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Posted
23 minutes ago, Phlunder said:

Yes, you are right, just checked with tll command and the issue also happens with LOD toggled off. I guess the LOD switching of regular billboards just makes it less visible, or even hides the issue... not sure. I never noticed it before I switched to billboards as object LOD.

wz2w4ZD.png

Sorry for bothering you with that then. I'll look into potential issues with the full model. I'll revert to traditional billboards if necessary, that's fine.

Another question regarding billboard generation with TexGen. The screen resolution scaling works like a charm for Skyrim trees, I'd even argue the automatically picked lower resolution for smaller trees helps with the appearance when rendered from afar. Though for some Enderal trees, like the "kapok01_0009093f" the scaling seems to pick something too small for their full model size. Is that because some trees were just scaled up from their default size? For some, like the widely used "kingstree01_0014f9a6" the scaling is fine, as it picks the max size (1K resolution on either axis). The logs are still relevant for that question, if they are of any help in that regard.

The model scaling is taken into account. However, if there are references that set a scale considerable higher than TreeModelHeightMultiplier in the TexGen.ini then the billboard might be too small for that tree. The (max) scale set on references is not yet part of the automatic process.

Posted (edited)
5 hours ago, sheson said:

Maybe you mean 0008E83A? Its full model filename meshes\enderal\architecture\ancientruins\rock02.nif collides with meshes\enderal\medievalpack\rocks\rock02.nif for which the included LOD model is. I will have to address that with an updated rule.

Again, you were right, it was indeed 0008E83A that had the weird LOD model issue from my original post. There were so many placed close and on top of each other that I must have clicked on the one right next to it. Come to think of it, weird that the ones I misclicked have no LOD meshes assigned but the others do. From my experience (working on textures) these ancientruins and medievelpack assets can be very crude. The specific stone meshes are so simplistic they should act well as LOD meshes too heh.

Edit: Sorry, I think I get it now. Those stones have no LOD, DynDOLOD just grabbed the other LOD mesh because it has the same naming convention?

Edited by Phlunder
Posted
2 hours ago, Phlunder said:

Again, you were right, it was indeed 0008E83A that had the weird LOD model issue from my original post. There were so many placed close and on top of each other that I must have clicked on the one right next to it. Come to think of it, weird that the ones I misclicked have no LOD meshes assigned but the others do. From my experience (working on textures) these ancientruins and medievelpack assets can be very crude. The specific stone meshes are so simplistic they should act well as LOD meshes too heh.

Edit: Sorry, I think I get it now. Those stones have no LOD, DynDOLOD just grabbed the other LOD mesh because it has the same naming convention?

Bethesda folder and file naming conventions stipulate that different assets never have the same filename. The DynDOLOD manual explains how automatic full model file name to LOD model matching works. It addition the CRC32 of full model can be used to bind a specific LOD model to a specific full model. The next DynDOLOD Resources 3 LE/SE versions will have a dedicated LOD model for the second rock02.nif. They will also have an LOD model updates for the building from the other post.

  • Thanks 1
Posted

 

Hi Sheson, before I forget and do it wrong, imma do all the Logs first.

DynDOLOD bug report: None

TexGen Log: https://ufile.io/vhbkh43u (nothing in here, generated from quick in and out setting look up to make sure settings matches DynDOLOD options. Nothing located before that.)

TexGen Debug Log: https://ufile.io/4xede0ka (nothing in here, generated from quick in and out setting look up to make sure settings matches DynDOLOD options. Nothing located before that.)

DynDOLOD log: https://ufile.io/8nkdirse 

DynDOLOD debug log: https://filebin.net/q2l7uywle1i8lkdj

I'm having a problem with my mountains and trees using other meshes, and then when I approach it transfers to the high quality meshes (without fade). Comparison Pictures: https://imgur.com/a/74BwjiR the last 4 pictures are the best examples and are taken from walking 2 or 3 feet back and forth. This problem seems to be the same problem the user, Breaking Mountain, had here: 

 

I have reran DynDOLOD multiple times since the problem occured, no change. Problem still occurs on new games (see last 2 images). I don't think its a wild edit since not many of my mods touch mountains, although guess thats why its called "wild" edit. Loot reports no dirty plugins, I clean/uninstall any mods that are dirty. On a previous generation, I tried the mountain mesh rule: 

Mesh mask = mountains
LOD Level 4 = Level0
LOD Level 8 = Level0
LOD Level 16 = Level1 or Level2
Flags = VWD
Grid = Far LOD
Reference = Unchanged

Mountain (and tree) problem still existed. The fBlockLevel0Distance seen in the pictures 57000 ( fBlockLevel1Distance: 60,000) My usually play with fBlockLevel0Distance on 30,000. Increasing fblockLevel0Distance does make the problem happen further away, though it still happens (as expected) (and takes 5-10% of GPU more at 60k then 30k) . My uLargeRefLODGridSize is usually the default of 11, when changed to 5 as suggested, the problem still occured.

