z929669 Posted May 14 Posted May 14 3 hours ago, sheson said: Since there was no reply yet, here are 3 variants for you to test. AA-3D-Perf-Tests.7z Maybe you can report back which set has the best results in your case. I will also run these tests as well and let you know in the next day or two.
z929669 Posted May 15 Posted May 15 17 hours ago, sheson said: Since there was no reply yet, here are 3 variants for you to test. AA-3D-Perf-Tests.7z Maybe you can report back which set has the best results in your case. I've completed the tests. I also added two tests to account for the sparse aspen LOD foliage that I discovered was caused by the custom LOD textures having too low resolution at 256px, presumably due to my 4K configuration (2160p). The AA optimized 'Performance' LODs were originally tested under 1080p-1440p resolution and DynDOLOD settings. At the time, we had a good color-tone match between full and LOD. The shape match was satisfactory as well. As mentioned previously, the custom 256px LOD textures were created by extracting the corresponding mipmap from the original textures and saved without mipmaps. All I did for the additional two tests was extract the 2046px mipmaps from the original AA textures, saving again without mipmaps. These are only utilized by the LOD models, hence the different texture paths from the full models. The baseline test is 'default'. It's just AA Autumnal Variety with 'big' trees option + AA Add-On for this flavor without any of your changes. The effect of using the higher-resolution custom LOD textures follow, so that we can examine more apples-to-apples comparison for your tests, given we see the same color tones with the different branch texture resolutions: LOD Reference #1 default #2 default-2048 #3 normals #4 normals-2048 Now to the test compares. I'm using the '2048' variants in the following so that we don't need to 'unsee' the sparse crowns in LOD in the respective compares that use the custom LOD textures (default & normals tests). #2 default-2048 #4 normals-2048 #5 normals-textures #6 normals-textures-effect While there are some subtle differences, the color-tone mismatch remains in all cases. LOGS 1_default 2_default-2048 3_normals 4_normals-2048 5_normals-textures 6_normals-textures-effect @Dayraven PS: I see all the changes you made to the meshes, but how exactly did you change the normals, tangents, and bitangents for each vertex? I couldn't reproduce that in NifSkope using the tools I'm aware of.
sheson Posted May 15 Author Posted May 15 5 hours ago, z929669 said: I've completed the tests. I also added two tests to account for the sparse aspen LOD foliage that I discovered was caused by the custom LOD textures having too low resolution at 256px, presumably due to my 4K configuration (2160p). The AA optimized 'Performance' LODs were originally tested under 1080p-1440p resolution and DynDOLOD settings. At the time, we had a good color-tone match between full and LOD. The shape match was satisfactory as well. As mentioned previously, the custom 256px LOD textures were created by extracting the corresponding mipmap from the original textures and saved without mipmaps. All I did for the additional two tests was extract the 2046px mipmaps from the original AA textures, saving again without mipmaps. These are only utilized by the LOD models, hence the different texture paths from the full models. The baseline test is 'default'. It's just AA Autumnal Variety with 'big' trees option + AA Add-On for this flavor without any of your changes. The effect of using the higher-resolution custom LOD textures follow, so that we can examine more apples-to-apples comparison for your tests, given we see the same color tones with the different branch texture resolutions: LOD Reference #1 default #2 default-2048 #3 normals #4 normals-2048 Now to the test compares. I'm using the '2048' variants in the following so that we don't need to 'unsee' the sparse crowns in LOD in the