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Posted
On 11/30/2024 at 8:07 PM, ExquisiteLemon said:

TexGen is running fine on launch and isn't crashing, I just find it odd that my old TexGen Output contains the following folders:

-architecture

-creation club

-dlc01

-dlc02

-DynDOLOD

-effects

-enderal (which I don't actually play with or have installed)

-landscape

-lod

-smim

-terrain

 

Upon updating my Lodgen Output and updating DynDOLOD and its requirements, my new TexGen Output is only generating the following:

-dlc01 

-DynDOLOD

-lod

-terrain

 

I cannot seem to find a reason why it is only generating significantly less that it was before.  This doesn't seem intended but maybe I am missing something with the update?

 

I should add that both were generated using DynDOLOD 3 alpha, just different versions.  I had updated my DLL NG and Resources prior to running TexGen

 

I am currently thinking I misunderstood xLODGen instructions and generated Tree and Object lods with xLODGen, which is preventing new ones to be made by TexGen.

Moved to the DynDOLOD 3 Alpha thread.
Read the first post/and or  https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts.

https://dyndolod.info/Generation-Instructions#Prerequisites
Typically generate and install terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, as the terrain LOD meshes are used to optimize object LOD meshes.

https://dyndolod.info/Help/TexGen
TexGen generates textures from full textures. For rendered textures and LOD billboards it uses full models or special models. TexGen does not care about terrain LOD meshes or terrain LOD textures or grass cache files.
Any existing old files in the output folder will be overwritten by the new files with the same path and filename.

Posted
On 11/25/2024 at 1:49 PM, sheson said:

If it is greyed there is no dynamic LOD for the location and DynDOLOD is not active. If it is not active, it does not to be deactivated anymore.

See https://dyndolod.info/Help/Clean-Save
1. Deactivate DynDOLOD from the DynDOLOD SkyUI MCM if available. Wait for the deactivation message.
...
3. Check the DynDOLOD SkyUI MCM that DynDOLOD is still deactivated if available or use the wait menu to wait 24 game hours.
...
If for any reason the first four steps are not possible, remove the DynDOLOD output as per step 5, load whatever save should be cleaned and go into an interior and then continue with step 7.

Simply proceed with the steps as explained to make a clean save.

Sorry about the late reply, I haven't had access to my computer for a while since it needed some work. As soon as I get it back, I'll try to get the clean save again.

Posted

Hello, I've been using DynDOLOD for quite a bit. There seems to be a warning for a texture that do not match, controller block, and duplicate reference ignored for LOD (although the Summary of Messages only shows "Textures Do Not Match" as the error"). This error occured after I tried to install the mod "Lux Via", and it seems that these new warnings are related to the Lux Via meshes. I tried to look for a patch from its patch hub or anything like that and I came out empty. Also found one of the repliers here mentioning the same warning, but is not providing the needed info so he is left ignored. Any help will be appreciated.

DynDOLOD SSE Log (cut) : https://paste.ee/p/kYzOzhttps://ufile.io/jipe1obv for full file

DynDOLOD SSE Debug log https://ufile.io/pcv9wj8c

Posted
2 hours ago, Trelleon said:

Hello, I've been using DynDOLOD for quite a bit. There seems to be a warning for a texture that do not match, controller block, and duplicate reference ignored for LOD (although the Summary of Messages only shows "Textures Do Not Match" as the error"). This error occured after I tried to install the mod "Lux Via", and it seems that these new warnings are related to the Lux Via meshes. I tried to look for a patch from its patch hub or anything like that and I came out empty. Also found one of the repliers here mentioning the same warning, but is not providing the needed info so he is left ignored. Any help will be appreciated.

DynDOLOD SSE Log (cut) : https://paste.ee/p/kYzOzhttps://ufile.io/jipe1obv for full file

DynDOLOD SSE Debug log https://ufile.io/pcv9wj8c

https://dyndolod.info/Messages/Textures-Do-Not-Match
There are outdated LOD models in the load order or full models have been replaced without providing updated LOD models.
If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason. ... If there are no obvious differences of the textures between full models and LOD models, then noting else needs to be done.

https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block
A LOD model might be using animation or other features that are not supported by object LOD.
Either create a dedicated object LOD model without animation or in order to keep the animation create the appropriate mesh mask rules to use the full model for dynamic LOD or create a dedicated dynamic LOD model instead.

