Commander97 Posted October 29, 2021 Posted October 29, 2021 Quick question. I would like to follow this LOD for trees for Enhanced Vanilla Trees. Recommended DynDOLOD 3 'tree' mesh rules: Ultra: LOD4/Level0, LOD8/Level1, LOD16/Level2 Performance: LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard(1) (looks VERY good and may be optimal for many) Optimal: LOD4/Level0, LOD8/Billboard4, LOD16/Billboard(1) For an example, for performance: Advance → tree → change the LOD to the desire Billboards. Do I click 'Ok' or is it alright to click on 'Medium'
z929669 Posted October 29, 2021 Posted October 29, 2021 1 hour ago, Commander97 said: Quick question. I would like to follow this LOD for trees for Enhanced Vanilla Trees. Recommended DynDOLOD 3 'tree' mesh rules: Ultra: LOD4/Level0, LOD8/Level1, LOD16/Level2 Performance: LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard(1) (looks VERY good and may be optimal for many) Optimal: LOD4/Level0, LOD8/Billboard4, LOD16/Billboard(1) For an example, for performance: Advance → tree → change the LOD to the desire Billboards. Do I click 'Ok' or is it alright to click on 'Medium' you should click on any one of the low/medium/high presets to invoke and list the mesh rules. Not sure if low/medium both show a 'tree' rule, but high does. Then double-click on this mesh rule (near bottom) and make the edits corresponding to what you want (otherwise, create it from scratch just before the last rule). Then close that in ckick 'OK' to generate object LOD. Also be certain to tick 'ultra' for trees in object LOD (unless you prefer traditional LOD trees for some reason, and then none of this applies). The DynDOLOD doc also describes this: ../DynDOLOD/docs/DynDOLOD_Manual_SSE.html Also see the TexGen doc: ../DynDOLOD/docs/help/TexGen.html
sheson Posted October 29, 2021 Author Posted October 29, 2021 1 hour ago, Commander97 said: Quick question. I would like to follow this LOD for trees for Enhanced Vanilla Trees. Recommended DynDOLOD 3 'tree' mesh rules: Ultra: LOD4/Level0, LOD8/Level1, LOD16/Level2 Performance: LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard(1) (looks VERY good and may be optimal for many) Optimal: LOD4/Level0, LOD8/Billboard4, LOD16/Billboard(1) For an example, for performance: Advance → tree → change the LOD to the desire Billboards. Do I click 'Ok' or is it alright to click on 'Medium' Read ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html which explains how enable ultra LOD and how to change the "tree" mesh mask rule in the advanced options. Double or right click a rule to edit it.
Braxus Posted October 30, 2021 Posted October 30, 2021 (edited) I have what appears to be mountain snow textures being projected in front of trees. Is that a Dyndolod 3 issue or just a limitation of the Skyrim Engine? Is there a fix for this sort of thing? It's mostly noticable when in front of Bleak Falls Barrow and looking toward the mountain to High Hrothgar. Here is a picture showing the issue. https://i.imgur.com/5giyOKx.jpg Thanks for any help/advice! Edited October 30, 2021 by Braxus
sheson Posted October 30, 2021 Author Posted October 30, 2021 2 hours ago, Braxus said: I have what appears to be mountain snow textures being projected in front of trees. Is that a Dyndolod 3 issue or just a limitation of the Skyrim Engine? Is there a fix for this sort of thing? It's mostly noticable when in front of Bleak Falls Barrow and looking toward the mountain to High Hrothgar. Here is a picture showing the issue. https://i.imgur.com/5giyOKx.jpg Thanks for any help/advice! Snow LOD on top of the rocky mountain are material object shaders that are applied in the game. The shader record itself is not changed by DynDOLOD and also does not affect LOD generation itself. DynDOLOD does not change how the engine works. Never seen that problem. But check in xEdit if a plugin changes 0006AE38 or 00050372. If a NIF is being set it might have the decal flags set in its shader causing this. If that is not it you need to check if a mod changes the mountain LOD models in ..\Meshes\LOD\Mountains\