respective compares that use the custom LOD textures (default & normals tests). #2 default-2048 #4 normals-2048 #5 normals-textures #6 normals-textures-effect While there are some subtle differences, the color-tone mismatch remains in all cases. LOGS 1_default 2_default-2048 3_normals 4_normals-2048 5_normals-textures 6_normals-textures-effect @Dayraven PS: I see all the changes you made to the meshes, but how exactly did you change the normals, tangents, and bitangents for each vertex? I couldn't reproduce that in NifSkope using the tools I'm aware of. I suggest to do these test in the vanilla game with just the mods you are testing. In particular without ENB, CS, weather mods. Something seems odd in the screenshots. The steps were face normals, smooth normals with 120, update tangents. I suggest to define the full textures in the assets and simply let DynDOLOD handle the resizing onto the object LOD texture atlas instead of creating smaller "full" textures that is resized by DynDOLOD onto the atlas just the same. https://dyndolod.info/Help/Advanced-Mode The first time DynDOLOD is started, some settings like the Max tile size LOD, Max tile size full and the Max tile size billboard are adjusted to the current game resolution as determined by the Prefs, Custom or Display Tweaks INI. Typically 256 for 1080p, 512 in your case. 1
z929669 Posted May 15 Posted May 15 16 hours ago, sheson said: I suggest to do these test in the vanilla game with just the mods you are testing. In particular without ENB, CS, weather mods. Something seems odd in the screenshots. The steps were face normals, smooth normals with 120, update tangents. I suggest to define the full textures in the assets and simply let DynDOLOD handle the resizing onto the object LOD texture atlas instead of creating smaller "full" textures that is resized by DynDOLOD onto the atlas just the same. https://dyndolod.info/Help/Advanced-Mode The first time DynDOLOD is started, some settings like the Max tile size LOD, Max tile size full and the Max tile size billboard are adjusted to the current game resolution as determined by the Prefs, Custom or Display Tweaks INI. Typically 256 for 1080p, 512 in your case. I repeated the tests under a barebones modded vanilla, so vanilla weather and no post processing. The results are basically the same. As with the previous tests, the largest improvement is the revised normals; although, both using the default textures and higher Lighting Effect 1 very slightly raised the LOD crown brightness. I've also included a test with the 'Quality' version of the add-on. The result of that is essentially the same as I showed in my post just before my previous test post. This has an obviously better match with full trees and demonstrates that using the full crowns without optimization yields the best result. The only issue is that these crowns are too complex for LOD. LOD Reference 1_default-2048 2_normals-2048 3_normals-textures 4_normals-textures-effect 5_default-Quality LOGS 1_default-2048 2_normals-2048 3_normals-textures 4_normals-textures-effect 5_default-Quality
dionysist Posted May 19 Posted May 19 I am experiencing missing windmill blades, even in the active cell. If I disable DynDOLOD, the blades reappear. I use the 'High' preset. Bugreport.txt: https://mega.nz/file/6mAWhCKZ#XrvvcrikQR0HH5bXu8K79cDwX66WRkP2vXD-KEwGbzc DynDOLOD_TES5VR_Dynamic_LOD.txt: https://mega.nz/file/3zJHFZ7J#acnnDaZdB-lYBlKEy6rj0Q6XzTrxgyQcxEKJWEonf6k DynDOLOD_TES5VR_log.txt: https://mega.nz/file/yiowGJaS#azCYM79FlC3yx48f9z2HbnQKmGOW29PGTA1eXKp2OtA DynDOLOD_TES5VR_TexturesUsed_Tamriel.txt: https://mega.nz/file/vrhnzIyR#l2joloQrf88vDceVOOIq9D0E4_dSFg1gjqAhPgUetGs TexGen_TES5VR_Debug_log.txt: https://mega.nz/file/inw3BSJQ#Kf7TKzHthfj6D1uhgtL9pRhK1fKDtHl9QDucnfHQh3I TexGen_TES5VR_log.txt: https://mega.nz/file/DnwjCKrZ#f9Msb8mHoPR3lUAztnEUQycPzQsMSfE1u_Z-PO6Pvtk default farmhousewindmillfan rules: Please let me know if there is any other information needed.
