TexGenNoLog Posted April 17 Posted April 17 Title pretty much says it all. I wish I could be more descriptive but it doesn't even output a log so I have no idea what I'm supposed to do at this point.
KRZ Posted April 17 Posted April 17 (edited) Hey sheson, been trying to clean up the remaining few DynDOLOD warnings I got: Spoiler [00:19] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodyslopepassthru_lod.nif Skyrim.esm FXWaterfallBodySlope [MSTT:0001AC8C]> [00:21] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Water for ENB.esm FXWaterfallBodyTall_static [STAT:000FC85E]> [00:21] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Dawnguard.esm FXWaterfallBodyTallnoLOD [STAT:02017F7A]> [00:26] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytall02passthru_lod.nif Water for ENB.esm FXWaterfallBodyTall02_static [STAT:001091F0]> [00:28] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodyslopepassthru_lod.nif Water for ENB.esm FXWaterfallBodySlope_static [STAT:000FC85F]> [00:34] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Skyrim.esm FXWaterfallBodyTall [MSTT:0001AC8D]> [00:34] <Warning: LOD model contains Controller block: Meshes\dlc01\effects\fxwaterfallbodytall02nolod.nif Dawnguard.esm FXWaterfallBodyTall02noLOD [STAT:020153F8]> I'm using water for ENB and TMD's Waterfalls. On Dyndolod.info I believe to have read everything about the warning, waterfalls and the suggested mesh rule for AnimatedModel01.nif. In my Skyrim.ini is set: uLockedObjectMapLOD=8 This ran with stock DynDOLOD_SSE_all_dynamic.ini Spoiler LODGen1=fxwaterfallbody,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,9 What would be best practice to get rid of the warnings? Downgrade the LOD-model to a non-animated one? Thank you for your guidance! Edited April 17 by KRZ
sheson Posted April 17 Author Posted April 17 20 minutes ago, KRZ said: Hey sheson, been trying to clean up the remaining few DynDOLOD warnings I got: Hide contents [00:19] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodyslopepassthru_lod.nif Skyrim.esm FXWaterfallBodySlope [MSTT:0001AC8C]> [00:21] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Water for ENB.esm FXWaterfallBodyTall_static [STAT:000FC85E]> [00:21] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Dawnguard.esm FXWaterfallBodyTallnoLOD [STAT:02017F7A]> [00:26] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytall02passthru_lod.nif Water for ENB.esm FXWaterfallBodyTall02_static [STAT:001091F0]> [00:28] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodyslopepassthru_lod.nif Water for ENB.esm FXWaterfallBodySlope_static [STAT:000FC85F]> [00:34] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Skyrim.esm FXWaterfallBodyTall [MSTT:0001AC8D]> [00:34] <Warning: LOD model contains Controller block: Meshes\dlc01\effects\fxwaterfallbodytall02nolod.nif Dawnguard.esm FXWaterfallBodyTall02noLOD [STAT:020153F8]> I'm using water for ENB and TMD's Waterfalls. On Dyndolod.info I believe to have read everything about the warning, waterfalls and the suggested mesh rule for AnimatedModel01.nif. In my Skyrim.ini is set: uLockedObjectMapLOD=8 This ran with stock DynDOLOD_SSE_all_dynamic.ini Hide contents LODGen1=fxwaterfallbody,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,9 What would be best practice to get rid of the warnings? Downgrade the LOD-model to a non-animated one? Thank you for your guidance! 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 You mean you are using latest version 2.04 of https://www.nexusmods.com/skyrimspecialedition/mods/37061 and 1.2.3 of https://www.nexusmods.com/skyrimspecialedition/mods/106210 At least one of the mods has a newer date than latest DynDOLOD Resources SE, so next DynDOLOD Resources SE version will include updatet and correct LOD meshes to match so it does not fall back on badly made static object LOD included in the mod(s). Until then dynamic LOD will use the animated vanilla LOD models included in DynDOLOD Resources SE because of Far LOD. The best practice is to report that a mod had an update that requires updated LOD assets.
sheson Posted April 17 Author Posted April 17 3 hours ago, TexGenNoLog said: Title pretty much says it all. I wish I could be more descriptive but it doesn't even output a log so I have no idea what I'm supposed to do at this point. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log and hoy to check the windows event log for hints in case no logs and no bugreport.txt are being generated.
KRZ Posted April 17 Posted April 17 2 hours ago, 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 You mean you are using latest version 2.04 of https://www.nexusmods.com/skyrimspecialedition/mods/37061 and 1.2.3 of https://www.nexusmods.com/skyrimspecialedition/mods/106210 At least one of the mods has a newer date than latest DynDOLOD Resources SE, so next DynDOLOD Resources SE version will include updatet and correct LOD meshes to match so it does not fall back on badly made static object LOD included in the mod(s). Until then dynamic LOD will use the animated vanilla LOD models included in DynDOLOD Resources SE because of Far LOD. The best practice is to report that a mod had an update that requires updated LOD assets. Pardon, the logs: https://mega.nz/file/Jfk1CKKa#u9AU9XrI8p6IPfQJmgSNG7vlMkT12JHyv90RH8eR5W4 Yes, both mods are in their newest version. I've chosen the 'Transparent' option in the Waterfalls and Effects Add-On FOMOD selection of 'Water for ENB'. fxwaterfallbodyslopepassthru_lod.nif, fxwaterfallbodytallpassthru_lod.nif and fxwaterfallbodytall02passthru_lod.nif included with 'Water for ENB' overwrite 'DynDOLOD Resources SE'.
