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Posted
14 minutes ago, sheson said:

You are participating  in an alpha test...

From ..\DynDOLOD\docs\help\OcclusionCulling.html:
In case of updating an existing DynDOLOD installation with a dedicated Occlusion.esp, also keep Occlusion.esp activated and make sure it loads last right after DynDOLOD.esp. The Occlsusion data and Plugin checkboxes will be enabled automatically.
It also possible to update or generate a new Occlusion.esp with xLODGen at any time.

 

i have a Occlusion.esp left from old mod build, i just activate dyn outcome and Occlusion.esp and re-run dyn and keep all setting like im just build dyn? 

Posted
12 minutes ago, reeee said:

i have a Occlusion.esp left from old mod build, i just activate dyn outcome and Occlusion.esp and re-run dyn and keep all setting like im just build dyn? 

I updated my post. Just start with the existing DynDOLOD ouput/plugin and without any Occlusion. That is supposed to work as well.

If not, use xLODgen.

Posted
1 hour ago, narphous said:

OK, I'll test that tonight and report back.

I used OcclusionMaxThreadsObjectLOD=1 and no errors showed in the debug. I'll play with it more later and try 2/3, but as long as 1 works I'm not going to worry about it. Or maybe I'll just upgrade to 64 gig.

Posted (edited)
1 hour ago, sheson said:

This also means you should be able to start the entire load order with the DynDOLOD output/plugins with DynDOLOD, only select Occlusion data and unselect Object LOD, Tree LOD, Dynamic LOD etc. to only generate Occlusion. It should just create it.

 

like when i changed my tree mod, for update i just need keep current texgen output active and disable dyn, run tex only check tree option to update, and enable dyn and only select tree option, it will do and save time?

and do i need update occlusion if i change tree or grass or water mod?

Edited by reeee
Posted
14 minutes ago, reeee said:

like when i changed my tree mod, for update i just need keep current dyn active, run dyn and only select tree option, i can quickly update dyn right?

and do i need select occlusion to update if i change tree grass or water mod?

Trees might also have LOD in object or dynamic LOD.

Updating works well in case a new mod that adds a new house etc. while existing assets (models and textures) and everything else stays the same.

If models or textures are replaced, then TexGen needs to be run and object, tree and dynamic LOD needs to be generated from scratch. You can try updating to see if the visual result is OK but it is very likely there will be visual discrepancies.

Any changes made by plugins to worldspace, cell records after initial DynDOLOD plugin generation might not be carried forward if updating or generating Occlusion.esp with existing DynDOLOD.esp in the load order. Such conflicts might need to be fixed manually.

That is just how patching plugins work. When plugins are created, they copy the winning overwrite records from the plugin with the highest priority to contain a record.

Posted (edited)

Sorry about this question, but I don't have time to read through 125 pages to see if it has been answered yet since I have an appointment in an hour.

I thought I had read that with DynDOLOD 3 you no longer needed No Grass in Objects. Maybe I read it wrong or it changed. But right now I am still sorting through conflicts on my new load order in MO2 and don't want to be hassled with all of the Occlusion/grass precaching, etc. I was just running through DynDOLOD to make sure it worked like before. So how should I approach this?

Go back to the older version of DynDOLOD I still have inactive in MO2? Or just don't check the grass option in the first screens of DynDOLOD 3 or anything to do with Occlusion? Or go back to the older version of DynDOLOD and the older version of No Grass in Objects? Or something different?

I really just don't want to wait an hour or two generating the grass LOD's and Occlusion when I am enabling/disabling/updating mods right now as I sort through my list to see what works. At 1000+ mods I assume I'm going to be on the longer side of that task, even with a i9-10980XE, 2080ti, and 64gb of RAM. 

 

EDIT: I guess I should note this is the first time I've used MO2, so I've never used the No Grass in Objects precache plugin before.

Edited by skinjack
Posted
1 hour ago, skinjack said:

Sorry about this question, but I don't have time to read through 125 pages to see if it has been answered yet since I have an appointment in an hour.

