sheson Posted April 4, 2022 Author Posted April 4, 2022 16 minutes ago, vektor9999 said: Hey Sheson, I'm coming back to you with some test results. For the test i used both versions (3.65/3.86) at density 25% The related bto files size As you can see there is a +/- 8mb difference. I hope this can help. Thank you. Compare if content/number of grass LOD billboards in ..\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt is the same. Grass cache stayed the same when generating with the two versions?
vektor9999 Posted April 4, 2022 Posted April 4, 2022 (edited) 20 minutes ago, sheson said: Compare if content/number of grass LOD billboards in ..\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt is the same. Grass cache stayed the same when generating with the two versions? For 3.65 ==> i have 104 lines for \Export\LODGen_SSE_Grass_Map_Tamriel.txt For 3.86 ==> i have 91 lines for \Export\LODGen_SSE_Grass_Map_Tamriel.txt Grass cache has not been changed, i used the same EDIT : I compared the 2 files Edited April 4, 2022 by vektor9999
sheson Posted April 4, 2022 Author Posted April 4, 2022 29 minutes ago, vektor9999 said: For 3.65 ==> i have 104 lines for \Export\LODGen_SSE_Grass_Map_Tamriel.txt For 3.86 ==> i have 91 lines for \Export\LODGen_SSE_Grass_Map_Tamriel.txt Grass cache has not been changed, i used the same EDIT : I compared the 2 files Lets assume for now that those grass LOD billboards missing is why you see less grass LOD being generated in the BTO. Compare TexGen output ..\textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt of the two versions. We would expect the same grass LOD billboards to be missing. Then generate TexGen output with Alpha-87, see if they are still missing or not.
vektor9999 Posted April 4, 2022 Posted April 4, 2022 19 minutes ago, sheson said: Lets assume for now that those grass LOD billboards missing is why you see less grass LOD being generated in the BTO. Compare TexGen output ..\textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt of the two versions. We would expect the same grass LOD billboards to be missing. Then generate TexGen output with Alpha-87, see if they are still missing or not. I have this I'm gonna test the v 3.87 Thanks a lot
vektor9999 Posted April 4, 2022 Posted April 4, 2022 (edited) 1 hour ago, sheson said: Lets assume for now that those grass LOD billboards missing is why you see less grass LOD being generated in the BTO. Compare TexGen output ..\textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt of the two versions. We would expect the same grass LOD billboards to be missing. Then generate TexGen output with Alpha-87, see if they are still missing or not. You are a GENIUS!!!! It works and i think that the result is even better than 3.65. Thanks a lot!!! May i just ask you what the "false" flag at the end of the line means (in textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt)? ==> Folkvangr - Grass and Landscape Overhaul.esp;00000800;Grass_MXGrass_Medium01 Folkvangr - Grass and Landscape Overhaul.esp;00000801;Grass_LongWindy_Green,False Some lines have it, some don't. Edited April 4, 2022 by vektor9999
sheson Posted April 4, 2022 Author Posted April 4, 2022 1 hour ago, vektor9999 said: You are a GENIUS!!!! It works and i think that the result is even better than 3.65. Thanks a lot!!! May i just ask you what the "false" flag at the end of the line means (in textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt)? ==> Folkvangr - Grass and Landscape Overhaul.esp;00000800;Grass_MXGrass_Medium01 Folkvangr - Grass and Landscape Overhaul.esp;00000801;Grass_LongWindy_Green,False Some lines have it, some don't. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards "Whenever TexGen is used to generate tree/grass LOD billboards, it will also create text files ..\textures\terrain\lodgen\TexGen_[GAME MODE]_[Tree|Grass]_Billboards.txt which contain a list of all trees or grasses, regardless of any settings or failures. If the line ends in ',False' it means this tree or grass billboard was filtered out." The changelog entry "TexGen.exe - fixed trimming opposite edge of billboard textures" from Alpha-87 is most likely what fixed it.