The only thing from that post I can't verify is bolded below

On 10/22/2020 at 1:48 PM, sheson said:

Disable large references, set them to 5 to not have full models and LOD models show at the same time because of the bugs triggered by plugins from mods. If anything, use sane values for uLargeRefLODGridSize. Convert plugins causing large reference bugs to ESM - if possible. The DynDOLOD log lists the references/plugins.

Another note is I did try a fresh ini by removing my current INIs, launching the launcher and then using the new skyrim.ini and skyrimpref.ini on my save, problem still occurred. Where in the DynDOLOD log does it list the refernces/plugins that need conversions? Although this may not be a large reference bug. The big question is how do I fix these mountains and trees? 

Posted
On 10/14/2021 at 8:18 AM, RulerOfWorlds said:

I'm having a problem with my mountains and trees using other meshes, and then when I approach it transfers to the high quality meshes (without fade).

As explained in the manual LOD starts beyond the uGridsToLoad or ulargeRefLODGridSize.

A cell has 4096 units. So the first LOD Level shows after about ~ 10240 and ~ 22528 units.

fBlockLevel0Distance=57000 and fBlockLevel1Distance=60000 are way to close together. It wouldn't be surprised if it showed LOD level 16 right after LOD Level 4 and skips LOD Level 8 on occasion.

Start the games launcher to set ultra settings. Then adjust only fBlockLevel0Distance to avoid it causing stuck object LOD. Use the DynDOLOD SkyUI MCM Settings page to adjust the distance in the game.

On 10/14/2021 at 11:25 AM, Annth said:

Game seems to ctd upon clicking New game, Continue or using a coc command. Happens when I enable DynDOLOD Output in my load order

Added dyndolod and texgen logs

https://ufile.io/f/r6r6g

Read ..\DynDOLOD\docs\DynDOLOD-FAQ.txt "Q: Game: ILS or CTD". As suggested follow the trouble steps in the DynDOLOD-README.txt.
Obviously the most important log to check for the reason of a CTD is the crash log from .Net Framework. Upload that if help is needed.

Pay attention to log message and their meanings. For example, plugins with deleted references should be cleaned.

Posted (edited)
13 hours ago, sheson said:

Only notify the mod author if the NIF does not open in NifSkope.

Also, I get this bug: S5V9Dsj.pngHere's my modlist https://modwat.ch/u/mattski123, hope this helps. I did change cell btw. As you can see it only happens on some but not all trees. 0hUfsZU.png

Edited by mattski123
adding to post
Posted
42 minutes ago, mattski123 said:

Also, I get this bug: S5V9Dsj.pngHere's my modlist https://modwat.ch/u/mattski123, hope this helps. I did change cell btw. As you can see it only happens on some but not all trees. 0hUfsZU.png

Also relating to this, is there any reason why I can't expand grass, or why objects aren't showing? I also have landscape dips if you see here: oT4ZIhf.pngHere's my settings as well: 3ZOPGeB.pngAnd my logs for when it worked: https://easyupload.io/1c1mn3

Posted
5 hours ago, mattski123 said:

Also relating to this, is there any reason why I can't expand grass, or why objects aren't showing? I also have landscape dips if you see here: oT4ZIhf.pngHere's my settings as well: 3ZOPGeB.pngAnd my logs for when it worked: https://easyupload.io/1c1mn3

For having an RTX 2070, you have terribly low settings. Your ini files probably should be reset based off your Modwatch. Use sane lod settings. Set bEnableLandFade=0 and adjust your lod settings to something closer to the following:

[TerrainManager]
fBlockLevel0Distance=53248
fBlockLevel1Distance=159744
fBlockMaximumDistance=331776
fSplitDistanceMult=1.000

fSkyCellRefFadeDistance should probably be higher as well. 

Posted (edited)
40 minutes ago, DoubleYou said:

For having an RTX 2070, you have terribly low settings. Your ini files probably should be reset based off your Modwatch. Use sane lod settings. Set bEnableLandFade=0 and adjust your lod settings to something closer to the following:


[TerrainManager]
fBlockLevel0Distance=53248
fBlockLevel1Distance=159744
fBlockMaximumDistance=331776
fSplitDistanceMult=1.000

fSkyCellRefFadeDistance should probably be higher as well. 

