Jump to content

Recommended Posts

Posted
12 hours ago, DarthVitrial said:

Maybe 10% of the time or so?

It is not always the same plugin and record, right?

7 hours ago, BrotherShamus said:

Works perfectly.  Thanks!

Thanks for letting us know. Enjoy.

Posted
7 hours ago, Dez756 said:

Hi - upgraded to Dyndolod 3.0 Alpha 95 after using 2.93 successfully for a long time.  I ran xLodgen and Texgen (as well as Dyndolod) using the instructions here and at the main site. 

The results, using Happy Little Trees, Veydosebrom, JK's Skyrim, Majestic Mountains and EEK's Renthal, are fantastic throughout Tamriel. 

But when I go to Riften, I get an immediate CTD whenever I am able to see the Gates (North or South).  When I disable the Dyndolod plugins, though, I can look at those gates without issue. 

I'm pulling my hair out on this.  My main question is should I concentrate on Dyndolod or are there other issues you think I should check first.

Thanks for your anticipated help.

I moved the post to the DynDOLOD 3 Alpha thread.
Read the first post which log and debug log to upload when making posts. Pay attention to the log messages and the summary that might open at the end. https://dyndolod.info/Help/Summary-Of-Messages

See the answers for "ILS or CTD" at https://dyndolod.info/FAQ, then read the ..\DynDOLOD\docs\DynDOLOD-README.txt as suggested by one of the answers.

Upload crash log from .NET Script Framework or Crash Logger if you are using game runtime 1.6.x

Posted
8 hours ago, eternalraven said:

Running Dyndolod (v3.00 Alpha 95) I get this seam along the top line of the trees. 

I can not figure out the cause of this or how to make it go away, or find anyone else with the same issue.

The problem seems to be with the lods for trees pine tree 01, pine tree light snow 01. It also affects very distant LODs. Once you get close enough (but where the trees are still LODs) the problem goes away.It's a little hard to see in the picture because it's only a few pixels thick. Look at the very distant trees around the crosshair. It's more noticeable in game and it flickers as you move. It's as though someone put a straight, horizontal line right at the top of the trees. Or the very top of the invisible 'square' around LODs, like there's an outline. 

I moved the post to the DynDOLOD 3 Alpha thread.

Read the first post which log and debug log to upload (both for TexGen and DynDOLOD in this case)

If making screenshots, use tfc to enable the free camera mode to get closer to LOD or if that makes the problem go away, try to use a small fov to "zoom" into the problem.

Double check that no third party billboards are installed. Use TexGen to generate all required and desired billboards. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards

If you are certain this happens with a billboard generated by TexGen, zip and upload all the billboard files (dds and txt) that Texgen generated.

Posted (edited)

Got this error in DYNDOLOD

Error: Item not found while processing ccbgssse020-graycowl.esl ccBGSSSE020FakeDeedActivator "Dresser" [ACTI:FE00B81D]

Pastebin for bugreport.txt - https://pastebin.com/07SnNmCp

Pastebin for \DynDOLOD\Logs\DYNDOLOD_SSE_log.txt - https://pastebin.com/nwvKTGsu

Pastebin for final lines of \DynDOLOD\Logs\DynDOLOD_SSE_Debug_log.txt - https://pastebin.com/TEbfUN29

(zipped Debug_log.txt as an attachment)

[EDIT FOR DETAILS: The placed object/activator in question is changed to "Set Enable State to Opposite of Parent" by DBM_CC_GrayCowlReturnsPatchMGTGCoNPatch.esp which makes the CC gray cowl play well with Manny GT's Gray Cowl and LotD.]

DynDOLOD_SSE_Debug_log.zip

Edited by tarduhaikuadamantivy
Posted
1 hour ago, tarduhaikuadamantivy said:

Ran DYNDOLOD again after posting this to see if I could reproduce the error, but it's working just fine now, so ... no idea what happened there.

Moved the posts to the DynDOLOD 3 Alpha thread.

Can you doublecheck the bugreport.txt is the content of the entire file? It seems a bit short.

If you could also zip and upload the debug log to a file service of the 2nd successful generation, that would help me looking further into what went wrong in the program the first time.

