Stefan Posted January 2, 2021 Posted January 2, 2021 To generate the grass cache No Grass in Objects is required to be installed. For Grass LOD to match the grass in loaded cells, No Grass in Objects should be used with OnlyLoadFromCache=True. This is already explained in the second post. If there are any mods/plugin that modify grass, they need to be active through the cache and grass LOD generation processes. A mod/plugin modifying grass is not in any way or shape comparable/redundant with the No Grass in Objects SKSE plugin or generating grass LOD billboards in object LOD level 4.Thank you, better to ask than to be sorry. Happy new year!
PierreDespereaux Posted January 3, 2021 Posted January 3, 2021 (edited) When I try and run DynDOLOD for grass LODs it takes a long time. At the moment it's been over an hour and I'm still genning Level 4.Is this normal for grass LODs or is there something going wrong?UPDATE: Was still genning at 10:40 so I canceled it and now I'm genning without grass LODs. Edited January 3, 2021 by PierreDespereaux
sheson Posted January 3, 2021 Author Posted January 3, 2021 When I try and run DynDOLOD for grass LODs it takes a long time. At the moment it's been over an hour and I'm still genning Level 4. Is this normal for grass LODs or is there something going wrong? UPDATE: Was still genning at 10:40 so I canceled it and now I'm genning without grass LODs.Not quite sure what posting screenshots of file times is supposed to show. That depends on grass mods, grass density settings and how long generating the grass cache took. Generating several million grass billboards takes its extra time. It also depends on available CPU cores and speed and memory.
mikegray Posted January 3, 2021 Posted January 3, 2021 Hover the mouse pointer over the check boxes for hints explaining what the options do. Clicking on the "Help" button opens ..\DynDOLOD\docs\help\TexGen.html which explains: Tree billboards are required for standard Tree LOD generation or ultra tree LOD generation.HD Tree billboards are for the optional ultra tree LOD generation. Also may want to read ..\DynDOLOD\docs\help\Billboards.html So if ultra tree LOD is not generated there is no point to generate HD Tree LOD billboards.Got it, thanks!
dfdghnm Posted January 7, 2021 Posted January 7, 2021 Does anyone have the latest Veydosebrom regions (1.1.0) installed? I don't seem to be generating grass lods correctly. I was wondering if that was a mod problem, or some mistake I made on my part.
dfdghnm Posted January 8, 2021 Posted January 8, 2021 Is there anyway to increase the density of the LOD grass? I feel that it does not match the density of the actual grass.
ls2255 Posted January 8, 2021 Posted January 8, 2021 Hello, I'm getting this error: [Window Title]DynDOLOD [Main Instruction]Error building references: Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 10872) Dragonborn.esm DLC02VolcanicAshRocks01 [GRAS:0401771E] [Exit DynDOLOD] [Footer]DynDOLOD FAQ | Support Forum | Copy message to clipboard Only happens when trying to generate grass LOD. I do have No Grass In Objects pre-cached. Here's the log fileshttps://www.dropbox.com/s/xpczvcxobxqzx0d/Logs.rar?dl=0
Zanderat Posted January 8, 2021 Posted January 8, 2021 Not sure what is going on here, with alpha 14. [19:36] <Error: LODGenx64.exe failed to generate object LOD for SkuldafnWorld. LODGenx64.exe returned E0434352. Check C:\DynDOLOD\Logs\LODGen_SSE_SkuldafnWorld_log.txt>But the log doesn't show any apparent error. ============================================================Skyrim Object LOD Generator 3.0.0.0Created by Ehamloptiran and ZilavUpdated by ShesonLog started at 12:12:31 PMGame Mode: SSEFix Tangents: False, False, False, FalseGenerate Tangents: True, True, True, TrueGenerate Vertex Colors: True, True, True, TrueMerge Vertex Colors: True, True, True, TrueMerge Meshes: TrueGrouping: FalseRemove Faces under Terrain: TrueRemove Faces under Water: TrueRemove Faces Z-Shift: 10Use HD Flag: TrueIgnore Materials: FalseAlpha DoubleSided: FalseDefault Alpha Threshold: 128Use Source Alpha Threshold: FalseUse Backlight Power: FalseUse Decal Flag: FalseSpecific level: NoSpecific quad: NoMax Level: 32Output: C:\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\SkuldafnWorld\Objects\Using UV Atlas: C:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Object_Atlas_Map_SkuldafnWorld.txtUsing Flat Textures: C:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Flat_Textures.txtUsing Alt Textures: C:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Alt_Textures_SkuldafnWorld.txtGenerating object LOD meshes for worldspace SkuldafnWorldReading C:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Terrain_SkuldafnWorld.binFinished LOD level 4 coord [52, -13] [2336/2240]Finished LOD level 4 coord [44, -21] [911/625]Finished LOD level 4 coord [52, -17] [1640/879]Finished LOD level 4 coord [48, -17] [5618/3631]Finished LOD level 4 coord [40, -17] [2484/2021]Finished LOD level 4 coord [40, -9] [1755/1339]Finished LOD level 4 coord [44, -17] [2302/1666]Finished LOD level 4 coord [52, -9] [2901/2060]Finished LOD level 4 coord [52, -21] [2057/1056]Finished LOD level 4 coord [48, -21] [2484/1682]Finished LOD level 4 coord [56, -9] [2774/1853]Finished LOD level 4 coord [40, -13] [8819/7891]Finished LOD level 4 coord [44, -9] [6355/3739]Finished LOD level 4 coord [44, -13] [22617/15742]Finished LOD level 8 coord [56, -13] [1918/1256]Finished LOD level 4 coord [48, -9] [23968/16731]Finished LOD level 8 coord [48, -5] [573/500]Finished LOD level 8 coord [40, -5] [1121/629]Finished LOD level 4 coord [40, -5] [2057/1291]Finished LOD level 8 coord [48, -21] [6933/3763]Finished LOD level 4 coord [52, -5] [834/728]Finished LOD level 8 coord [40, -21] [3940/2964]Finished LOD level 16 coord [48, -5] [348/312]Finished LOD level 8 coord [40, -13] [15075/8579]Finished LOD level 16 coord [32, -21] [9451/6199]Finished LOD level 16 coord [32, -5] [693/412]Finished LOD level 16 coord [48, -21] [20626/13284]Finished LOD level 8 coord [48, -13] [50222/31640]
sheson Posted January 8, 2021 Author Posted January 8, 2021 On 1/8/2021 at 2:50 AM, dfdghnm said: Is there anyway to increase the density of the LOD grass? I feel that it does not match the density of the actual grass. If No Grass In Object is using the same grass cache files that were used for generating grass LOD, then each grass placement is represented by a billboard. However, a billboard has to exist for each grass type, too. On 1/8/2021 at 6:40 PM, Zanderat said: Not sure what is going on here, with alpha 14. But the log doesn't show any apparent error. Most likely the same as https://forum.step-project.com/topic/15348-dyndolod-300-alpha-14/page-14?do=findComment&comment=244170 If you check the LODGen command prompt windows they probably said something along the line like this https://pastebin.com/z9eCFtLM
sheson Posted January 8, 2021 Author Posted January 8, 2021 Hello, I'm getting this error: [Window Title] DynDOLOD [Main Instruction] Error building references: Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 10872) Dragonborn.esm DLC02VolcanicAshRocks01 [GRAS:0401771E] [Exit DynDOLOD] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard Only happens when trying to generate grass LOD. I do have No Grass In Objects pre-cached. Here's the log files https://www.dropbox.com/s/xpczvcxobxqzx0d/Logs.rar?dl=0 Test without Bashed Patch. If that works, the bashed Patch is broken. Delete the broken patch and generate a new one with the latest Wrye Bash version. If that is not it, check which plugins overwrite the mentioned GRAS record. Remove the highest overwriting plugin and test without it. If that works, fix whatever the error is in the plugin or remove it permanently.
ls2255 Posted January 8, 2021 Posted January 8, 2021 (edited) Test without Bashed Patch. If that works, the bashed Patch is broken. Delete the broken patch and generate a new one with the latest Wrye Bash version. If that is not it, check which plugins overwrite the mentioned GRAS record. Remove the highest overwriting plugin and test without it. If that works, fix whatever the error is in the plugin or remove it permanently.Tried it without Bashed Patch, didn't make a difference. Nothing is overwriting, or even referencing that grass record. Seems like something is wrong with the mesh or texture Edited January 8, 2021 by ls2255
sheson Posted January 9, 2021 Author Posted January 9, 2021 Tried it without Bashed Patch, didn't make a difference. Nothing is overwriting, or even referencing that grass record. Seems like something is wrong with the mesh or textureAsserts mean there is a problem with the data in the plugin. Does the error repeat every time? Error check the load order with xEdit.
Zanderat Posted January 9, 2021 Posted January 9, 2021 Most likely the same as https://forum.step-project.com/topic/15348-dyndolod-300-alpha-14/page-14?do=findComment&comment=244170 If you check the LODGen command prompt windows they probably said something along the line like this https://pastebin.com/z9eCFtLMThanks.
sheson Posted January 9, 2021 Author Posted January 9, 2021 (edited) It did seem to keep gradually growing over time, especially with the Tamriel world space, though I do feel like it spiked a bit with the Beyond Reach worldspaces. I don’t really want to try with -memory yet, I’m concerned that the repeated runs, especially when they cause such extreme memory spikes that I end up with an 85GB paging file, are putting a lot of wear on my SSD.Alpha 15 uses -memory by default. Instead use -speed to save a a minute or two for large worldspaces. The peak memory usage while the Occlusion generation reads all the object LOD meshes in several threads seems normal, especially if the BTO are really large because of grass LOD. To counter this I added a limitation to the number of concurrent threads, which usually defaults to number of cores. If the peak usage is still too high while reading object LOD, lower OcclusionMaxThreadsObjectLOD in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Edited January 9, 2021 by sheson 1
heX_ Posted January 9, 2021 Posted January 9, 2021 Still getting "Duplicates not allowed" with the newest files for SSE.
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