PRieST Posted September 1, 2021 Posted September 1, 2021 Another question concerning the overwritten large references: Is it only fixable by setting the esm flag and use the Script, or could I do this manually? I am aksing, because I have some plugins which are causing the warnings, but I can't change the loadorder and so can't set the flag.
ButchDiavolo Posted September 1, 2021 Posted September 1, 2021 (edited) 44 minutes ago, sheson said: Read: ..\DynDOLOD\docs\help\LogMessages.html what certain log messages mean. ..\DynDOLOD\docs\DynDOLOD_Manual_SSE.html "Skyrim Special Edition Visual Bugs and Oddities" ..\DynDOLOD\docs\SkyrimSELargeRefGrid\SkyrimSE-LargeRefGrid.html These log message tell you which plugin(s) are visually incompatible with the Skyrim Special Edition large reference feature. I would argue it is typically up to a mod author to make mods that do not cause well known/documented visual problems. Hmm, ok. So, basically most of my mods are being listed in the warnings. And after reading the docs, I am not really sure what to do about the warnings. A combination of English not being my native tongue AND well... technicalities I have never dealt with before. (Well, not to exclude being blond). So for a "noob" in this case, what would you suggest I do to get rid of the warnings? EDIT: Um... did I mention I am blond? I just saw the conversations you have been having with Priest and it seems I have the same issues as him/her. So I will try the script thingie. Edited September 1, 2021 by ButchDiavolo
sheson Posted September 1, 2021 Author Posted September 1, 2021 18 minutes ago, PRieST said: Another question concerning the overwritten large references: Is it only fixable by setting the esm flag and use the Script, or could I do this manually? I am aksing, because I have some plugins which are causing the warnings, but I can't change the loadorder and so can't set the flag. Only ESM flagged plugins can overwrite large references without triggering the bugs. A solution would be to move all such overwrites out of the ESP into a ESM (can also be flagged ESL). 16 minutes ago, ButchDiavolo said: Hmm, ok. So, basically most of my mods are being listed in the warnings. And after reading the docs, I am not really sure what to do about the warnings. A combination of English not being my native tongue AND well... technicalities I have never dealt with before. (Well, not to exclude being blond). So for a "noob" in this case, what would you suggest I do to get rid of the warnings? As a user who is not fixing the plugins/mods you will just have to ignore the warnings. Large reference are a visual problem. The bugs are only visible when the large reference system is enabled via the launcher/INI setting. 1
ButchDiavolo Posted September 1, 2021 Posted September 1, 2021 20 minutes ago, sheson said: As a user who is not fixing the plugins/mods you will just have to ignore the warnings. Large reference are a visual problem. The bugs are only visible when the large reference system is enabled via the launcher/INI setting. Well... Even I can do that! Thanks so much for your help. And keep up the good work
PRieST Posted September 1, 2021 Posted September 1, 2021 26 minutes ago, sheson said: Only ESM flagged plugins can overwrite large references without triggering the bugs. A solution would be to move all such overwrites out of the ESP into a ESM (can also be flagged ESL). Thanks for the Info, seems I'll have a lot to do now. Is there any Script, with which I could Filter such records via xEdit?
sheson Posted September 1, 2021 Author Posted September 1, 2021 38 minutes ago, PRieST said: Thanks for the Info, seems I'll have a lot to do now. Is there any Script, with which I could Filter such records via xEdit? I never made a pas script to do the same type of overwritten reference detection that prints the warning in the DynDOLOD log. Not sure how proficient you are in writing pas scripts, but the logic to find them is something like this: REFR defined in ESM, is referenced by its WRLD record, has a winningoverride in an ESP. You might need use an xLODGen terran LOD beta version in xEdit mode that shows the RNAM data on skyrim.esm. Might be quicker to just compile a list from the DynDOLOD log warnings.
PRieST Posted September 1, 2021 Posted September 1, 2021 3 hours ago, sheson said: I never made a pas script to do the same type of overwritten reference detection that prints the warning in the DynDOLOD log. Not sure how proficient you are in writing pas scripts, but the logic to find them is something like this: REFR defined in ESM, is referenced by its WRLD record, has a winningoverride in an ESP. You might need use an xLODGen terran LOD beta version in xEdit mode that shows the RNAM data on skyrim.esm. Might be quicker to just compile a list from the DynDOLOD log warnings. Oh, never had written a pas script before, maybe I have to learn it now^^
nolbear Posted September 1, 2021 Posted September 1, 2021 (edited) I'm using DynDOLOD to generate an underside mesh, but no matter what I do I can't seem to stop it from poking through the regular terrain. I've tried changing the quality and position settings several times, but it doesn't seem to make any difference. I'm attaching a screenshot to show the issue. It's especially evident on the throat of the world. You can see the lighter colored underside mesh sticking through the mountain, causing a very unnatural "banded" look. Can someone please tell me if this is the expected result, or if I'm just doing something wrong? The settings used for the screenshot are -1000 position and 5 quality, but like I said, I've seen the very same issue with the default settings and others that I've tried. Any help would be much appreciated. Edit: I realize the picture isn't very clear. I can take another one in clearer weather if the issue isn't visible enough. Edited September 1, 2021 by nolbear
sheson Posted September 2, 2021 Author Posted September 2, 2021 8 hours ago, nolbear said: I'm using DynDOLOD to generate an underside mesh, but no matter what I do I can't seem to stop it from poking through the regular terrain. I've tried changing the quality and position settings several times, but it doesn't seem to make any difference. I'm attaching a screenshot to show the issue. It's especially evident on the throat of the world. You can see the lighter colored underside mesh sticking through the mountain, causing a very unnatural "banded" look. Can someone please tell me if this is the expected result, or if I'm just doing something wrong? The settings used for the screenshot are -1000 position and 5 quality, but like I said, I've seen the very same issue with the default settings and others that I've tried. Any help would be much appreciated. Edit: I realize the picture isn't very clear. I can take another one in clearer weather if the issue isn't visible enough. Increase the Static Object LOD distances in the DynDOLOD SkuUI MCM Settings, with BethINI, the launcher or directly in SkyrimPrefs.INI Also generate terrain LOD with xLODGen in case it isn't.