Posted
3 hours ago, sheson said:

I moved the post to the DynDOLOD 3 Alpha thread.
Read the first post which log and debug log to upload when making posts. Pay attention to the log messages and the summary that might open at the end. https://dyndolod.info/Help/Summary-Of-Messages

See the answers for "ILS or CTD" at https://dyndolod.info/FAQ, then read the ..\DynDOLOD\docs\DynDOLOD-README.txt as suggested by one of the answers.

Upload crash log from .NET Script Framework or Crash Logger if you are using game runtime 1.6.x

Thanks!  I'll check these out and get back with the appropriate logs if I can't figure it out.

Posted
26 minutes ago, sheson said:

Good to know. Maybe I can force reproduce it. We'll see.

Good luck ^^;
Sorry the logs/bugreport didn't have the full details on what was racing with what.

Posted (edited)

Hey folks! I have a question. I have a few very scattered trees about the size of Bent Pines. They don’t have dedicated 3D LOD however, so the billboards created don’t work well and lead to a very noticeable transition. What I have done instead since these trees are so scattered was use custom rules for the mesh- LOD 4: FULL, LOD 8: FULL, LOD 16: FULL, VWD and FarLOD

Results are acceptable and much better than the billboards.

 

Yesterday I tried the same settings but w/ FarFULL instead, and I can’t tell if it was just my imagination, but at first glance it looked slightly better than FarLOD (Which would make sense), but if it would generally lead to a *much* bigger performance impact, I can live with FarLOD.

 

So my question is basically how big of performance gap is there (in general) between FarLOD and FarFULL when using Full rules, and would there be a sizeable visual difference between the two settings? 
 

Thanks!

Edited by EazyH
Posted
1 hour ago, sheson said:

You did not say which DynDOLOD version you are using.
You did not say which Bent Pine II version or download option you are using.
The Bent Pines II mod includes a 3D LOD model and a DynDOLOD rule file (as noted in the DynDOLOD docs). The mod does not include Billboards.
DynDOLOD Resources SE includes an improved 3D LOD model and DynDOLOD 3 Alpha includes updated rules for Bent Pines.

Using the full models for all object LOD levels is not recommended, especially if dedicated 3D tree LOD models exist.

FarFull and FarLOD are settings for dynamic LOD. If no 3D tree LOD model exists, FarLOD falls back to FarFull automatically.
AFAIK none of the Bent Pines should have dynamic LOD.

Nobody else but you can actually measure the performance impact of the different settings for your load order. in fact, you already tested the visual and performance impact in the game yourself.

 

You did not say which DynDOLOD version you are using.
You did not say which Bent Pine II version or download option you are using.
The Bent Pines II mod includes a 3D LOD model and a DynDOLOD rule file (as noted in the DynDOLOD docs). The mod does not include Billboards.
DynDOLOD Resources SE includes an improved 3D LOD model and DynDOLOD 3 Alpha includes updated rules for Bent Pines.

Using the full models for all object LOD levels is not recommended, especially if dedicated 3D tree LOD models exist.

FarFull and FarLOD are settings for dynamic LOD. If no 3D tree LOD model exists, FarLOD falls back to FarFull automatically.
AFAIK none of the Bent Pines should have dynamic LOD.

Nobody else but you can actually measure the performance impact of the different settings for your load order. in fact, you already tested the visual and performance impact in the game yourself.

Posted (edited)
1 hour ago, sheson said:

You did not say which DynDOLOD version you are using.
You did not say which Bent Pine II version or download option you are using.
The Bent Pines II mod includes a 3D LOD model and a DynDOLOD rule file (as noted in the DynDOLOD docs). The mod does not include Billboards.
DynDOLOD Resources SE includes an improved 3D LOD model and DynDOLOD 3 Alpha includes updated rules for Bent Pines.

Using the full models for all object LOD levels is not recommended, especially if dedicated 3D tree LOD models exist.

FarFull and FarLOD are settings for dynamic LOD. If no 3D tree LOD model exists, FarLOD falls back to FarFull automatically.
AFAIK none of the Bent Pines should have dynamic LOD.

Nobody else but you can actually measure the performance impact of the different settings for your load order. in fact, you already tested the visual and performance impact in the game yourself.

Thanks for your response. Sorry if I wasn’t clear.