Texture paths and filenames can be edited and controller blocks removed with NifSkope. Typically is up to mod author to provide proper models and LOD models.

https://dyndolod.info/Messages/Duplicate-Reference
A duplicate reference adds the same model at the same position, rotation and scale as another reference.
Showing the same model twice with exactly the same properties is just wasting resources, in case of animated objects or trees it might even be visually noticeable.
LOD is only generated for the first encountered reference.

The duplicate reference can be removed with xEdit. Typically it would be up to the mod to remove duplicate references.

https://dyndolod.info/Messages
Warning messages inform about issues that should be fixed. If they are ignored there might be visual or game play issues.

These are easily fixable issues that are not game breaking and the visual impact is probably minimal. In fact the rope should be removed from the "LOD" model - which is not really a LOD model, just stripped down version full model. The catapult has lots of orphaned nodes that could be removed, too. The mod should address these in the next update but the are not urgent by any means. I would be more concerned about the performance impact such "LOD" models could potentially mean if they were used a lot.

Posted

I have tested Skyrim with ultra lods - fitrs load was ok 60 FPS on (i9 - 14900k + 4070ti) but after 15 minetus processor all the time trying unload lods from the cache and failed FPS in the same place drop down to 43 after to 32 and boom i gave to save and exit after i woke up the game again was 60 fps, at the same place.
Grafic card was loaded at 63% only processor about 15%
 

Posted
13 hours ago, MAX said:

I have tested Skyrim with ultra lods - fitrs load was ok 60 FPS on (i9 - 14900k + 4070ti) but after 15 minetus processor all the time trying unload lods from the cache and failed FPS in the same place drop down to 43 after to 32 and boom i gave to save and exit after i woke up the game again was 60 fps, at the same place.
Grafic card was loaded at 63% only processor about 15%
 

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs and debug log to upload when making posts.

Is this post some really bad automatic translation based on poor understanding how the game works?

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and https://dyndolod.info/FAQ#Performance

DynDOLOD is a LOD patch generator that does not change how the game or LOD game works. If the game is overloaded with too much stuff, including too many complex/high resolution assets, meshes and textures that require lots of resources in the active cells or the LOD areas , the performance will suffer. That is a load order, settings hardware problem.

Posted
22 hours ago, sheson said:

https://dyndolod.info/Messages/Textures-Do-Not-Match
There are outdated LOD models in the load order or full models have been replaced without providing updated LOD models.
If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason. ... If there are no obvious differences of the textures between full models and LOD models, then noting else needs to be done.

https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block
A LOD model might be using animation or other features that are not supported by object LOD.
Either create a dedicated object LOD model without animation or in order to keep the animation create the appropriate mesh mask rules to use the full model for dynamic LOD or create a dedicated dynamic LOD model instead.

Texture paths and filenames can be edited and controller blocks removed with NifSkope. Typically is up to mod author to provide proper models and LOD models.

https://dyndolod.info/Messages/Duplicate-Reference
A duplicate reference adds the same model at the same position, rotation and scale as another reference.
Showing the same model twice with exactly the same properties is just wasting resources, in case of animated objects or trees it might even be visually noticeable.
LOD is only generated for the first encountered reference.

The duplicate reference can be removed with xEdit. Typically it would be up to the mod to remove duplicate references.

https://dyndolod.info/Messages
Warning messages inform about issues that should be fixed. If they are ignored there might be visual or game play issues.

These are easily fixable issues that are not game breaking and the visual impact is probably minimal. In fact the rope should be removed from the "LOD" model - which is not really a LOD model, just stripped down version full model. The catapult has lots of orphaned nodes that could be removed, too. The mod should address these in the next update but the are not urgent by any means. I would be more concerned about the performance impact such "LOD" models could potentially mean if they were used a lot.

Hmm I figured as much. The "bug" section on Lux Via also has people mentioning the textures do not match problem, although the response is pretty much similar to yours. No idea why no one mentioned the other problems though. I'll look into using NifSkope if my gameplay are affected because of these problems. Thank you for the quick and concise response!

Posted

Hello Sheson, hope you are good. I have a slight setup problem I couldn't find a solution to in the DynDOLOD info website, that I was hoping you could help me with.

Essentially, I have a bunch of statics with Glow Shaders, and a similar bunch of LOD models derived from those statics, also with Glow Shaders. As I run DynDOLOD, the Glow Shader (BSLightingShaderProperty - Skyrim Shader Type) and other relevant shader flags are passed along only to the 8.x.x and 16.x.x object lod .BTOs, but not the 4.x.x .BTOs.