mattski123 Posted October 31, 2021 Posted October 31, 2021 (edited) On 10/28/2021 at 7:45 PM, sheson said: Bruma, see this post and this thread If you want to generate (tree) LOD for the new worldspace, you will need to edit ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE]_worldspace_ignore.txt and remove/change the line "BSHeartland (Tamriel) - bsheartland.esm". Just adding an X in front would be enough for it to show in the world selection drop down again. It is impossible to generate good LOD for new worldspaces/mods that do not include all the data for the worldspace or all the assets. I doubt telling the mod author(s) is going to change much. It is like this since 4 years. We will simply have to await for the complete release. Hey, just letting you know the maker of A Clear World Map just added Bruma. https://www.nexusmods.com/skyrimspecialedition/mods/56367/ Hope this helps. Which means we don't have to change the lod settings to 16 in his ini. Edited October 31, 2021 by mattski123
sheson Posted October 31, 2021 Author Posted October 31, 2021 6 hours ago, mattski123 said: Hey, just letting you know the maker of A Clear World Map just added Bruma. https://www.nexusmods.com/skyrimspecialedition/mods/56367/ Hope this helps. Which means we don't have to change the lod settings to 16 in his ini. Changing INI settings for the map or existing BTR/BTO Level 32 meshes and their textures have no relevance to LOD generation or DynDOLOD.
godescalcus Posted November 1, 2021 Posted November 1, 2021 Hey Sheson, I posted a brief comment on a Spice of Life Forts thread I had previously created but maybe this thread would be best for 3.0 support... The aforementioned mod contains these two config files: However, they don't seem to work with 3.0 (worked pretty well with 2.9x). Forts now have purple lods... Should a different syntax be used to tell texgen to generate the needed textures, than the one used in those files? Here's what they contain: I last ran DynDOLOD with resources alpha 13. If support for SoL Forts has been added since, then I'm sorry to bring this up. But since the mod itself contained the config files, I guess it's up to the author (or us users) to fix it... In which case, what needs to be done? Thanks
sheson Posted November 1, 2021 Author Posted November 1, 2021 5 hours ago, godescalcus said: Hey Sheson, I posted a brief comment on a Spice of Life Forts thread I had previously created but maybe this thread would be best for 3.0 support... The aforementioned mod contains these two config files: However, they don't seem to work with 3.0 (worked pretty well with 2.9x). Forts now have purple lods... Should a different syntax be used to tell texgen to generate the needed textures, than the one used in those files? Here's what they contain: I last ran DynDOLOD with resources alpha 13. If support for SoL Forts has been added since, then I'm sorry to bring this up. But since the mod itself contained the config files, I guess it's up to the author (or us users) to fix it... In which case, what needs to be done? Thanks Post the TexGen logs as explained in the first post. It is very likely that config rules are not loaded and thus do not show up in the logs. The config files for TexGen are loaded when the matching plugin name is installed in the load order. The MO2 screenshot does not show the plugin. The config file format for TexGen did not change. This mod could use an update to give each new full texture a unique filename as per the Bethesda file naming conventions instead of using folder separation. Then there won't be any need for custom LOD models anymore and LOD textures would be generated automatically on the fly by DynDOLOD 3.
godescalcus Posted November 1, 2021 Posted November 1, 2021 8 hours ago, sheson said: The config files for TexGen are loaded when the matching plugin name is installed in the load order. The MO2 screenshot does not show the plugin. The config file format for TexGen did not change. Thanks, I now know what went wrong - I merged the mod and its patches. If I rename the rules files to match the merged plugin filename, would they get loaded? Now, regarding the naming conventions - if I understood correctly, if I simply renamed those textures (for example, appending the current folder name to the filename) and moved them all into a folder that DynDOLOD would recognise (such as Beth's folders), without forgetting to update the file path in the static/texture records of the plugin(s), no need for rules at all? The mod was "broken" for so many years, but it appears that CaBaL has reuploaded aMidianBorn Imperial Forts, and granted kryptopyr permission to upload them to SSE, making it possible to do what I think you said. But it would be quite the undertaking. And there's an old GEMS mod that currently requires a ton of patching, from snow mods to fort conquests.
