slowly learning it, sadly I cant go back to not using even if I find a bit to complicated for my taste

No useful screenshot was provided.

There are no intentional ITMs, especially not in the vanilla game files. The problem is not likely to be caused by using xEdit Auto Clean, which is required to undelete delete large reference for the large reference bugs workarounds. If that were the case it would typically be already reported by plenty of others. If you compare the reference and base records before and after cleaning you should notice that are still the same - since they do not ITMs and are also not deleted references. If you believe cleaning with the recent xEdit version causes an issue, you should report that to the xEdit github or Discord. Do not change the plugins after generated LOD. Doing things purposefully wrong is not how proper and stable modding works. Instead do proper troubleshooting and find the actual reason.

If the involved records are not modified, then other reason are the mesh being changed, the textures being replaced or a mod that changes the mesh or textures via script or DLL.

From the Readme.txt in the xLODGen download archive:
Use the Chunk option to generate only specific LOD files, especially when testing higher resolutions or other settings.

While generating LOD and the tools can be complex, it is not really complicated. It helps to know a bit how the game works and how to do proper troubleshooting by elimination.

Posted
12 hours ago, BrotherShamus said:

Sorry... I did take a screenshot with Dyndolod disabled but it seemed to be pretty much identical to the screenshot with Dyndolod enabled... I felt that for this particular issue, it would be redundant to post it.

Increasing the fSkyCellRefFadeDistance to 300000 in the MCM did in fact work and the statue is visible from all areas.  Is there a way for me to make that value persistent?  At any rate... it worked and everything is looking fantastic.  I really appreciate it... thank you.

Set the desired value for https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/MAIN#fSkyCellRefFadeDistance in the SkyrimPrefs.INI.

Posted

OK, I am Sorry Sheeshon. I wasn't able to write anything with Firefox (just upload files). Had to switch to Edge. 

I always get a: 

Error: LODGenx64Win.exe failed to generate object LOD for xyWorld. LODGenx64Win.exe returned C0000005  (the logs for the affected Worlds are attached). However the Logs are inconclusive (at least for me).

 

 

https://limewire.com/d/jeBFa#6oiJTkv9Xk (for the Debug Log)

LODGen_SSE_Lastendell_log.txt LODGen_SSE_MidwoodIsle_log.txt LODGen_SSE_Tamriel_log.txt LODGen_SSE_HNTWorld_log.txt

LODGen_SSE_MidwoodIsle_log.txt LODGen_SSE_Lastendell_log.txt LODGen_SSE_HNTWorld_log.txt LODGen_SSE_Tamriel_log.txt

Posted
3 hours ago, aufisch said:

OK, I am Sorry Sheeshon. I wasn't able to write anything with Firefox (just upload files). Had to switch to Edge. 

I always get a: 

Error: LODGenx64Win.exe failed to generate object LOD for xyWorld. LODGenx64Win.exe returned C0000005  (the logs for the affected Worlds are attached). However the Logs are inconclusive (at least for me).

https://limewire.com/d/jeBFa#6oiJTkv9Xk (for the Debug Log)

LODGen_SSE_Lastendell_log.txtUnavailable LODGen_SSE_MidwoodIsle_log.txtUnavailable LODGen_SSE_Tamriel_log.txtUnavailable LODGen_SSE_HNTWorld_log.txtUnavailable

LODGen_SSE_MidwoodIsle_log.txt 1.44 kB · 1 download LODGen_SSE_Lastendell_log.txt 3.86 kB · 1 download LODGen_SSE_HNTWorld_log.txt 1.4 kB · 1 download LODGen_SSE_Tamriel_log.txt 1.66 kB · 1 download

Also upload the DynDOLOD log as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs. Also note how it explains to zip large log files for future reference. Check the Windows Event viewer for related messages.

https://dyndolod.info/Help/LODGen
C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory.

To restart LODGen generation for a worldspace ... start DynDOLOD in expert mode, select the desired worldspace and click Execute LODGen. Bring the LODGen command prompt window to the front to see if it prints more details to the console. If that does not give more detail, check the Windows Event Viewer for additional messages from the .Net Framework or the .NET Desktop Runtime.

Keep an eye on overall main memory usage with task manager for example. See https://dyndolod.info/Help/LODGen#Out-of-Memory
The LODGenThreadSplit setting can also be changed in G:\Mods\...DynDoLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt in case you want to try a different value when Exectuting LODGen in expert mode.

Report result, upload the event log entry.

In case generating a single worldspace in expert mode runs through without error the object LOD is then useable.

In case the path "G:\Mods\...DynDoLOD\" really contains 3 dots "..." consider removing them to avoid confusion.

  • sheson changed the title to DynDOLOD 3.00 Alpha 193

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