sheson Posted September 14, 2023 Author Posted September 14, 2023 32 minutes ago, Mousetick said: Thoughts about Parent > Child feature. In addition to warning about potentially noticeable performance impact, it may be advisable to warn about impact on the reference handle count. This can become a problem for users using "urban sprawl" mods (example 1, example 2, example 3) or dense tree mods (example 1, example 2) for instance, from which child copies would be defined in DynDOLOD.esp rather than DynDOLOD.esm. In regards to the "covered area": At the risk of repeating myself, I cannot think of a tangible reason to copy non-large references beyond cells with navmeshes +/- (uGridsToLoad/2)+1. Their full model is not visible from the city cells - their LOD is visible instead, so I don't understand what purpose they might have or under which circumstances. But I'd be very happy to be proven wrong with specific examples or scenarios. If the area covered could be "optimized" depending on whether the parent reference is a large reference or not, this would partially alleviate the reference handle count issue. Or expressed more correctly: the area covered remaining what it currently is, if the copy process could be optimized to selectively copy all large references, and to selectively not copy non-large references placed farther than cells with navmeshes +/- (uGridsToLoad/2)+1. This is not a complaint or criticism. Simply some what-if food for thought. I'm actually not concerned or affected at all by the issue myself: due to my load order setup, the overwhelming majority of child copies are defined in DynDOLOD.esm. Thanks for reading. There are other theoretical issues with a lots of things I probably only address if they actually happen / are reported. It is all about limited time I rather spend on something else that is not theoretical. If a user has a load order where the reference cap is a problem, then I would think they are going to convert such mods to ESM anyhow and that way kill two birds with one stone. DynDOLOD DLL NG requires much less temp reference compared to the scripted version, too.
Gamma_Metroid Posted September 15, 2023 Posted September 15, 2023 Hi sheson, I am trying to modify IsHDMeshMask / IsHDTextureMask rules while using DynDOLOD, as we discussed a while back and you showed me how to do with xLODGen. Looking at the changelog, it appears you enabled this functionality in DynDOLOD but I'm not sure how to use it. Where do I put the options file, and what do I name it? I don't see any "no options file found" line in the DynDOLOD log as there was in xLODGen.
sheson Posted September 15, 2023 Author Posted September 15, 2023 4 hours ago, Gamma_Metroid said: Hi sheson, I am trying to modify IsHDMeshMask / IsHDTextureMask rules while using DynDOLOD, as we discussed a while back and you showed me how to do with xLODGen. Looking at the changelog, it appears you enabled this functionality in DynDOLOD but I'm not sure how to use it. Where do I put the options file, and what do I name it? I don't see any "no options file found" line in the DynDOLOD log as there was in xLODGen. Search for "LODGen_Options" in the debug log: [DoObjectLOD] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_LODGen_Options_Tamriel.txt for Skyrim.esm Tamriel "Skyrim" [WRLD:0000003C]> A path without a drive letter is relative to the game data path, so it is looking in ..\Data\DynDOLOD\ for the file DynDOLOD_SSE_LODGen_Options_Tamriel.txt just like any other game asset. 1
Gamma_Metroid Posted September 15, 2023 Posted September 15, 2023 2 hours ago, sheson said: Search for "LODGen_Options" in the debug log: [DoObjectLOD] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_LODGen_Options_Tamriel.txt for Skyrim.esm Tamriel "Skyrim" [WRLD:0000003C]> A path without a drive letter is relative to the game data path, so it is looking in ..\Data\DynDOLOD\ for the file DynDOLOD_SSE_LODGen_Options_Tamriel.txt just like any other game asset. Thanks! I was able to create the options file, and I could see in the LODGen export file that the mesh mask rules were added. However, the DynDOLOD output still does not assign objSnowHD where I want it. Running xLODGen on the same chunk does successfully give me the HD LOD shader there, so I'm sure the LOD4 model meets all the requirements. Is there still a conflict with the mesh mask settings somewhere? Here are the log files: https://ufile.io/jljd9gnz
sheson Posted September 15, 2023 Author Posted September 15, 2023 38 minutes ago, Gamma_Metroid said: Thanks! I was able to create the options file, and I could see in the LODGen export file that the mesh mask rules were added. However, the DynDOLOD output still does not assign objSnowHD where I want it. Running xLODGen on the same chunk does successfully give me the HD LOD shader there, so I'm sure the LOD4 model meets all the requirements. Is there still a conflict with the mesh mask settings somewhere? Here are the log files: https://ufile.io/jljd9gnz You did not upload the DynDOLOD_SSE_LODGen_Options_WrldMorrowind.txt file itself. It needs to be different than the options file for LODGen. I have this still from the test: IsHDMeshMask=nif NotHDMeshMask= IsHDTextureMask= NotHDTextureMask= The empty lines are supposed to unset the default settings added by DynDOLOD. For example there should not be a NotHDMeshMask=nif or NotHDTextureMask=lod etc. lines in the export file LODGen_SSE_Export_WrldMorrowind.txt because of that.
