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Posted
1 hour ago, sheson said:

What is preventing you from checking if LOD water record was properly forwarded to the generated plugins?

Yes, i checked in sse edit and seems like everything from rwt2 is forwarded.

1 hour ago, sheson said:

What is preventing you from testing the load order without DynDOLOD output to see if water LOD is sometimes doing whatever?

Sometimes part, Its very random, if you have no hints, i will try to find a way to reproduce it.

Posted

To updated to newest dyndolod version i removed it in mcm, saved, removed plugins, saved, used new dyndolod to generated, continued with new plugins.

Now (after couple of days playing) i spotted unattached instances in resaver, should i care?

Posted
5 hours ago, had said:

To updated to newest dyndolod version i removed it in mcm, saved, removed plugins, saved, used new dyndolod to generated, continued with new plugins.

Now (after couple of days playing) i spotted unattached instances in resaver, should i care?

Typically unattached instances can only happen if the  clean save routine was not done or maybe if the game was saved while scripts are being dumped from stack or similar problems. They can be removed.

Posted

So I'm not quite sure what I did wrong, but when I upgraded from Dyndolod 2 to 3 for ACMOS, i started getting all these weird triangles and the world border is covered with ocean. It didn't look like this before. 

Example 1

Example 2

Now either I searched for this wrong, or no one has had this problem before so I can't tell what to do. 

Posted
39 minutes ago, toggy_wonga said:

So I'm not quite sure what I did wrong, but when I upgraded from Dyndolod 2 to 3 for ACMOS, i started getting all these weird triangles and the world border is covered with ocean. It didn't look like this before. 

Example 1

Example 2

Now either I searched for this wrong, or no one has had this problem before so I can't tell what to do. 

It looks like an issue with your xLODGen meshes. Check over your settings carefully and regenerate your terrain LOD. This doesn't appear to be an object LOD/DynDOLOD issue. 

Posted
1 hour ago, toggy_wonga said:

So I'm not quite sure what I did wrong, but when I upgraded from Dyndolod 2 to 3 for ACMOS, i started getting all these weird triangles and the world border is covered with ocean. It didn't look like this before. 

Example 1

Example 2

Now either I searched for this wrong, or no one has had this problem before so I can't tell what to do. 

This is the DynDOLOD 3 ALpha thread. DynDOLOD does not change terrain or water LOD.

Terrain LOD is generated with xLODGen. Use its thread https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-94-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ for related questions.
See the first post of the xLODGen thread and Terrain-LOD-Readme.txt in the download archive how to use the Optimize Unseen drop down to improve the coastline of terrain LOD level 32, which is typically used for the map.

How LOD water looks is defined by the LOD water record defined on the worldspace record. 

If you have issues following a third party guide, you need to ask the at its appropriate forum ,discord, etc.

Posted

Now i'm getting an error with DynDOLOD 3, so I'm generating all the worldspaces for my modlist and all of them work except for 2: The Island of Phoe and the Akaviri Spirit World, both from this mod. Can I just uncheck the generation for those two worldspaces and just have a vanilla (for the mod) map? Or will DynDOLOD not like that? 

These are the log files if it helps

LODGen_SSE_A00Phoe_log.txt LODGen_SSE_A00SpiritGarden_log.txt

Posted

DynDOLOD is hanging on Skyrim.esm.  What should I do?

[00:48] Processing 38486 base records for 2944 object LOD and 292 dynamic LOD models
[00:55] Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 16710) while processing Skyrim.esm NorExtRubblePile01_Ice [STAT:0010AAEC]
Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 16710) while processing Skyrim.esm NorExtRubblePile01_Ice [STAT:0010AAEC]
Error: Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 16710) while processing Skyrim.esm NorExtRubblePile01_Ice [STAT:0010AAEC]

 

Posted
5 hours ago, toggy_wonga said:

Now i'm getting an error with DynDOLOD 3, so I'm generating all the worldspaces for my modlist and all of them work except for 2: The Island of Phoe and the Akaviri Spirit World, both from this mod. Can I just uncheck the generation for those two worldspaces and just have a vanilla (for the mod) map? Or will DynDOLOD not like that? 

These are the log files if it helps

LODGen_SSE_A00Phoe_log.txt 1.67 kB · 0 downloads LODGen_SSE_A00SpiritGarden_log.txt 1.52 kB · 0 downloads

Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts.

3 hours ago, Razwerkz said:

DynDOLOD is hanging on Skyrim.esm.  What should I do?


[00:48] Processing 38486 base records for 2944 object LOD and 292 dynamic LOD models
[00:55] Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 16710) while processing Skyrim.esm NorExtRubblePile01_Ice [STAT:0010AAEC]
Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 16710) while processing Skyrim.esm NorExtRubblePile01_Ice [STAT:0010AAEC]
Error: Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 16710) while processing Skyrim.esm NorExtRubblePile01_Ice [STAT:0010AAEC]

 

I moved the post to the DynDOLOD 3 alpha thread.

Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts.

If there is an error prompt, then use its "Click on this link for additional explanations and help for this message" link as explained in the first post.

Posted
On 7/17/2022 at 7:25 AM, sheson said:

Typically unattached instances can only happen if the  clean save routine was not done or maybe if the game was saved while scripts are being dumped from stack or similar problems. They can be removed.

Is clean save routine is this thing?

  • Deactivate DynDOLOD from the DynDOLOD SkyUI MCM if available. Wait for the deactivation message.
  • Go into an interior, like a house.
  • Check the DynDOLOD SkyUI MCM that DynDOLOD is still deactivated if available or use the wait menu to wait 24 game hours.
  • Save and exit the game.
  • Remove or disable the current DynDOLOD output, including the DynDOLOD plugins and Occlusion.esp. Consider keeping a backup.
  • Start the game, load the last save made above and wait a bit.
  • Save and exit the game. This save is now considered to be the clean save.

I did exactly by instruction, almost sure where was no stack. At least resaver doesnt tell it is.

I will clear with resaver and pay attention next time.

Posted
1 hour ago, had said:

I will clear with resaver

Interestingly im getting infinite load on exiting whiterun after cleaned save.

Posted

Would it be possible to add parallax to tree billboards? I feel like that would look very good in SkyrimVR without sacrificing much performance.

Another thing that might look good is multiple textures per billboard, for instance, 8 textures for each tree. Each one would be for a different angle and they would swap textures based on which direction you are looking at it from. This would make trees look 3D, without having to render the entire thing. 

Posted

@sheson 

Do you remember why you set the two-sided flag on the hwoverpasslod.bgsm material in the FO4LODGen Resources? Does it perhaps allow the bottom of the lods to display a texture where there previously wasn't, or perhaps block sunlight? Unfortunately, it seems to cause some z-fighting on some of the LODs. Easy solution is to unset the flag, but I'm hesitant to do so, since I believe you did it on purpose, in which case it would be better for me to find the LODs with issues and redirect to a separate non-two-sided material, or find some other solution.

With two-sided flag, some z-fighting on some pieces:

Without two-sided flag:

 

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