Thanks man! What do you suggest I have my fSkyCellRefFadeDistance set to? Also, Is there a predetermined most performance friendly to non pop in ratio'd ini file I can try tune? Or like list of settings? I've tried hunting but can't find any. I can now see NPCs farther away thanks to you! However, I don't seem to have resolved those crevaces as seen here: V4kolLG.jpg

Edited by mattski123
fixing stuff
Posted
12 hours ago, mattski123 said:

I got this: https://easyupload.io/ycvmqm

I tried restarting my PC and that resolved it. Maybe looking into that? Also, it was another Arnima one (Beyond Reach) which caused it. Do you think running through CAO might help?

So, it seems to be random record and not reproducible. Wait for next alpha version to see if it still happens.

12 hours ago, guncai said:

An error occurred when running TexGen.exe, DynDOLOD.exe。Add exclusion in windows security center:DynDOLOD.exe、TexGen.exe、LODGen.exe、Texconv.exe。

1.png

2.png

TexGen_TES5_log.txt 2.34 kB · 0 downloads DynDOLOD_TES5_log.txt 2.28 kB · 0 downloads

Do not post screenshots of the error messages, use the "Copy message to clipboard" and paste the text instead as explained on the first post.

Also upload the debug logs and bugreport as explained on the first post.

Make sure the DynDOLOD Standalone archive downloaded and unpacked completely without errors.

Use the x64 versions.

Use  the legal Steam version of the game.

Make sure that the tools are not denied access to files and folders by the OS, UAC, anti vir etc.

11 hours ago, mattski123 said:

Also, I get this bug: S5V9Dsj.pngHere's my modlist https://modwat.ch/u/mattski123, hope this helps. I did change cell btw. As you can see it only happens on some but not all trees. 0hUfsZU.png

Read the ..\DynDOLOD\docs\DynDOLOD-FAQ.txt

FAQ: Game: Tree LOD: LOD trees show in loaded cells

A: Make sure that nothing overwrites the generated LOD files.

A: Make sure all plugins with ITM or deleted references are cleaned. See https://tes5edit.github.io/docs/5-mod-cleaning-and-error-checking.html

A: If the load order / priority of plugins adding or changing tree references was changed, generate tree LOD again so it matches the new load order. Consider using ultra tree LOD (also possible with billboards only) to avoid such engine limitations.
 

Posted
6 hours ago, mattski123 said:

Also relating to this, is there any reason why I can't expand grass, or why objects aren't showing? I also have landscape dips if you see here: Here's my settings as well: And my logs for when it worked: https://easyupload.io/1c1mn3

Grass only renders in loaded cells. You No Grass In Objects to render full grass beyond the loaded cells. Generated grass LOD for object LOD level 4 as explained on the second post or ..\DynDOLOD\docs\help\GrassLOD.html.

Do not set LOD level distances all to the same value. That does not make any sense. Use sane settings from the games launcher or BethINIs

Use xLODGen to generate terrain LOD meshes with protect cell border on.

Posted
2 hours ago, mattski123 said:

Thanks man! What do you suggest I have my fSkyCellRefFadeDistance set to? Also, Is there a predetermined most performance friendly to non pop in ratio'd ini file I can try tune? Or like list of settings? I've tried hunting but can't find any. I can now see NPCs farther away thanks to you! However, I don't seem to have resolved those crevaces as seen here: V4kolLG.jpg

As explained in ..\DynDOLOD\docs\DynDOLOD_Manual.html, fSkyCellRefFadeDistance sets the distance of neverfades (IsFullLOD) full models, like clouds and the dynamic LOD. 

Like with all other settings, there is no such thing as the "best" setting for all load orders, setups and personal preference.
Compare 400,000 to lower values if you notice a performance difference. 

Posted (edited)
On 10/13/2021 at 8:19 PM, sheson said:

Bethesda folder and file naming conventions stipulate that different assets never have the same filename. The DynDOLOD manual explains how automatic full model file name to LOD model matching works. It addition the CRC32 of full model can be used to bind a specific LOD model to a specific full model. The next DynDOLOD Resources 3 LE/SE versions will have a dedicated LOD model for the second rock02.nif. They will also have an LOD model updates for the building from the other post.

Thanks for the update! I tested both the TexGen scaling changes for billboard resolution and the Riften house and stone LOD issue. The TexGen scaling seems perfect now, but its gone both ways, some billboards are now generated smaller, some are 4x bigger than before. But all changes seem reasonable and consistent, just from flying around the map and checking the billboard sizes and according resolution.

The custom Riften house LOD is now fine, I guess the LOD mesh is split in parts now? The stones are okay now too, but they seem to have a very dark texture assigned, or its the mesh itself, not sure. Here are some pics. No other mods are used, ENB is disabled:

Aj1yVzo.png gOgIwjS.png

Edited by Phlunder

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