nolbear Posted September 2, 2021 Posted September 2, 2021 7 hours ago, sheson said: Increase the Static Object LOD distances in the DynDOLOD SkuUI MCM Settings, with BethINI, the launcher or directly in SkyrimPrefs.INI Also generate terrain LOD with xLODGen in case it isn't. Thank you for the quick response! Messing with the MCM settings did help a lot, and also made my LOD a lot prettier with seemingly minimal performance loss. Don't know why I never tried adjusting those before... Thanks so much!
nardo68 Posted September 2, 2021 Posted September 2, 2021 I was told to repost this here, Dyndolod giving me this warning Quote [00:20] <Warning: LOD model meshes\lod\flyingcrow_lod.nif has same CRC32 as full model Meshes\crow\flyingcrow.nif FlyingCrowsSSE.esp FlyingCrow_FLOCK "Crow" [MSTT:FE02080A]> [00:20] <Warning: LOD model contains controller block: meshes\lod\flyingcrow_lod.nif FlyingCrowsSSE.esp FlyingCrow_FLOCK "Crow" [MSTT:FE02080A]> And the logs : https://ufile.io/f/yqnwr (no bugreport.log was generated)
sheson Posted September 2, 2021 Author Posted September 2, 2021 46 minutes ago, nardo68 said: I was told to repost this here, Dyndolod giving me this warning And the logs : https://ufile.io/f/yqnwr (no bugreport.log was generated) From ..\DynDOLOD\docs\help\LogMessages.html: LOD model * has same CRC32 as full model A full model was copied 1:1 to a LOD model filename instead of using the recommended and easier mesh rules. As explained earlier, a mod author was lazy and didn't really create a dedicated LOD model and also didn't use a mesh rule to simply define the full model for LOD. It will work but is not ideal in terms of compatibility and future proofing the mod. LOD model contains controller block A LOD model might be using animation or other features that are not supported by object LOD. Create a dedicated object LOD model, use appropriate mesh rules instead or create a dedicated dynamic LOD model. A confused mod author made a NIF that contains animation and gave it the file name convention for static object LOD. Static object LOD does not support animation. Delete the LOD file and add a mesh rule so that the full model will always be used for dynamic LOD. The mesh rule farmhousewindmillfan serves as a good example how to do this, since that rule also makes sure the animation does not reset when the cells attach. The manual also explains rules and how to include the with mods since years.
Miulle Posted September 4, 2021 Posted September 4, 2021 Hi I have the problem that my Texgen just instantly stops after pressing start. I made sure to install Dyndolod fresh into a new folder and also selected all available 3 options in the texgen generation. I am using MO2 as my mod manager if that helps. Texgen message in question: ==================== [Window Title] TexGen [Main Instruction] Exit TexGen, check log or restart? [Exit TexGen] [Check log] [Restart] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard ==================== Here are the required logs: bugreport.txt TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt Thanks for your help.
sheson Posted September 4, 2021 Author Posted September 4, 2021 41 minutes ago, Miulle said: Hi I have the problem that my Texgen just instantly stops after pressing start. I made sure to install Dyndolod fresh into a new folder and also selected all available 3 options in the texgen generation. I am using MO2 as my mod manager if that helps. Texgen message in question: ==================== [Window Title] TexGen [Main Instruction] Exit TexGen, check log or restart? [Exit TexGen] [Check log] [Restart] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard ==================== Here are the required logs: bugreport.txt TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt Thanks for your help. Have you tried following the installation instructions? "Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders." https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249359 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249374 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249490 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249545 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249720 https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-39/?do=findComment&comment=249869
AiElias Posted September 4, 2021 Posted September 4, 2021 (edited) What is going on here with my tree lods. I'm using hybrid lods. These are TreePineForest01 and TreePineForestSnow01. To the left are the loaded trees. To the right the hybrid lods. For some reason the snow01 hybrid lod crown looks less dense. This is despite the fact that the loaded tree models are exactly the same with only differing textures. I have looked through my hybrid lod nifs and they are also appear the same with again only differing texture paths. Yet despite this, when I copy over the Pine01 hybrid nif and replace the Snow01 hybrid the right lod looks correct albeit with incorrect textures. Edit: So after moving replacing the textures to the snowpine leaves I once again saw a regression back to the less dense lod. So the issue is something related to the texture. But I'm not sure what since it is mipmapped. Edited September 4, 2021 by AiElias
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