sheson Posted May 19 Author Posted May 19 4 hours ago, dionysist said: I am experiencing missing windmill blades, even in the active cell. If I disable DynDOLOD, the blades reappear. I use the 'High' preset. Bugreport.txt: https://mega.nz/file/6mAWhCKZ#XrvvcrikQR0HH5bXu8K79cDwX66WRkP2vXD-KEwGbzc DynDOLOD_TES5VR_Dynamic_LOD.txt: https://mega.nz/file/3zJHFZ7J#acnnDaZdB-lYBlKEy6rj0Q6XzTrxgyQcxEKJWEonf6k DynDOLOD_TES5VR_log.txt: https://mega.nz/file/yiowGJaS#azCYM79FlC3yx48f9z2HbnQKmGOW29PGTA1eXKp2OtA DynDOLOD_TES5VR_TexturesUsed_Tamriel.txt: https://mega.nz/file/vrhnzIyR#l2joloQrf88vDceVOOIq9D0E4_dSFg1gjqAhPgUetGs TexGen_TES5VR_Debug_log.txt: https://mega.nz/file/inw3BSJQ#Kf7TKzHthfj6D1uhgtL9pRhK1fKDtHl9QDucnfHQh3I TexGen_TES5VR_log.txt: https://mega.nz/file/DnwjCKrZ#f9Msb8mHoPR3lUAztnEUQycPzQsMSfE1u_Z-PO6Pvtk default farmhousewindmillfan rules: Please let me know if there is any other information needed. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. Also upload the papyrus.log and DynDOLOD.log from DynDOLOD.DLL as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Make a useful screenshot with more informative console of the full model. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots When making screenshots of full models, open console and click the object in question to show its reference form ID. Note that multi pass snow shaders can prevent full models from being selected. Temporarily disable any mod that prevents getting the form ID of full models in case getting the information is not possible otherwise. If making screenshots of objects missing with DynDOLOD output enabled, make a screenshot of the objects as explained above without DynDOLOD output enabled. 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. If necessary, convey the information in text form. The debug log - as explained below - typically contains most of the selected settings and options already
dionysist Posted May 19 Posted May 19 12 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. Also upload the papyrus.log and DynDOLOD.log from DynDOLOD.DLL as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Make a useful screenshot with more informative console of the full model. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots When making screenshots of full models, open console and click the object in question to show its reference form ID. Note that multi pass snow shaders can prevent full models from being selected. Temporarily disable any mod that prevents getting the form ID of full models in case getting the information is not possible otherwise. If making screenshots of objects missing with DynDOLOD output enabled, make a screenshot of the objects as explained above without DynDOLOD output enabled. 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. If necessary, convey the information in text form. The debug log - as explained below - typically contains most of the selected settings and options already Papyrus log: https://pastebin.com/jcpH6s92 Truncated DynDOLOD_TES5VR_log.txt: https://pastebin.com/m6CUzt7w The entire DynDOLOD.log: https://pastebin.com/G1hfQBY7 It's quite nearly impossible to use the console in VR to select models and take a screenshot. The model, though, is FarmhouseWindMilFan.nif and ref form ID is 00096272, base form ID is 000FC611
sheson Posted May 19 Author Posted May 19 10 minutes ago, dionysist said: Papyrus log: https://pastebin.com/jcpH6s92 Truncated DynDOLOD_TES5VR_log.txt: https://pastebin.com/m6CUzt7w The entire DynDOLOD.log: https://pastebin.com/G1hfQBY7 It's quite nearly impossible to use the console in VR to select models and take a screenshot. The model, though, is FarmhouseWindMilFan.nif and ref form ID is 00096272, base form ID is 000FC611 Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log to also upload when making posts. You provided a DynDOLOD log, which shows DynDOLOD being started and then closed without generating. I hope that doesn't mean the debug log form the generation did get replaced by that as well. For better troubleshooting we need the debug log that shows the generation. Are you guessing the reference form ID of the original windmill fan? See if https://www.nexusmods.com/skyrimspecialedition/mods/140752 helps. Use prid 00096272 or whatever the ref ID is to manually "select" the reference, then disable/enable to see/verify that you got the right one. Alternatively, after clicking an object , you can try using the scrollwheel to cycle through refs. You can also try to use tcl to walk really close to the reference before clicking. How do you start/load the game to reproduce the problem? Does fast traveling to Solitude for example and back make a difference?