sheson Posted November 1, 2021 Author Posted November 1, 2021 33 minutes ago, godescalcus said: Thanks, I now know what went wrong - I merged the mod and its patches. If I rename the rules files to match the merged plugin filename, would they get loaded? Now, regarding the naming conventions - if I understood correctly, if I simply renamed those textures (for example, appending the current folder name to the filename) and moved them all into a folder that DynDOLOD would recognise (such as Beth's folders), without forgetting to update the file path in the static/texture records of the plugin(s), no need for rules at all? The mod was "broken" for so many years, but it appears that CaBaL has reuploaded aMidianBorn Imperial Forts, and granted kryptopyr permission to upload them to SSE, making it possible to do what I think you said. But it would be quite the undertaking. And there's an old GEMS mod that currently requires a ton of patching, from snow mods to fort conquests. See "Dealing with merged Mods" in..\DynDOLOD\Docs\DynDOLOD_Manual.html Depending on how it was merged and if the map.txt or map.json file still exists then it is supposed to discover the merged plugin file from that. Please check, it is possible that it broke in the alpha. Otherwise you need to copy the config files to the new plugin filename. DynDOLOD 3 properly supports texture-sets for vanilla/DynDOLOD Resources LOD models that make use of stitched object LOD textures. However, it assume that each filename is unique regardless of its path. Every shape in the LOD models that uses a direct derivative of the full texture (like the imperial towers) included in DynDOLOD Resource 3 defines the same full texture as their corresponding full model. For those vanilla textures a TexGen config rules how to create the LOD texture exists. If a base record with such a full model / LOD model combination uses a texture-set, DynDOLOD will automatically create a new LOD texture with the replaced full textures based on the same TexGen config. As usual the LOD textures are added to the atlas textures and then LODGen will do its thing and voila the LOD uses the correct LOD texture. This automatic creation uses a simple filename setting like MyAwesomeFullTexture.dds -> MyAweSomeFullTextureLOD.dds, hence the unique filename requirement for now. If you are interested, just do test with a vanilla imperial tower without creating/defining custom LOD models on the new base record with the texture-set.
TechAngel85 Posted November 2, 2021 Posted November 2, 2021 On 9/1/2021 at 12:15 AM, sheson said: If this reference is Initially disabled with an enable state opposite to player and a z position of -30000 it should be "fixed" by DynDOLOD automatically. Check if it overwrites the record. On 9/1/2021 at 8:55 AM, sheson said: Only ESM flagged plugins can overwrite large references without triggering the bugs. A solution would be to move all such overwrites out of the ESP into a ESM (can also be flagged ESL). As a user who is not fixing the plugins/mods you will just have to ignore the warnings. Large reference are a visual problem. The bugs are only visible when the large reference system is enabled via the launcher/INI setting. I'm confused. Perhaps you could shed some light on this. Realistic Water Two SE does this very thing (ESM, flagged as ESL to disable refs), yet DynDOLOD is calling out the disabled references within the ESM in the logs.
sheson Posted November 2, 2021 Author Posted November 2, 2021 3 hours ago, TechAngel85 said: I'm confused. Perhaps you could shed some light on this. Realistic Water Two SE does this very thing (ESM, flagged as ESL to disable refs), yet DynDOLOD is calling out the disabled references within the ESM in the logs. Initially Disabled references can cause large reference bugs. The plugin type does not matter. If they have an enable parent they most likely do. If they do not have an enable parent they might. It happens a few times in the vanilla game with references only defined in Skyrim.esm for example. It seems only the one at the Winterhold college bridge affects full and LOD models that occupy the same 3D space. In all other cases the LOD models in the cell are smaller so it isn't that obvious that full models and LOD models are loaded. Typically the report is meant for reverse troubleshooting. If there is texture flicker because of full and LOD models being loaded at the same time, test if it is caused by the large reference bugs by disabling them. If they are the cause, search for the cell coordinates in the log if they are being reported. In case there are no log entries, search the debug log, too.
