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Posted
1 hour ago, vektor9999 said:

Hey Sheson,

Thx for your 3.86 update, now the grass lod has been generated, but i still have the same issue related to density.

v 3.86 gives less grass lod density at 50 than 3.65 at 25 (screen shots above still apply)

Compare file size of some LOD level 4 BTO between the versions at same density setting to see if they are closely the same.

Compare if content/number of grass LOD billboards in ..\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt is the same.

Posted (edited)
3 hours ago, sheson said:

Compare file size of some LOD level 4 BTO between the versions to see if they are closely the same.

Hey Sheson,

I'm coming back to you with some test results. For the test i used both versions (3.65/3.86) at density 25%

For DynDOLOD v 3.65

AidHTJV.jpg

 

For DynDOLOD v 3.86

QBvlOAi.jpg

 

I used the "You are here" menu from dyndolod

vYQbyry.png

 

The related bto files size

L9QTxnD.jpg

As you can see there is a +/- 8mb difference.

 

I hope this can help.

Thank you.

Edited by vektor9999
Posted
16 minutes ago, vektor9999 said:

Hey Sheson,

I'm coming back to you with some test results. For the test i used both versions (3.65/3.86) at density 25%

The related bto files size

L9QTxnD.jpg

As you can see there is a +/- 8mb difference.

I hope this can help.

Thank you.

Compare if content/number of grass LOD billboards in ..\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt is the same.

Grass cache stayed the same when generating with the two versions?

Posted (edited)
20 minutes ago, sheson said:

Compare if content/number of grass LOD billboards in ..\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt is the same.

Grass cache stayed the same when generating with the two versions?

For 3.65 ==> i have 104 lines for \Export\LODGen_SSE_Grass_Map_Tamriel.txt

For 3.86 ==> i have 91 lines for \Export\LODGen_SSE_Grass_Map_Tamriel.txt

Grass cache has not been changed, i used the same

EDIT : I compared the 2 files

okW85UW.jpg

Edited by vektor9999
Posted
29 minutes ago, vektor9999 said:

For 3.65 ==> i have 104 lines for \Export\LODGen_SSE_Grass_Map_Tamriel.txt

For 3.86 ==> i have 91 lines for \Export\LODGen_SSE_Grass_Map_Tamriel.txt

Grass cache has not been changed, i used the same

EDIT : I compared the 2 files

okW85UW.jpg

Lets assume for now that those grass LOD billboards missing is why you see less grass LOD being generated in the BTO.

Compare TexGen output ..\textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt of the two versions.

We would expect the same grass LOD billboards to be missing.

Then generate TexGen output with Alpha-87, see if they are still missing or not.

Posted
19 minutes ago, sheson said:

Lets assume for now that those grass LOD billboards missing is why you see less grass LOD being generated in the BTO.

Compare TexGen output ..\textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt of the two versions.

We would expect the same grass LOD billboards to be missing.

Then generate TexGen output with Alpha-87, see if they are still missing or not.

I have this

ECGPcta.jpg

I'm gonna test the v 3.87

Thanks a lot ;)

Posted (edited)
1 hour ago, sheson said:

Lets assume for now that those grass LOD billboards missing is why you see less grass LOD being generated in the BTO.

Compare TexGen output ..\textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt of the two versions.

We would expect the same grass LOD billboards to be missing.

Then generate TexGen output with Alpha-87, see if they are still missing or not.

You are a GENIUS!!!! It works and i think that the result is even better than 3.65.

Thanks a lot!!!

May i just ask you what the "false" flag at the end of the line means (in textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt)? ==> 

Folkvangr - Grass and Landscape Overhaul.esp;00000800;Grass_MXGrass_Medium01
Folkvangr - Grass and Landscape Overhaul.esp;00000801;Grass_LongWindy_Green,False

Some lines have it, some don't.

Edited by vektor9999
Posted
1 hour ago, vektor9999 said:

You are a GENIUS!!!! It works and i think that the result is even better than 3.65.

Thanks a lot!!!

May i just ask you what the "false" flag at the end of the line means (in textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt)? ==> 

Folkvangr - Grass and Landscape Overhaul.esp;00000800;Grass_MXGrass_Medium01
Folkvangr - Grass and Landscape Overhaul.esp;00000801;Grass_LongWindy_Green,False

Some lines have it, some don't.

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
"Whenever TexGen is used to generate tree/grass LOD billboards, it will also create text files ..\textures\terrain\lodgen\TexGen_[GAME MODE]_[Tree|Grass]_Billboards.txt which contain a list of all trees or grasses, regardless of any settings or failures. If the line ends in ',False' it means this tree or grass billboard was filtered out."

The changelog entry "TexGen.exe - fixed trimming opposite edge of billboard textures" from Alpha-87 is most likely what fixed it.