SnootyCape Posted May 20 Posted May 20 Hi, I've been getting a consistent error when it comes to installing DynDolod Output after I run DynDolod using MO2. No matter how many times I generate it, I'll get a CRC error when it comes to installing, usually at different percentages for each Lod I generate. Any ideas on why this is happening? Any help would be appreciated.
sheson Posted May 21 Author Posted May 21 6 hours ago, SnootyCape said: Hi, I've been getting a consistent error when it comes to installing DynDolod Output after I run DynDolod using MO2. No matter how many times I generate it, I'll get a CRC error when it comes to installing, usually at different percentages for each Lod I generate. Any ideas on why this is happening? Any help would be appreciated. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. Creation of the zip file is not mandatory. The output can be installed as is by moving it to a mod folder in MO2. The output can be zipped with Windows Explorer in a separate step. If the created zip file has an CRC error, there might be a problem with the PC, hard drive or the program unzipping it. You can probably test which by trying to unzip it in Windows Explorer. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Install the contents of the dedicated output path or the *.zip archive as a mod.
SnootyCape Posted May 21 Posted May 21 13 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. Creation of the zip file is not mandatory. The output can be installed as is by moving it to a mod folder in MO2. The output can be zipped with Windows Explorer in a separate step. If the created zip file has an CRC error, there might be a problem with the PC, hard drive or the program unzipping it. You can probably test which by trying to unzip it in Windows Explorer. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Install the contents of the dedicated output path or the *.zip archive as a mod. Thanks for the quick reply. I tried unzipping in Windows Explorer with 7zip additionally, that also brought me some CRC errors. Thankfully Manually Compressing the files seems to work, thank you for the suggestion.
mooit Posted May 22 Posted May 22 Hello sheson, I'm running SSE 1.6.640.0 with DynDOLOD Alpha 190, DynDOLOD Resources SE Alpha-55, DynDOLOD DLL NG and Scripts Alpha-33. Using DynDOLOD, if I load a Vanilla game save, coming out the cave at Helgen in the beginning of the game as a prisoner, then run over to Riverwood, the vanilla waterwheel is there. Then I save the game outdoors looking over at the waterwheel. Next I close the game and then reaload the save, and the waterwheel is now gone. Then I go indoors, and when I come back out the waterwheel is there again. If I disable DynDOLOD in my load order, the wheel always appears when I load the save. The other thing too, I use Water for ENB and Skyrim Landscape and Water Fixes, and if I disabled either one of those, the waterwheel was there, but with them both enabled the waterwheel disappeared, but if I disable DynDOLOD with them both enabled the waterwheel appeared again. Here's a screen shot of the waterwheel with informative console. DynDOLOD.log https://www.mediafire.com/file/kwsmdadgzkdvxck/DynDOLOD.log/file DynDOLOD_SSE_log https://www.mediafire.com/file/7v1d83j2xtgzl9q/DynDOLOD_SSE_log.txt/file DynDOLOD_SSE_Debug_log https://www.mediafire.com/file/yceut4ie8sj6a2r/DynDOLOD_SSE_Debug_log.txt/file LODGen_SSE_Tamriel_log https://www.mediafire.com/file/jda392gidcw6405/LODGen_SSE_Tamriel_log.txt/file TexGen_SSE_Debug_log https://www.mediafire.com/file/pi0anng48b2zxjg/TexGen_SSE_Debug_log.txt/file TexGen_SSE_log https://www.mediafire.com/file/170qnmc21r9pnux/TexGen_SSE_log.txt/file THANKS
