SeaSparrow Posted May 28, 2023 Posted May 28, 2023 Hello! I managed to generate a (mostly) working grass LOD setup for 1.6.640. The only issue is that the Tundra/Whiterun grass LOD has a different color when compared to the regular grass. The rest of the grass LODs appear normal. I tested with and without a weather mod (Obsidian) and no ENB is used. Grass is not complex, but I do use Grass Lighting for Community Shaders. Relevant screenshots (Hosted in Discord): Tundra Falkreath Relevant log files (hosted in Ufile.io, zipped), also included in this post for convenience. Logs Any advice is highly appreciated! ErrorHelpRequest.7z
heheloveer Posted May 28, 2023 Posted May 28, 2023 (edited) 2 hours ago, sheson said: No point in adding large references to the near grid since they cover the same distance. The limitation that only large references can use the far grid came from the fact that scripts for large references do not receive a cell attach / detach events. A third helper reference (in addition to near and far activators) for each cell with dynamic LOD for large references needed to be added using the on load/unload events to signal large ref grid changes. The limit means not having to add a fourth helper activator and even more script load, risking triggering large reference bugs etc. The large references bugs workarounds do not have that limit anymore, though. I'll try to summarize my understanding of how the whole thing works: by default large reference NearGrid dynamic LODs are ignored because large reference system already achieves the same result; non-large reference FarGrid dynamic LODs are relegated into NearGrid because making them work as intended would require heavy script work (I know nothing about scripts) which could result in more large reference bugs. The Upgrade NearGrid Large References to FarGrid option is there to ensure large reference NearGrid dynamic LODs can still show up when the large reference system is essentially disabled by uLargeRefLODGridSize=5, and upgrading them to FarGrid is more of a unintended but necessary side effect. The Downgrade FarGrid references to NearGrid option is hidden and always checked to avoid more large reference bugs, but since large reference bugs workarounds can in theory eliminate all large reference bugs, you can uncheck them safely when using DynDOLOD DLL NG. Is this description accurate? Edited May 28, 2023 by heheloveer
sheson Posted May 28, 2023 Author Posted May 28, 2023 1 hour ago, SeaSparrow said: Hello! I managed to generate a (mostly) working grass LOD setup for 1.6.640. The only issue is that the Tundra/Whiterun grass LOD has a different color when compared to the regular grass. The rest of the grass LODs appear normal. I tested with and without a weather mod (Obsidian) and no ENB is used. Grass is not complex, but I do use Grass Lighting for Community Shaders. Relevant screenshots (Hosted in Discord): Tundra Falkreath Relevant log files (hosted in Ufile.io, zipped), also included in this post for convenience. Logs Any advice is highly appreciated! ErrorHelpRequest.7z 48.83 kB · 0 downloads It is not possible atm to have the same shader settings/properties in LOD as the full grass, so it is not possible to match it depending mostly on the relative sun position.
Thorg Posted May 28, 2023 Posted May 28, 2023 6 hours ago, sheson said: Read the first post which log, debug log and bugreport.txt to upload when making posts. Try the same INI setting as I suggested above. Thank you so much ! It works for me too !
sheson Posted May 28, 2023 Author Posted May 28, 2023 32 minutes ago, heheloveer said: I'll try to summarize my understanding of how the whole thing works: by default large reference NearGrid dynamic LODs are ignored because large reference system already achieves the same result; non-large reference FarGrid dynamic LODs are relegated into NearGrid because making them work as intended would require heavy script work (I know nothing about scripts) which could result in more large reference bugs. The Upgrade NearGrid Large References to FarGrid option is there to ensure large reference NearGrid dynamic LODs can still show up when the large reference system is essentially disabled by uLargeRefLODGridSize=5, and upgrading them to FarGrid is more of a unintended but necessary side effect. The Downgrade FarGrid references to NearGrid option is hidden and always checked to avoid more large reference bugs, but since large reference bugs workarounds can in theory eliminate all large reference bugs, you can uncheck them safely when using DynDOLOD DLL NG. Is this description accurate? Instead of saying it would require heavy script, lets just say, it would have made things even more complicated and convoluted back in 2016. If you disable large references setting it to 5, use the ignore option so everything works again as it does in Skyrim Legendary. But suppose the uLargeRefLOD is just 7, then those are now do not show as far as they did with NearGrid 11 in the old game, so this option can be used to easily select supposedly larger object to show further away for better visuals. You got the gist of it. DynDOLOD NG now allows me to move more and more things from script into C++ code with every update to it. 1
sheson Posted May 29, 2023 Author Posted May 29, 2023 10 hours ago, Thorg said: Thank you so much ! It works for me too ! It would help if you uploaded the log and bugreport.txt as requested. The debug log is most likely overwritten by now, so don't worry about it.