mostwanted11 Posted April 18 Posted April 18 (edited) Off the top of your head, what could be making 3d lod tree mipmaps look significantly worse across two setups using the same tree mod? Edited April 18 by mostwanted11
mostwanted11 Posted April 18 Posted April 18 12 hours ago, mostwanted11 said: Off the top of your head, what could be making 3d lod tree mipmaps look significantly worse across two setups using the same tree mod? any clue?
sheson Posted April 18 Author Posted April 18 7 minutes ago, mostwanted11 said: any clue? Read the first post, the entire page https://dyndolod.info/Official-DynDOLOD-Support-Forum and my signature.
mostwanted11 Posted April 18 Posted April 18 (edited) 45 minutes ago, sheson said: Read the first post, the entire page https://dyndolod.info/Official-DynDOLOD-Support-Forum and my signature. https://easyupload.io/pil0al https://imgur.com/a/tcPL72c The two pictures I am attaching here are LOD models, just far away and up close. They are visibly MUCH skinnier from far away than up-close. I am wondering why this happens to me when the rendered full tree model is completely fine mipmap wise. The mod's name is Nature of the Wild Lands. Edited April 18 by mostwanted11
sheson Posted April 18 Author Posted April 18 4 hours ago, mostwanted11 said: https://easyupload.io/pil0al https://imgur.com/a/tcPL72c The two pictures I am attaching here are LOD models, just far away and up close. They are visibly MUCH skinnier from far away than up-close. I am wondering why this happens to me when the rendered full tree model is completely fine mipmap wise. The mod's name is Nature of the Wild Lands. This seems to be a bug with the alpha threshold adjustment. Download this test version https://mega.nz/file/0MQiUbaT#ldl240hkprEZogE9gxrjOUxYEVzpWtqloNelG7qMbQY Keep the old DynDOLOD output mod. Start in expert mode. See https://dyndolod.info/Help/Expert-Mode Select the desired worldspaces and click Rebuild Atlas. Then install the newly generated textures overwriting the old ones in the existing DynDOLOD output. You should notice the leaves to be thicker than before.
mostwanted11 Posted April 18 Posted April 18 37 minutes ago, sheson said: This seems to be a bug with the alpha threshold adjustment. Download this test version https://mega.nz/file/0MQiUbaT#ldl240hkprEZogE9gxrjOUxYEVzpWtqloNelG7qMbQY Keep the old DynDOLOD output mod. Start in expert mode. See https://dyndolod.info/Help/Expert-Mode Select the desired worldspaces and click Rebuild Atlas. Then install the newly generated textures overwriting the old ones in the existing DynDOLOD output. You should notice the leaves to be thicker than before. can i just regenerate a new output with this? it takes like 5 mins tops to generate and test sovngarde world anyway, and if it works, i'd like to use it for all the worlds
mostwanted11 Posted April 18 Posted April 18 1 hour ago, sheson said: This seems to be a bug with the alpha threshold adjustment. Download this test version https://mega.nz/file/0MQiUbaT#ldl240hkprEZogE9gxrjOUxYEVzpWtqloNelG7qMbQY Keep the old DynDOLOD output mod. Start in expert mode. See https://dyndolod.info/Help/Expert-Mode Select the desired worldspaces and click Rebuild Atlas. Then install the newly generated textures overwriting the old ones in the existing DynDOLOD output. You should notice the leaves to be thicker than before. https://imgur.com/a/2RYgrPo Fixed, thanks!
sheson Posted April 19 Author Posted April 19 10 hours ago, mostwanted11 said: can i just regenerate a new output with this? it takes like 5 mins tops to generate and test sovngarde world anyway, and if it works, i'd like to use it for all the worlds Yes of course. Updating the atlas textures for all worldspaces will be much quicker. 10 hours ago, mostwanted11 said: https://imgur.com/a/2RYgrPo Fixed, thanks! Great. Thanks for letting us know.
leewinkee Posted April 19 Posted April 19 I've read the 3D LOD tree section a couple of times now, but I still don't understand it—maybe it's because my English isn't very good. Let's say I already have the 3D LOD and the full model tree. Now, I made some changes or edits to the full model, so its CRC has changed. From what I understand, the _xxxxxxx.passthrough file has to match the CRC of the full model, or it won't work What can i do to fix this ? just rename the _xxxxxxx.passthrough or something else thank you guys a lot
sheson Posted April 19 Author Posted April 19 5 hours ago, leewinkee said: I've read the 3D LOD tree section a couple of times now, but I still don't understand it—maybe it's because my English isn't very good. Let's say I already have the 3D LOD and the full model tree. Now, I made some changes or edits to the full model, so its CRC has changed. From what I understand, the _xxxxxxx.passthrough file has to match the CRC of the full model, or it won't work What can i do to fix this ? just rename the _xxxxxxx.passthrough or something else thank you guys a lot You already answered your question. It follows the simple logic of matching ABCD1234 = ABCD1234 as is already explained. https://dyndolod.info/Help/3D-Tree-LOD-Model In order to match 3D tree LOD models to full models, the filenames of the 3D tree LOD models contain the CRC32 checksum of the full model. With both the filename and the CRC32 checksum, shared archives of 3D static LOD models for trees can be created without having to worry about load order or overwrite order as each version will have a unique LOD filename. For example, the filename for a full model tree with the filename treepineforest01.nif and a CRC32 checksum of 8E204123 becomes treepineforest01_8E204123passthru_lod.nif. Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt for the 3D tree LOD model filenames that are being looked for. There will be an entry like 3D LOD model not found treeaspen01_XXXXXXXX. That means the filename should be treeaspen01_XXXXXXXpassthru_lod.nif. Translate these sentences with deepl if required. Checking the log makes it easy to find the required filename or to test if it worked.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now