Mur4s4me Posted February 27, 2022 Posted February 27, 2022 28 minutes ago, sheson said: snip Thank you and my apologies! I'm currently regenerating Dyndolod with the proper seasons settings to give it one more try, and then I'll go in-game for proper screenshots + MCM settings. I included the logs from my previous files generating though, which could still give an insight.
sheson Posted February 27, 2022 Author Posted February 27, 2022 27 minutes ago, Mur4s4me said: Thank you and my apologies! I'm currently regenerating Dyndolod with the proper seasons settings to give it one more try, and then I'll go in-game for proper screenshots + MCM settings. I included the logs from my previous files generating though, which could still give an insight. The log do not seem complete or generation was stopped. If it is still not fine with all seasons generated for all desired worldspace, upload new logs.
Mur4s4me Posted February 27, 2022 Posted February 27, 2022 22 minutes ago, sheson said: The log do not seem complete or generation was stopped. If it is still not fine with all seasons generated for all desired worldspace, upload new logs. Greetings again! The issue is fixed by checking the seasons for Wyrmstooth. I knew it was an user error! Thank you for your time Sheson, and the wonderful update even if it's still in alpha form.
natacc11 Posted February 28, 2022 Posted February 28, 2022 (edited) Hello, I've been lurking on this post for a long time but never needed to create an account, as your release cycle is quite fast and you managed to fix every issue I had with Dyndolod 3 However, I've been trying to use v74 for a week now while generating Lods for the four seasons. I'm facing more of a hardware issue, as Dyndolod hits the memory limit of my computer (16GB, nevertheless). It needs to be noted that I have quite a large modded game with 470 active plugins. The logs I joined probably won't help much, but if you can't find a viable solution, could you add the possibility to run the seasonal generations sequentially (not in parallel) to avoid taking up too much memory ? Thanks for your work LODGen_SSE_Tamriel_SUM_log.txtLODGen_SSE_Tamriel_SPR_log.txtLODGen_SSE_Tamriel_AUT_log.txtLODGen_SSE_Tamriel_WIN_log.txt LODGen_SSE_Tamriel_log.txt Edited February 28, 2022 by natacc11
sheson Posted February 28, 2022 Author Posted February 28, 2022 27 minutes ago, natacc11 said: Hello, I've been lurking on this post for a long time but never needed to create an account, as your release cycle is quite fast and you managed to fix every issue I had with Dyndolod 3 However, I've been trying to use v74 for a week now while generating Lods for the four seasons. I'm facing more of a hardware issue, as Dyndolod hits the memory limit of my computer (16GB, nevertheless). It needs to be noted that I have quite a large modded game with 470 active plugins. The logs I joined probably won't help much, but if you can't find a viable solution, could you add the possibility to run the seasonal generations sequentially (not in parallel) to avoid taking up too much memory ? Thanks for your work LODGen_SSE_Tamriel_SUM_log.txt 41.14 kB · 0 downloads LODGen_SSE_Tamriel_SPR_log.txt 41.14 kB · 0 downloads LODGen_SSE_Tamriel_AUT_log.txt 41.21 kB · 0 downloads LODGen_SSE_Tamriel_WIN_log.txt 41.19 kB · 0 downloads LODGen_SSE_Tamriel_log.txt 16.5 kB · 1 download How come you have no post the log and debug log from DynDOLOD? Switch to expert mode https://dyndolod.info/Help/Expert-Mode and select only the Tamriel worldspace and the default season and click Execute LODGen, see if it runs through.