 

I’m using DynDOLOD 3 (sorry, thought I was on the  DynDOLOD 3 forum and not 2). This is not for Bent Pines II. The trees I’m referring to however are big and about that size. A Sakura tree (sakuratree.nif is specified) and a few weeping willows(treewillow01 and 02 for example), none w/ 3D LOD. They are very spread out and hand placed, hence the rules I used. So you’re saying that in that case, FarLOD and FarFULL would yield the same results? I must have misunderstood something I read that mentioned sitting it to full w/ FarLOD was a possibility (Don’t remember the exact wording but I read it in the docs when reading about custom statues.

 

Also touching on Bent Pines: when DynDOLOD 3 alpha was relatively new, I constantly ran into issues where Bent Pines would use the billboards instead of the 3D LOD. Back then, you recommended deleting the billboards from TexGen, then after that it worked as intended. I assume I no longer need to do that anymore then? Back then I may have been still learning how the custom rules worked though, so it may have been user error.

 

The last thing I will touch on is for custom statues from Mandragora. Unlike some of the vanilla statue placement, I noticed custom rules alone didn’t work out the box for some of these meshes. Once I made the reference persistent w/ vwd flag however, I was able to have DynDOLOD catch it and had distant LOD w/ the above rules. Is that typically the case for making DynDOLOD catch a static reference that isn’t a tree? And do the rules matter or were the “persistent, vwd, isfullLOD” flags enough?

 

Sorry if any of these questions come across as Elementary, learning a bit more little by little and elevating the look of my LOD

Edited by EazyH
Posted
47 minutes ago, EazyH said:

Thanks for your response. Sorry if I wasn’t clear.

 

I’m using DynDOLOD 3 (sorry, thought I was on the  DynDOLOD 3 forum and not 2). This is not for Bent Pines II. The trees I’m referring to however are big and about that size. A Sakura tree (sakuratree.nif is specified) and a few weeping willows(treewillow01 and 02 for example), none w/ 3D LOD. They are very spread out and hand placed, hence the rules I used. So you’re saying that in that case, FarLOD and FarFULL would yield the same results? I must have misunderstood something I read that mentioned sitting it to full w/ FarLOD was a possibility (Don’t remember the exact wording but I read it in the docs when reading about custom statues.

 

Also touching on Bent Pines: when DynDOLOD 3 alpha was relatively new, I constantly ran into issues where Bent Pines would use the billboards instead of the 3D LOD. Back then, you recommended deleting the billboards from TexGen, then after that it worked as intended. I assume I no longer need to do that anymore then? Back then I may have been still learning how the custom rules worked though, so it may have been user error.

 

The last thing I will touch on is for custom statues from Mandragora. Unlike some of the vanilla statue placement, I noticed custom rules alone didn’t work out the box for some of these meshes. Once I made the reference persistent w/ vwd flag however, I was able to have DynDOLOD catch it and had distant LOD w/ the above rules. Is that typically the case for making DynDOLOD catch a static reference that isn’t a tree? And do the rules matter or were the “persistent, vwd, isfullLOD” flags enough?

 

Sorry if any of these questions come across as Elementary, learning a bit more little by little and elevating the look of my LOD

I moved the posts to the DynDOLOD 3 Alpha thread.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Dynamic-LOD-Options
"LOD means to use a LOD model (LOD Level 0) if available or fall back to a full model if needed."

If no 3D tree (object) LOD model exist it has to use the full model.

You need to disable billboards because you are generating standard tree LOD (e.g. you do not check Ultra). if not generating ultra tree LOD, standard tree LOD always takes preference if billboards exist. The mesh mask rules for object/dynamic LOD only apply to trees that can not have standard tree LOD, either because a billboard does not exist or because of other technical reasons, like tilt angle or a tree being placed in the same area as as the walled cities for example).
If the ultra option is checked, then the mesh mask rules apply, e.g. they define what object LOD level uses which LOD asset for every (matched) tree.

Mesh mask rules match based on the full model filename and the other mesh mask settings. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules
The Persistence or VWD/Has Distant LOD flags on references/base records do not matter for DynDOLOD LOD generation.
IsFullLOD flag is converted to object/dynamic LOD as always.
https://dyndolod.info/DynDOLOD-Reference

Posted

Thank you, it is very likely I had tree ticked at the time as I was becoming familiar with the tool. Appreciate the response. Also I submitted a message because I thought the thread was deleted and there was an error but please feel free to ignore if you get it.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.