I thought I had read that with DynDOLOD 3 you no longer needed No Grass in Objects. Maybe I read it wrong or it changed. But right now I am still sorting through conflicts on my new load order in MO2 and don't want to be hassled with all of the Occlusion/grass precaching, etc. I was just running through DynDOLOD to make sure it worked like before. So how should I approach this?

Go back to the older version of DynDOLOD I still have inactive in MO2? Or just don't check the grass option in the first screens of DynDOLOD 3 or anything to do with Occlusion? Or go back to the older version of DynDOLOD and the older version of No Grass in Objects? Or something different?

I really just don't want to wait an hour or two generating the grass LOD's and Occlusion when I am enabling/disabling/updating mods right now as I sort through my list to see what works. At 1000+ mods I assume I'm going to be on the longer side of that task, even with a i9-10980XE, 2080ti, and 64gb of RAM. 

 

EDIT: I guess I should note this is the first time I've used MO2, so I've never used the No Grass in Objects precache plugin before.

Read the first post. For everything about grass LOD, read the second post and/or ..\DynDOLOD\docs\help\GrassLOD.html.
Read the included documentation. Use forum search.

If a certain option is not desired for testing or for the real thing, do not enable it in the INI or the advanced mode options window.

Typically, finalize the load order. Then generate LOD with all options as desired.

Posted
24 minutes ago, DarkladyLexy said:

i was running latest DynDOLOD Alpha-42 and got this error

2021-09-13 18_52_59-Window.png

I am 99.9999% sure that you will be asked to provide logs as indicated by OP and forum message

Posted

Current Dyndolod 3 Alpha 42 + updated resources installed. Texgen just run (Grass LOD not selected).

Issue with Grass LOD generation - apparently - which is odd as I have not selected to generate grass LODs, do not have "No Grass In Objects", nor do I intend to.

Produced error - "Item not Found" without specifying what file - selected "help for this message", directed to /Games/DynDoLod/DynDOLOD/docs/help/Exception.html which tells me it is a missing or corrupt *.cgid file to be found in my /Data/Grass directory

The Generating Grass LOD post (second in this thread) tells me these *.cgid files are generated by "No Grass In Objects" - so on one hand it is not surprising that Dyndolod couldn't find them, but on the other hand, why was it looking for them if I didn't have Grass LOD generation selected?.

Repeated, and I went in and made absolutely sure nothing to do with Grass LOD generation was selected. Same error generated at the end of a big batch of Blackreach warnings

Where next? I suppose roll back to the previous version.

Posted
1 hour ago, Tetrol88 said:

Current Dyndolod 3 Alpha 42 + updated resources installed. Texgen just run (Grass LOD not selected).

Issue with Grass LOD generation - apparently - which is odd as I have not selected to generate grass LODs, do not have "No Grass In Objects", nor do I intend to.

Produced error - "Item not Found" without specifying what file - selected "help for this message", directed to /Games/DynDoLod/DynDOLOD/docs/help/Exception.html which tells me it is a missing or corrupt *.cgid file to be found in my /Data/Grass directory

The Generating Grass LOD post (second in this thread) tells me these *.cgid files are generated by "No Grass In Objects" - so on one hand it is not surprising that Dyndolod couldn't find them, but on the other hand, why was it looking for them if I didn't have Grass LOD generation selected?.

Repeated, and I went in and made absolutely sure nothing to do with Grass LOD generation was selected. Same error generated at the end of a big batch of Blackreach warnings

Where next? I suppose roll back to the previous version.

Read the first post what log files and bugreport to upload when making posts.

You wrote that the message is "item not found".  Obviously the explanations for a different error message "Error reading grass [worldspace] [x,y]"  do not apply to a different error message. Also if Grass LOD is not checked, then nothing about Grass LOD applies...

So, what applies is the instructions to "See Errors in case the information below does not help."  If you click through to Errors.html you will find:

"Item not found or Duplicates not allowed errors are a problem with the tools encoutering unexpected situations that need to be reported as explained below.", which then explains basically the same as the first post, which log files to upload when making a post.

Yes, the alpha status also applies to the documentation. It is not well sorted and written yet.

Where next? You are participating in an alpha test to find problems and bugs and report them. Post the log files and bugreport as explained.

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