Epslion_09cc Posted November 2, 2021 Posted November 2, 2021 First, using alpha 53 of DynDOLOD 3, and the generation is fine, no interrupt in whole process. But while using DynDOLODx64.exe to generate it goes with heavy number of "Warning: Overwritten large reference in.." or "Warning: Initially disabled large reference in..", and few Warning: File not found.. I move the outputed file and create as a mod, load it and sort order, everything is OK. In game, the LOD looks fine and nothing obvious wrong. BUT, when I move to a specific area(Windhelmet indeed), probably as the LOD near it started loading, the game crashed. By reading README, I do what the manual said. Hide generated mesh folder, Crashed. Hide DynDOLOD.esp, No Crash. Also, tons of error in Papyrus Log like that below: Quote [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C00241C) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C0026C6) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C00200B) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_LODObject to (7C003DD8) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C003720) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C002D47) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C001E4F) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C002FB7) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C002ED3) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C002BF7) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C0037E2) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C0032A6) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C003563) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C00206B) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_LODObject to (7C003B20) because their base types do not match [11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C002A8A) because their base types do not match Line 12521 to Line 12536 ===================================================================================================================== [11/02/2021 - 02:16:44PM] Error: Unable to bind script SHESON_DynDOLOD_Worshipper to (1900163E) because their base types do not match [11/02/2021 - 02:16:44PM] Error: Unable to bind script SHESON_DynDOLOD_Worshipper to (19001650) because their base types do not match [11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Worshipper to (1900162C) because their base types do not match [11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Worshipper to (1900163F) because their base types do not match [11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Worshipper to (19001651) because their base types do not match [11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Worshipper to (1900162D) because their base types do not match [11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Worshipper to (19001652) because their base types do not match [11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C001782) because their base types do not match [11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C001783) because their base types do not match [11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C0017A7) because their base types do not match [11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to (7C0017A6) because their base types do not match Line 46436 to Line 46446 Same error "Unable to bind script SHESON_DynDOLOD_.." filled almost the whole log. I searched for long time and trying find a similar issue like this, but there isn't any. I don't know what's wrong with the damn mod file, I suffered this dumb problem for totally 3 days. Also, I tried using the latest & stable version, DynDOLOD 2.96 and Resource 2.88 in Nexus Page, same. Tried take off other irrelevant mods, keep only enviorment mod then generate LOD, same. NEED HELP PLS
sheson Posted November 2, 2021 Author Posted November 2, 2021 2 hours ago, Epslion_09cc said: First, using alpha 53 of DynDOLOD 3, and the generation is fine, no interrupt in whole process. But while using DynDOLODx64.exe to generate it goes with heavy number of "Warning: Overwritten large reference in.." or "Warning: Initially disabled large reference in..", and few Warning: File not found.. I move the outputed file and create as a mod, load it and sort order, everything is OK. In game, the LOD looks fine and nothing obvious wrong. BUT, when I move to a specific area(Windhelmet indeed), probably as the LOD near it started loading, the game crashed. By reading README, I do what the manual said. Hide generated mesh folder, Crashed. Hide DynDOLOD.esp, No Crash. Also, tons of error in Papyrus Log like that below: Same error "Unable to bind script SHESON_DynDOLOD_.." filled almost the whole log. I searched for long time and trying find a similar issue like this, but there isn't any. I don't know what's wrong with the damn mod file, I suffered this dumb problem for totally 3 days. Also, I tried using the latest & stable version, DynDOLOD 2.96 and Resource 2.88 in Nexus Page, same. Tried take off other irrelevant mods, keep only enviorment mod then generate LOD, same. NEED HELP PLS Read the first post. You did not upload any logs. In this case the entire papyrus log also would be of interest. "Unable to bind script" points to a an (incomplete) LOD generation or an installation problem (like DynDOLOD Resources missing or not installed completely). Read ..\DynDOLOD\docs\help\LogMessages.html for explanations what log messages mean. As the readme explains, install .NET Script Framework for Skyrim Special Edition and check its crash log for clues. Upload the crash log if help is required.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now