Gamma_Metroid Posted September 15, 2023 Posted September 15, 2023 8 hours ago, sheson said: You did not upload the DynDOLOD_SSE_LODGen_Options_WrldMorrowind.txt file itself. It needs to be different than the options file for LODGen. I have this still from the test: IsHDMeshMask=nif NotHDMeshMask= IsHDTextureMask= NotHDTextureMask= The empty lines are supposed to unset the default settings added by DynDOLOD. For example there should not be a NotHDMeshMask=nif or NotHDTextureMask=lod etc. lines in the export file LODGen_SSE_Export_WrldMorrowind.txt because of that. Ahh I had forgotten that I needed to use empty lines to clear out the default settings. That did the trick. Thanks again!
leostevano Posted September 16, 2023 Posted September 16, 2023 (edited) Sheson, Is there any change to dyndolod regarding settings? I cant seem to generate 3d lods anymore with my usual settings. Usually with ultra ticked and mesh mask rules level 0, bil4, bil1, bil6 would do the job. Do I need to tick "large" on ultra tree rules now? Edit 2 : I just noticed that on the mesh mask rules its "tree" instead of "trees" as my 3d tree lods are in a folder named "trees". Will that affects the results? Logs : https://ufile.io/pdlmrq61 Edited September 16, 2023 by leostevano added picture and comment
sheson Posted September 16, 2023 Author Posted September 16, 2023 1 hour ago, leostevano said: Sheson, Is there any change to dyndolod regarding settings? I cant seem to generate 3d lods anymore with my usual settings. Usually with ultra ticked and mesh mask rules level 0, bil4, bil1, bil6 would do the job. Do I need to tick "large" on ultra tree rules now? Edit 2 : I just noticed that on the mesh mask rules its "tree" instead of "trees" as my 3d tree lods are in a folder named "trees". Will that affects the results? Logs : https://ufile.io/pdlmrq61 https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem or error message without making assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Do not post screenshots of the tools, unless it is about visual issues with the user interface. The change log lists changes https://dyndolod.info/Changelog https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask The mesh mask is any part of the path/to/model.nif of a full model defined on a base record. It does not use wildcards and simply matches any part of the entire path. Also see https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#TREE-Apply-rule-to-TREE-and-Has-Tree-LOD-flag-base-records-in-addition-to-mesh-mask https://dyndolod.info/Help/Ultra-Tree-LOD explains how to generate 3D tree LOD. While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each which types of assets were found and used for the different LOD levels. Is the problem that there is no tree LOD at all? No billboard fallback either? Checking the tree report reveals that pretty much all but a handful off trees have no billboards or 3D LOD models discovered/assigned. An obvious bug. What would be the version you used before this where that tree rule actually worked?
leostevano Posted September 16, 2023 Posted September 16, 2023 3 minutes ago, sheson said: https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem or error message without making assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Do not post screenshots of the tools, unless it is about visual issues with the user interface. The change log lists changes https://dyndolod.info/Changelog https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask The mesh mask is any part of the path/to/model.nif of a full model defined on a base record. It does not use wildcards and simply matches any part of the entire path. Also see https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#TREE-Apply-rule-to-TREE-and-Has-Tree-LOD-flag-base-records-in-addition-to-mesh-mask Do you have any other rule higher in the list checking that flag? https://dyndolod.info/Help/Ultra-Tree-LOD explains how to generate 3D tree LOD. While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each which types of assets were found and used for the different LOD levels. Isn't the problem that there is no tree LOD? No billboard fallback either? Checking the tree report reveals that pretty much all but a handful off trees have no billboards or 3D LOD models discovered/assigned. An obvious bug. What would be the version you used before this where that tree rule actually worked? I use happy little trees performance 3d tree lods https://www.nexusmods.com/skyrimspecialedition/mods/56907 I still have it activated in my load order, and I didn't make any major changes other than adding CCOR and CACO. So I'm pretty confused why my 3d lods aren't detected anymore.
sheson Posted September 16, 2023 Author Posted September 16, 2023 14 minutes ago, leostevano said: I use happy little trees performance 3d tree lods https://www.nexusmods.com/skyrimspecialedition/mods/56907 I still have it activated in my load order, and I didn't make any major changes other than adding CCOR and CACO. So I'm pretty confused why my 3d lods aren't detected anymore. I did not ask what tree mod(s) you are using. It is irrelevant at the moment. There is nothing in my answer that should prompt that assumption. Isn't the problem that there is no tree LOD? No billboard fallback either? What would be the version you used before this where that tree rule actually worked?