sheson Posted May 22 Author Posted May 22 3 hours ago, mooit said: Hello sheson, I'm running SSE 1.6.640.0 with DynDOLOD Alpha 190, DynDOLOD Resources SE Alpha-55, DynDOLOD DLL NG and Scripts Alpha-33. Using DynDOLOD, if I load a Vanilla game save, coming out the cave at Helgen in the beginning of the game as a prisoner, then run over to Riverwood, the vanilla waterwheel is there. Then I save the game outdoors looking over at the waterwheel. Next I close the game and then reaload the save, and the waterwheel is now gone. Then I go indoors, and when I come back out the waterwheel is there again. If I disable DynDOLOD in my load order, the wheel always appears when I load the save. The other thing too, I use Water for ENB and Skyrim Landscape and Water Fixes, and if I disabled either one of those, the waterwheel was there, but with them both enabled the waterwheel disappeared, but if I disable DynDOLOD with them both enabled the waterwheel appeared again. Here's a screen shot of the waterwheel with informative console. DynDOLOD.log https://www.mediafire.com/file/kwsmdadgzkdvxck/DynDOLOD.log/file DynDOLOD_SSE_log https://www.mediafire.com/file/7v1d83j2xtgzl9q/DynDOLOD_SSE_log.txt/file DynDOLOD_SSE_Debug_log https://www.mediafire.com/file/yceut4ie8sj6a2r/DynDOLOD_SSE_Debug_log.txt/file LODGen_SSE_Tamriel_log https://www.mediafire.com/file/jda392gidcw6405/LODGen_SSE_Tamriel_log.txt/file TexGen_SSE_Debug_log https://www.mediafire.com/file/pi0anng48b2zxjg/TexGen_SSE_Debug_log.txt/file TexGen_SSE_log https://www.mediafire.com/file/170qnmc21r9pnux/TexGen_SSE_log.txt/file THANKS The test version of DynDOLOD DLL NG from this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/30/#findComment-286396 most likely fixes it. Just replace the DLL and load the save with the full load order.
mooit Posted May 22 Posted May 22 (edited) 40 minutes ago, sheson said: The test version of DynDOLOD DLL NG from this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/30/#findComment-286396 most likely fixes it. Just replace the DLL and load the save with the full load order. Hi sheson, Ok before I give this a try, I wanted to mention this I just noticed, if this also helps you. Here is where I am positioned when I created the save, and the wheel gone when I load the game save. Now if I walk away from this position afer I load the game save and move in any direction, so I don't see the wheel in sight, then walk back to it, it then reappears... I replaced the DynDOLOD.pdb, and DynDOLOD.DLL, but I didn't regenerate my LOD, xLODGen, TexGen, DynDOLOD, not sure if I needed to. But when I loaded the game save the wheel is there now. THANKS Edited May 22 by mooit
dionysist Posted May 24 Posted May 24 On 5/19/2025 at 2:12 PM, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log to also upload when making posts. You provided a DynDOLOD log, which shows DynDOLOD being started and then closed without generating. I hope that doesn't mean the debug log form the generation did get replaced by that as well. For better troubleshooting we need the debug log that shows the generation. Are you guessing the reference form ID of the original windmill fan? See if https://www.nexusmods.com/skyrimspecialedition/mods/140752 helps. Use prid 00096272 or whatever the ref ID is to manually "select" the reference, then disable/enable to see/verify that you got the right one. Alternatively, after clicking an object , you can try using the scrollwheel to cycle through refs. You can also try to use tcl to walk really close to the reference before clicking. How do you start/load the game to reproduce the problem? Does fast traveling to Solitude for example and back make a difference? I thought I shared DynDOLOD_TES5VR_Debug_log.txt, but I guess I didn't: https://mega.nz/file/mqATBJyb#Wa-nwXpSpnG8N0S4hP-B69XlaQSIXDsnuE1FDLUgUOU Regarding the DynDOLOD.log file. I've just regenerated and it looks the same: https://pastebin.com/v6vMNxSQ Are you guessing the reference form ID of the original windmill fan? No, I used the console in SSE to get the ref ID and then double-checked in xEdit in VR. It's the same numbers. How do you start/load the game to reproduce the problem? Start Steam VR, then launch via MO2, which is via a shortcut to sksevr_loader.exe. This how I have always started the game since I began playing a bit over 5 years ago. Does fast traveling to Solitude for example and back make a difference? Fast traveling from Pelagia Farm to the Solitude stables and back, I actually could see the windmill blades for a second, then they faded away. Very odd. To be clear, no windmills that I have seen have blades.
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