Posted

I'm having a bit of a hard time interpreting this message:

Warning: Base record type not STAT or MSTT for large reference Skyrim.esm [REFR:0002B0C0] (places HagravenHouse01 [STAT:000ACB04] in GRUP Cell Temporary Children of SerpentsBluffRedoubtExterior02 [CELL:000099FC] (in Tamriel "Skyrim" [WRLD:0000003C] at -24,-2))

 

The message itself says that HagravenHouse01 is a STAT, but then it also says it's not a STAT? I'm not sure how to interpret that.  Sorry if this has been asked before, I checked the forum but didn't see any similar mentions.

Posted
16 hours ago, sheson said:

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
"Whenever TexGen is used to generate tree/grass LOD billboards, it will also create text files ..\textures\terrain\lodgen\TexGen_[GAME MODE]_[Tree|Grass]_Billboards.txt which contain a list of all trees or grasses, regardless of any settings or failures. If the line ends in ',False' it means this tree or grass billboard was filtered out."

The changelog entry "TexGen.exe - fixed trimming opposite edge of billboard textures" from Alpha-87 is most likely what fixed it.

Ok, thanks a lot for this clarification

Posted
7 hours ago, DarthVitrial said:

I'm having a bit of a hard time interpreting this message:


Warning: Base record type not STAT or MSTT for large reference Skyrim.esm [REFR:0002B0C0] (places HagravenHouse01 [STAT:000ACB04] in GRUP Cell Temporary Children of SerpentsBluffRedoubtExterior02 [CELL:000099FC] (in Tamriel "Skyrim" [WRLD:0000003C] at -24,-2))

 

The message itself says that HagravenHouse01 is a STAT, but then it also says it's not a STAT? I'm not sure how to interpret that.  Sorry if this has been asked before, I checked the forum but didn't see any similar mentions.

Read the first post, which entire log and debug log to upload when making posts.

https://dyndolod.info/Messages/Base-Record-Type-Not-STAT-or-MSTT-For-Large-Reference

Posted (edited)
13 hours ago, sheson said:

Read the first post, which entire log and debug log to upload when making posts.

https://dyndolod.info/Messages/Base-Record-Type-Not-STAT-or-MSTT-For-Large-Reference

Yeah, what confused me is the base record is a STAT though.
I attached my log, I cannot upload my debug log because it's 50mb which is too large for my 400kbps internet to upload.

DynDOLOD_SSE_log.txt DynDOLOD_SSE_Object_LOD.txt

DynDOLOD_Summary_LargeReferenceBugs.html

Edited by DarthVitrial
Posted
1 hour ago, DarthVitrial said:

Yeah, what confused me is the base record is a STAT though.
I attached my log, I cannot upload my debug log because it's 50mb which is too large for my 400kbps internet to upload.

DynDOLOD_SSE_log.txt 1.55 MB · 0 downloads DynDOLOD_SSE_Object_LOD.txt 472.64 kB · 0 downloads

DynDOLOD_Summary_LargeReferenceBugs.html 103.71 kB · 1 download

I suggest to read all log message listed in the summary and their explanations.

https://dyndolod.info/Messages/Base-Record-Type-Not-STAT-or-MSTT-For-Large-Reference
"The most likely cause is a plugin changing the reference to use a different base record. This can also be caused by base record swapping, maybe also for seasons."

https://dyndolod.info/Mods/Base-Object-Swapper
Large reference bugs are triggered if the new base record type is changed from STAT or MSTT (a warning message Base Record Type Not STAT or MSTT For Large Reference is written to the message log) or in case the volume of the objects bounds of the new base record is smaller than the required minimum (this is automatically fixed by DynDOLOD).

The debug log should list the swap for the original base record when the swap/season INI is loaded.

  • +1 1
Posted

Thanks, I found the cause:
[06:24] [BuildReferences] <Debug: Swapped [REFR:1D00AFB5] (places HagravenHouse01 [STAT:000ACB04] in GRUP Cell Temporary Children of GHCradelVillage00 [CELL:1D00AC32] (in zGHCradleWoodsWorld "Cradle Woods" [WRLD:1D00AA1A] at -2,2)) to Dynamic Things Alternative.esp dtaHagravenHouse01 "Tent" [FLOR:FE06F85D]>


I'll remove Dynamic Things Alternative and rebuild DyndoLod.

Posted (edited)

Hm, this is an odd one, while rebuilding I got an "Access violation at address 000000000002A1A8 in module 'DynDOLODx64.exe'. Read of address 0000000000000000 while processing Skyrim.esm [REFR:000AA0E4] (places MountainCliff03 [STAT:00027D1F] in GRUP Cell Temporary Children of [CELL:00009736] (in Tamriel "Skyrim" [WRLD:0000003C] at 31,-13))" error
I've zipped up all the logs including the normal dyndolod log and the debug log. Still a bit too big for here so I uploaded to mega.

https://mega.nz/file/kxcwzJTZ#A5fIu2rizJeFCZ38ZZ-sSaazhbzRNoSBcr9GAyva7yg

 

I'm on alpha 87.

EDIT: forgot the bugreport.txt, attached.

bugreport.txt

Edited by DarthVitrial

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