DarthVitrial Posted April 4, 2022 Posted April 4, 2022 I'm having a bit of a hard time interpreting this message: Warning: Base record type not STAT or MSTT for large reference Skyrim.esm [REFR:0002B0C0] (places HagravenHouse01 [STAT:000ACB04] in GRUP Cell Temporary Children of SerpentsBluffRedoubtExterior02 [CELL:000099FC] (in Tamriel "Skyrim" [WRLD:0000003C] at -24,-2)) The message itself says that HagravenHouse01 is a STAT, but then it also says it's not a STAT? I'm not sure how to interpret that. Sorry if this has been asked before, I checked the forum but didn't see any similar mentions.
vektor9999 Posted April 5, 2022 Posted April 5, 2022 16 hours ago, sheson said: https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards "Whenever TexGen is used to generate tree/grass LOD billboards, it will also create text files ..\textures\terrain\lodgen\TexGen_[GAME MODE]_[Tree|Grass]_Billboards.txt which contain a list of all trees or grasses, regardless of any settings or failures. If the line ends in ',False' it means this tree or grass billboard was filtered out." The changelog entry "TexGen.exe - fixed trimming opposite edge of billboard textures" from Alpha-87 is most likely what fixed it. Ok, thanks a lot for this clarification
sheson Posted April 5, 2022 Author Posted April 5, 2022 7 hours ago, DarthVitrial said: I'm having a bit of a hard time interpreting this message: Warning: Base record type not STAT or MSTT for large reference Skyrim.esm [REFR:0002B0C0] (places HagravenHouse01 [STAT:000ACB04] in GRUP Cell Temporary Children of SerpentsBluffRedoubtExterior02 [CELL:000099FC] (in Tamriel "Skyrim" [WRLD:0000003C] at -24,-2)) The message itself says that HagravenHouse01 is a STAT, but then it also says it's not a STAT? I'm not sure how to interpret that. Sorry if this has been asked before, I checked the forum but didn't see any similar mentions. Read the first post, which entire log and debug log to upload when making posts. https://dyndolod.info/Messages/Base-Record-Type-Not-STAT-or-MSTT-For-Large-Reference
DarthVitrial Posted April 5, 2022 Posted April 5, 2022 (edited) 13 hours ago, sheson said: Read the first post, which entire log and debug log to upload when making posts. https://dyndolod.info/Messages/Base-Record-Type-Not-STAT-or-MSTT-For-Large-Reference Yeah, what confused me is the base record is a STAT though. I attached my log, I cannot upload my debug log because it's 50mb which is too large for my 400kbps internet to upload. DynDOLOD_SSE_log.txt DynDOLOD_SSE_Object_LOD.txt DynDOLOD_Summary_LargeReferenceBugs.html Edited April 5, 2022 by DarthVitrial
sheson Posted April 5, 2022 Author Posted April 5, 2022 1 hour ago, DarthVitrial said: Yeah, what confused me is the base record is a STAT though. I attached my log, I cannot upload my debug log because it's 50mb which is too large for my 400kbps internet to upload. DynDOLOD_SSE_log.txt 1.55 MB · 0 downloads DynDOLOD_SSE_Object_LOD.txt 472.64 kB · 0 downloads DynDOLOD_Summary_LargeReferenceBugs.html 103.71 kB · 1 download I suggest to read all log message listed in the summary and their explanations. https://dyndolod.info/Messages/Base-Record-Type-Not-STAT-or-MSTT-For-Large-Reference "The most likely cause is a plugin changing the reference to use a different base record. This can also be caused by base record swapping, maybe also for seasons." https://dyndolod.info/Mods/Base-Object-Swapper Large reference bugs are triggered if the new base record type is changed from STAT or MSTT (a warning message Base Record Type Not STAT or MSTT For Large Reference is written to the message log) or in case the volume of the objects bounds of the new base record is smaller than the required minimum (this is automatically fixed by DynDOLOD). The debug log should list the swap for the original base record when the swap/season INI is loaded. 1
DarthVitrial Posted April 6, 2022 Posted April 6, 2022 Thanks, I found the cause: [06:24] [BuildReferences] <Debug: Swapped [REFR:1D00AFB5] (places HagravenHouse01 [STAT:000ACB04] in GRUP Cell Temporary Children of GHCradelVillage00 [CELL:1D00AC32] (in zGHCradleWoodsWorld "Cradle Woods" [WRLD:1D00AA1A] at -2,2)) to Dynamic Things Alternative.esp dtaHagravenHouse01 "Tent" [FLOR:FE06F85D]> I'll remove Dynamic Things Alternative and rebuild DyndoLod.