1KayDee1 Posted February 28, 2022 Posted February 28, 2022 (edited) Hello, I'm new so not sure if I should seek help here. My question is if the difference in LODs brightness as seen in the attached image is normal. Ground LOD is dark and the tree LODs even darker. I used TexGen and DynDOLOD and all the necessary extra files from the Nexus and followed this tutorial on youtube. I've read as much as I can from the overwhelming amount of information about this mod. I did xEdit clean on all the dirty plugins prior to using DynDOLOD and TexGen. While the two mods were running I saw errors in the log but they were moving too fast to read. Now I am not sure which of the many files in the log folder to check for the errors and I didn't see an answer for that in the FAQs. It is possible that I might be missing something since I am new to modding of this level. Is there anythig that can be done for the difference in brightness? Mods for trees I use are: 3D Trees and Plants v4.0.2 + billbords for it / Aspens Alaze + Dyndolod mod for it Mod for mountains is Red Rocks 4k and there's no billboards for it Terrain mod is Terrain Lod Redone DynDOLOD Outputs are at the bottom of the load order in Vortex as first I the TexGen output and the the DynDOLOD output. Edit: Useing DynDOLOD 3.0 since is required by the Aspes Ablaze DynDOLOD mod Edited February 28, 2022 by 1KayDee1 Adding info
natacc11 Posted February 28, 2022 Posted February 28, 2022 (edited) 1 hour ago, sheson said: How come you have no post the log and debug log from DynDOLOD? Switch to expert mode https://dyndolod.info/Help/Expert-Mode and select only the Tamriel worldspace and the default season and click Execute LODGen, see if it runs through. Unfortunately, the debug log weighs around 330MB and the regular log is 3.3MB, putting them both above the 3MB upload limit. I've zipped all the logs and uploaded them here : https://mega.nz/file/TU9myTiK#pvBKHoH0r1J5mGmgR8VuaEexR6i8o5gbPCHHVLHt_GA Before seeing your comment, I relaunched a lod generation for all worldspaces, but only checked the Default and WIN seasons (I always run in Advanced Mode). It isn't done yet, but so far it hasn't crashed. I'll try your suggestion in a next run. Edited February 28, 2022 by natacc11
sheson Posted February 28, 2022 Author Posted February 28, 2022 35 minutes ago, 1KayDee1 said: Hello, I'm new so not sure if I should seek help here. My question is if the difference in LODs brightness as seen in the attached image is normal. Ground LOD is dark and the tree LODs even darker. I used TexGen and DynDOLOD and all the necessary extra files from the Nexus and followed this tutorial on youtube. I've read as much as I can from the overwhelming amount of information about this mod. I did xEdit clean on all the dirty plugins prior to using DynDOLOD and TexGen. While the two mods were running I saw errors in the log but they were moving too fast to read. Now I am not sure which of the many files in the log folder to check for the errors and I didn't see an answer for that in the FAQs. It is possible that I might be missing something since I am new to modding of this level. Is there anythig that can be done for the difference in brightness? Mods for trees I use are: 3D Trees and Plants v4.0.2 + billbords for it / Aspens Alaze + Dyndolod mod for it Mod for mountains is Red Rocks 4k and there's no billboards for it Terrain mod is Terrain Lod Redone DynDOLOD Outputs are at the bottom of the load order in Vortex as first I the TexGen output and the the DynDOLOD output. Edit: Useing DynDOLOD 3.0 since is required by the Aspes Ablaze DynDOLOD mod DynDOLOD Standalone is not really a mod. It is a selection of tools based on xEdit/xLODGen to generate a LOD mod for improved tree and object LOD. That's why there are so many options, settings and explanations for all the different things. Note that the video you linked does not account for the changes of DynDOLOD 3 Alpha. Do not install any 3rd party billboards with DynDOLDO 3 Alpha, use TexGen to generate all desired billboards. https://dyndolod.info/Installation-Instructions, https://dyndolod.info/Generation-Instructions, https://dyndolod.info/Help/Tree-Grass-LOD-Billboards The first post of this thread and https://dyndolod.info/Messages explain which log files the messages are saved to. Also, a summary of messages is opened once the tools finish if there were errors or warning messages. DynDOLOD does not affect terrain LOD. As explained on the first post of the xLODGen thread, install a noise.dds that does not change brightness of terrain LOD. If you use a mod that includes pre-made terrain LOD textures made with xLODGen, make sure its ..\data\textures\terrain\noise.dds is not being overwritten by other mods unintentionally. As explained in the https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees", use the advanced mode options https://dyndolod.info/Help/Advanced-Mode tree LOD brightness setting to compensate for ENB/weather bods.
sheson Posted February 28, 2022 Author Posted February 28, 2022 26 minutes ago, natacc11 said: Unfortunately, the debug log weighs around 330MB and the regular log is 3.3MB, putting them both above the 3MB upload limit. I've zipped all the logs and uploaded them here : https://mega.nz/file/TU9myTiK#pvBKHoH0r1J5mGmgR8VuaEexR6i8o5gbPCHHVLHt_GA Before seeing your comment, I relaunched a lod generation for all worldspaces, but only checked the Default and WIN seasons (I always run in Advanced Mode). It isn't done yet, but so far it hasn't crashed. I'll try your suggestion in a next run. That is why the first explains to a file service for large log files... Are the virtual memory settings handled by the OS / default or do they have custom settings?