leostevano Posted September 16, 2023 Posted September 16, 2023 2 minutes ago, sheson said: I did not ask what tree mod(s) you are using. It is irrelevant. There is nothing in my answer that should prompt that assumption. Isn't the problem that there is no tree LOD? No billboard fallback either? What would be the version you used before this where that tree rule actually worked? Ah sorry I thought you're asking me that. The LODs are there, but they are 2D billboard models, not 3D as it were before. My Dyndolod output went down from 10gb to 6gb indicating somethings not setup correctly. But I did not change any settings with alpha 148. The screenshot I posted is my usuall settings. Right now i'm trying to generate with dyndolod.exe 148, but everything else is alpha 146.
sheson Posted September 16, 2023 Author Posted September 16, 2023 17 minutes ago, leostevano said: Ah sorry I thought you're asking me that. The LODs are there, but they are 2D billboard models, not 3D as it were before. My Dyndolod output went down from 10gb to 6gb indicating somethings not setup correctly. But I did not change any settings with alpha 148. The screenshot I posted is my usuall settings. Right now i'm trying to generate with dyndolod.exe 148, but everything else is alpha 146. OK, so the tree report has a bug and is not properly showing what assets are being found and used. Use this test version instead https://mega.nz/file/5AI3iYbb#q7lzC-ZUQoWVk21Th1GZVnQc-dtnxA-7NoXb6GCsFFk Once the processing x base record is done and it starts processing worldspace, you can check DynDOLOD_SSE_Tree_Report.txt for what 3D tree LOD assets were actually found or not. If the full model NIF changed, the 3D tree LOD model needs to be updated as well, at least its filename needs to match the new CRC32 of the full model. Also I am not sure what you mean by generating with 148 but everything else is alpha 146. Read and follow https://dyndolod.info/Updating#New-DynDOLOD-Version (and https://dyndolod.info/Installation-Instructions)
leostevano Posted September 16, 2023 Posted September 16, 2023 (edited) 33 minutes ago, sheson said: OK, so the tree report has a bug and is not properly showing what assets are being found and used. Use this test version instead https://mega.nz/file/5AI3iYbb#q7lzC-ZUQoWVk21Th1GZVnQc-dtnxA-7NoXb6GCsFFk Once the processing x base record is done and it starts processing worldspace, you can check DynDOLOD_SSE_Tree_Report.txt for what 3D tree LOD assets were actually found or not. If the full model NIF changed, the 3D tree LOD model needs to be updated as well, at least its filename needs to match the new CRC32 of the full model. Also I am not sure what you mean by generating with 148 but everything else is alpha 146. Read and follow https://dyndolod.info/Updating#New-DynDOLOD-Version (and https://dyndolod.info/Installation-Instructions) Still generating but here's the tree report. It says 3D LOD model not found. Does that mean it still cant read my 3d billboard? Edit : full logs https://ufile.io/gl4gv8om DynDOLOD_SSE_Tree_Report.txt Edited September 16, 2023 by leostevano post logs
sheson Posted September 16, 2023 Author Posted September 16, 2023 11 minutes ago, leostevano said: Still generating but here's the tree report. It says 3D LOD model not found. Does that mean it still cant read my 3d billboard? DynDOLOD_SSE_Tree_Report.txt 379.13 kB · 0 downloads No accompanying log and debug log have been uploaded. Which tree(s) are you referring to? If the report says that a 3D tree LOD model was not found, it means a 3D LOD file with the expected filename was not found in the load order. Your question seems to imply that the 3D tree LOD model that is not found actually exists in the load order? For example from the report: TreeAspen01 [TREE:0006A9E6] Meshes\landscape\trees\treeaspen01.nif [CRC32:66902659] ... Replaced tree, Billboard found, 3D LOD model not found treeaspen01_66902659 This means it is looking for a NIF flle in ..\Data\meshes\ that starts with treeaspen01_66902659*, typically the full filename would be treeaspen01_66902659passthru_lod.nif
leostevano Posted September 16, 2023 Posted September 16, 2023 (edited) 1 hour ago, sheson said: No accompanying log and debug log have been uploaded. Which tree(s) are you referring to? If the report says that a 3D tree LOD model was not found, it means a 3D LOD file with the expected filename was not found in the load order. Your question seems to imply that the 3D tree LOD model that is not found actually exists in the load order? For example from the report: TreeAspen01 [TREE:0006A9E6] Meshes\landscape\trees\treeaspen01.nif [CRC32:66902659] ... Replaced tree, Billboard found, 3D LOD model not found treeaspen01_66902659 This means it is looking for a NIF flle in ..\Data\meshes\ that starts with treeaspen01_66902659*, typically the full filename would be treeaspen01_66902659passthru_lod.nif full logs https://ufile.io/gl4gv8om What confuses me is I tried to locate that CRC but I cant find it in my load order. But only can be matched in texgen output. CRC name is totally different with what I have. In my 3d lod folder aspen supposed to be treeaspen01_A0AA818Cpassthru_lod Edited September 16, 2023 by leostevano
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