I am happy to provide the logs and assets as you need them, currently I am stuck trying to debug the situation and any nudge towards the right direction would be appreciated. Thank you!

Posted
10 hours ago, markuskarttunen said:

Hello Sheson, hope you are good. I have a slight setup problem I couldn't find a solution to in the DynDOLOD info website, that I was hoping you could help me with.

Essentially, I have a bunch of statics with Glow Shaders, and a similar bunch of LOD models derived from those statics, also with Glow Shaders. As I run DynDOLOD, the Glow Shader (BSLightingShaderProperty - Skyrim Shader Type) and other relevant shader flags are passed along only to the 8.x.x and 16.x.x object lod .BTOs, but not the 4.x.x .BTOs.

I am happy to provide the logs and assets as you need them, currently I am stuck trying to debug the situation and any nudge towards the right direction would be appreciated. Thank you!

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.
Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and the LOD model.

Posted
5 hours ago, NoCleverness said:

Given my difficulties in making a clean save, and the age of that particular save, I think I'll just start over with my current modlist and see if it crashes then.

A clean save is made after loading the game in an interior without the DynDOLOD plugins in the load order as explained in https://dyndolod.info/Help/Clean-Save
You have not explained what the problem creating a clean save without DynDOLOD plugins in the load order is.

Posted (edited)
On 12/6/2024 at 8:50 AM, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.
Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and the LOD model.

 

Apologies for the late answer. Linked here is a .7z containing the logs requested, a folder called "example mod" with the LOD model, the model it represents and a small plugin with the LOD references ready if you need to test in on your end. Also included three generated object .BTOs, 4, 8 and 16.x.x, where 8 and 16 work as expected but the 4.x.x shader is left as default.

 

Thank you for taking the time and if you need any more logs or assets to take a look at, please let me know!

Edited by markuskarttunen
Posted
22 minutes ago, markuskarttunen said:

Apologies for the late answer. Linked here is a .7z containing the logs requested, a folder called "example mod" with the LOD model, the model it represents and a small plugin with the LOD references ready if you need to test in on your end. Also included three generated object .BTOs, 4, 8 and 16.x.x, where 8 and 16 work as expected but the 4.x.x shader is left as default.

Thank you for taking the time and if you need any more logs or assets to take a look at, please let me know!

Add "passthru" to the filename (for example mountainpeak02BRpassthru_lod_0.nif) so the shaders settings (as much as possible) for all shapes of a NIF are left intact or add "passthru" to the BSTriShape Name (for example MountainPeak02:1 PassThru) to target a specific shape only in a NIF. The "auto passthru" gets overruled for LOD Level 4 because of reasons. Since the LOD model has only one shape, either way is fine, but in case you decide to separate the glow like in the full model, then keep the filename and just add "passthru" to the appropriate BSTriShape. Do it for all LOD models equally.

See intro of https://dyndolod.info/Help/3D-Tree-LOD-Model and then "Shape Names" near the bottom.

Let me know in case this still does not work or causes unforseen issues.

Posted
9 minutes ago, sheson said:

Add "passthru" to the filename so the shaders settings (as much as possible) for all shapes of a NIF are left intact or add "passthru" to the BSTriShape Name for to target specific shapes in a NIF. The "auto passthru" gets overruled for LOD Level 4 because of reasons. Since the LOD model has only one shape, either way is fine, but in case you decide to separate the glow like in the full model, then keep the filename and just add "passthru" to the appropriate BSTriShape. Do it for all LOD models equally.

See intro of https://dyndolod.info/Help/3D-Tree-LOD-Model and then "Shape Names" near the bottom.

Let me know in case this still does not work or causes unforseen issues.

That works perfectly, thank you so much!

Posted

hello sheson
There is a small problem with grass lod creation, so I am writing this to see if there is any way to solve it.

 

https://imgur.com/xCIuvV6

 

Here's a screenshot. 
Only at certain times (12:00 to 16:00 in the screenshot) does the grass become that dark.
I think it might be a problem with the nat weather or Cabbage ENB that I am using.
The problem is that the grass lod comes out perfectly except during this time.

To solve this problem, I keep modifying the direct and ambient values of texgen, but it doesn't work.
I keep trying to modify the ComplexGrassBacklightMask value in DynDOLOD_SSE.ini, but there is no answer, so I am leaving a question to see if there is a way to solve the problem.

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