Phlunder Posted February 28, 2022 Posted February 28, 2022 (edited) On 2/23/2022 at 10:12 PM, Phlunder said: Thank you, I could swear I already tried that, but I'll give it another go! Edit: Hm, no that didn't work. I tried to give the tropical tree trunks that are very commonly used in the Powder Desert billboards, one of them would be _00E_TropicalTree_Trunk01 [STAT:000880FA] for example, or the ref ID 99544. I added the Has Tree LOD flag to all of them (in the Test.esp), but they weren't picked up by TexGen. Here's the TexGen log: https://drive.google.com/file/d/1xTA-q8l-qnqOT8wLhL-cqsqnJ0gQQA6P/view?usp=sharing I can confirm that the Has Tree LOD flag works in other cases, like the static DLC1TreeWinterAspenSnow01 [STAT:0200CE13]. Though with the Enderal tree mentioned in my previous post, _00E_TropicalTree_Trunk01 [STAT:000880FA], adding the flag does nothing. Are there any other requirements than the flag and volume for it to be detected, or do I have to solve this with a dedicated LOD mesh? That's fine too of course, just trying to understand the requirements. Edited February 28, 2022 by Phlunder
sheson Posted February 28, 2022 Author Posted February 28, 2022 50 minutes ago, Phlunder said: I can confirm that the Has Tree LOD flag works in other cases, like the static DLC1TreeWinterAspenSnow01 [STAT:0200CE13]. Though with the Enderal tree mentioned in my previous post, _00E_TropicalTree_Trunk01 [STAT:000880FA], adding the flag does nothing. Are there any other requirements than the flag and volume for it to be detected, or do I have to solve this with a dedicated LOD mesh? That's fine too of course, just trying to understand the requirements. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards Object bounds or z height too small. Search for the form id in the debug log. Something like Ignoring *.nif bounds volume x
1KayDee1 Posted February 28, 2022 Posted February 28, 2022 2 hours ago, sheson said: DynDOLOD Standalone is not really a mod. It is a selection of tools based on xEdit/xLODGen to generate a LOD mod for improved tree and object LOD. That's why there are so many options, settings and explanations for all the different things. Note that the video you linked does not account for the changes of DynDOLOD 3 Alpha. Do not install any 3rd party billboards with DynDOLDO 3 Alpha, use TexGen to generate all desired billboards. https://dyndolod.info/Installation-Instructions, https://dyndolod.info/Generation-Instructions, https://dyndolod.info/Help/Tree-Grass-LOD-Billboards The first post of this thread and https://dyndolod.info/Messages explain which log files the messages are saved to. Also, a summary of messages is opened once the tools finish if there were errors or warning messages. DynDOLOD does not affect terrain LOD. As explained on the first post of the xLODGen thread, install a noise.dds that does not change brightness of terrain LOD. If you use a mod that includes pre-made terrain LOD textures made with xLODGen, make sure its ..\data\textures\terrain\noise.dds is not being overwritten by other mods unintentionally. As explained in the https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees", use the advanced mode options https://dyndolod.info/Help/Advanced-Mode tree LOD brightness setting to compensate for ENB/weather bods. Thanks, I will read the information you provided and try to fix the issues. Hopefully I won't mess something up.
Phlunder Posted February 28, 2022 Posted February 28, 2022 (edited) 1 hour ago, sheson said: https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards Object bounds or z height too small. Search for the form id in the debug log. Something like Ignoring *.nif bounds volume x The Form ID isn't mentioned in the debug log at all (its also linked in my original post I quoted). I checked the object bounds and they exceed the minimum threshold. Edit. Sorry, after checking again I see that at least 3 of the variants have no object bounds set. All the others (and the one in question) do however, and are exceeding the threshold as mentioned. Edited February 28, 2022 by Phlunder
z929669 Posted February 28, 2022 Posted February 28, 2022 3 hours ago, natacc11 said: Unfortunately, the debug log weighs around 330MB and the regular log is 3.3MB, putting them both above the 3MB upload limit. I've zipped all the logs and uploaded them here : https://mega.nz/file/TU9myTiK#pvBKHoH0r1J5mGmgR8VuaEexR6i8o5gbPCHHVLHt_GA Before seeing your comment, I relaunched a lod generation for all worldspaces, but only checked the Default and WIN seasons (I always run in Advanced Mode). It isn't done yet, but so far it hasn't crashed. I'll try your suggestion in a next run. As mentioned in the OP and the forum rules checklist, you should truncate your logs to the last meaningful run. you probably have several or more DynDOLOD sessions recorded in those logs. 330 Mb is insane. I normally delete my logs folder between runs to avoid the issue.
sheson Posted February 28, 2022 Author Posted February 28, 2022 30 minutes ago, Phlunder said: The Form ID isn't mentioned in the debug log at all (its also linked in my original post I quoted). I checked the object bounds and they exceed the minimum threshold. Edit. Sorry, after checking again I see that at least 3 of the variants have no object bounds set. All the others (and the one in question) do however, and are exceeding the threshold as mentioned. That's what I mean, too. If it isn't listed at all in the log its not even discovered. It seems it is not seeing the overwrite with the flag. See if it works next alpha version. 1
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