DarthVitrial Posted April 6, 2022 Posted April 6, 2022 (edited) Hm, this is an odd one, while rebuilding I got an "Access violation at address 000000000002A1A8 in module 'DynDOLODx64.exe'. Read of address 0000000000000000 while processing Skyrim.esm [REFR:000AA0E4] (places MountainCliff03 [STAT:00027D1F] in GRUP Cell Temporary Children of [CELL:00009736] (in Tamriel "Skyrim" [WRLD:0000003C] at 31,-13))" error I've zipped up all the logs including the normal dyndolod log and the debug log. Still a bit too big for here so I uploaded to mega. https://mega.nz/file/kxcwzJTZ#A5fIu2rizJeFCZ38ZZ-sSaazhbzRNoSBcr9GAyva7yg I'm on alpha 87. EDIT: forgot the bugreport.txt, attached. bugreport.txt Edited April 6, 2022 by DarthVitrial
sheson Posted April 6, 2022 Author Posted April 6, 2022 7 hours ago, DarthVitrial said: Thanks, I found the cause: [06:24] [BuildReferences] <Debug: Swapped [REFR:1D00AFB5] (places HagravenHouse01 [STAT:000ACB04] in GRUP Cell Temporary Children of GHCradelVillage00 [CELL:1D00AC32] (in zGHCradleWoodsWorld "Cradle Woods" [WRLD:1D00AA1A] at -2,2)) to Dynamic Things Alternative.esp dtaHagravenHouse01 "Tent" [FLOR:FE06F85D]> I'll remove Dynamic Things Alternative and rebuild DyndoLod. No need to remove the entire mod permanently. Just remove this swap in case the large reference bug is visible in the affected cells. 4 hours ago, DarthVitrial said: Hm, this is an odd one, while rebuilding I got an "Access violation at address 000000000002A1A8 in module 'DynDOLODx64.exe'. Read of address 0000000000000000 while processing Skyrim.esm [REFR:000AA0E4] (places MountainCliff03 [STAT:00027D1F] in GRUP Cell Temporary Children of [CELL:00009736] (in Tamriel "Skyrim" [WRLD:0000003C] at 31,-13))" error I've zipped up all the logs including the normal dyndolod log and the debug log. Still a bit too big for here so I uploaded to mega. https://mega.nz/file/kxcwzJTZ#A5fIu2rizJeFCZ38ZZ-sSaazhbzRNoSBcr9GAyva7yg I'm on alpha 87. EDIT: forgot the bugreport.txt, attached. bugreport.txt 505.63 kB · 1 download Is this repeatable?
David2408 Posted April 6, 2022 Posted April 6, 2022 (edited) Hi Sheson, I have tried to trouble shoot it myself and looked for similar posts, but I have not found any helpful comments so far, which is why I am addressing it here. I am using 3D Trees and Plants with the optional "Skyrim3dTrees and Plants 3dLOD Resources". I then ran TexGen to generate Grass and 3d Tree Billboards, and afterwards ran DynDOLOD with Ultra Trees mode enabled. Unfortunately, the near 3d tree LOD models of the Pines have really harsh low res textures on them. Specifically, the textures provided by "Skyrim3dTress and Plants 3dLOD Resources" in textures > landscape > S3DTrees_and_Plants > LOD4 seem to be the cause. Even more specifically, the treepineforest[NUMBER]_LOD_0.dds textures. These textures are being forwarded to the DynDOLOD atlas even after generating files with TexGen. Consequently, they show up in the game. Is it possible to regenerate better quality versions of these textures with TexGen. If so, how can I instruct TexGen to do so? Thanks, David Edited April 6, 2022 by David2408
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