heheloveer Posted May 29, 2023 Posted May 29, 2023 12 hours ago, sheson said: Instead of saying it would require heavy script, lets just say, it would have made things even more complicated and convoluted back in 2016. If you disable large references setting it to 5, use the ignore option so everything works again as it does in Skyrim Legendary. But suppose the uLargeRefLOD is just 7, then those are now do not show as far as they did with NearGrid 11 in the old game, so this option can be used to easily select supposedly larger object to show further away for better visuals. You got the gist of it. DynDOLOD NG now allows me to move more and more things from script into C++ code with every update to it. Ah yes, there's that ini option. Using it does make sense if you're sure you are not going to enable the large reference system, could save a bunch of trouble. Still, if someone sets large reference size to 7, then by checking Upgrade NearGrid Large References to FarGrid the viewing distance of these objects would jump from 7 to 21 when the intended viewing distance is just 11. Well, as you said, considering large references are supposed to be large, maybe extending their viewing distance further can be noticeable. Aside from enabling large reference bugs workarounds, is there any other benefit in using DynDOLOD DLL NG?
sheson Posted May 29, 2023 Author Posted May 29, 2023 1 hour ago, heheloveer said: Ah yes, there's that ini option. Using it does make sense if you're sure you are not going to enable the large reference system, could save a bunch of trouble. Still, if someone sets large reference size to 7, then by checking Upgrade NearGrid Large References to FarGrid the viewing distance of these objects would jump from 7 to 21 when the intended viewing distance is just 11. Well, as you said, considering large references are supposed to be large, maybe extending their viewing distance further can be noticeable. Aside from enabling large reference bugs workarounds, is there any other benefit in using DynDOLOD DLL NG? Scripted stuff is being moved into the DLL, so it will be more efficient.
heheloveer Posted May 29, 2023 Posted May 29, 2023 38 minutes ago, sheson said: Scripted stuff is being moved into the DLL, so it will be more efficient. I suspected as much. Thanks for the confirmation!
PRieST Posted May 30, 2023 Posted May 30, 2023 (edited) If I get these kind of warnings at the end of the log/DynDOLOD process, but can still open the .nif files with nifskope without an error, is it ok to keep the run or should I start a new one to make sure everything is working correctly? <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-32.20.bto": Error reading NIF block 124 BSSubIndexTriShape: Out of memory> [28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-28.0.bto": Error reading NIF block 27 BSSubIndexTriShape: Out of memory> [28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-28.28.bto": Error reading NIF block 70 BSSubIndexTriShape: Out of memory> [28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-28.-12.bto": Error reading NIF block 21 BSSubIndexTriShape: Out of memory> [28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-24.-12.bto": Error reading NIF block 15 BSSubIndexTriShape: Out of memory> [28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-24.-4.bto": Error reading NIF block 33 BSSubIndexTriShape: Out of memory> [28:41] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-24.0.bto": Error reading NIF block 9 BSSubIndexTriShape: Out of memory> [28:41] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-20.-4.bto": Error reading NIF block 21 BSSubIndexTriShape: Out of memory> [28:41] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.52.-32.bto": Out of memory> [28:41] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-20.-12.bto": Error reading NIF block 39 BSSubIndexTriShape: Out of memory> [28:42] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-16.-4.bto": Error reading NIF block 33 BSSubIndexTriShape: Out of memory> [28:42] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-16.-12.bto": Error reading NIF block 21 BSSubIndexTriShape: Out of memory> [28:44] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-12.-4.bto": Error reading NIF block 51 BSSubIndexTriShape: Out of memory> [28:44] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-16.-16.bto": Error reading NIF block 9 BSSubIndexTriShape: Out of memory> [28:44] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-12.-12.bto": Error reading NIF block 97 BSSubIndexTriShape: Out of memory> [28:44] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.8.8.bto": Error reading NIF block 9 BSSubIndexTriShape: Out of memory> [28:46] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.12.8.bto": Error reading NIF block 112 BSSubIndexTriShape: Out of memory> [28:46] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-12.-16.bto": Error reading NIF block 94 BSSubIndexTriShape: Out of memory> I got no other 'interesting' errors or warnings I am concerned about, also no bugeport.txt. Here are the Logs: Download Edited May 30, 2023 by PRieST
sheson Posted May 30, 2023 Author Posted May 30, 2023 1 hour ago, PRieST said: If I get these kind of warnings at the end of the log/DynDOLOD process, but can still open the .nif files with nifskope without an error, is it ok to keep the run or should I start a new one to make sure everything is working correctly? I got no other 'interesting' errors or warnings I am concerned about, also no bugeport.txt. Here are the Logs: Download https://dyndolod.info/FAQ "High memory usage / Out of memory" If DynDOLOD runs out of memory while generating occlusion, see Out of Memory while Generating Occlusion Data. https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data
Sulazarg Posted May 31, 2023 Posted May 31, 2023 After generation, there are extra textures in the Helgen starting location. Generated a total of 3 times with disabled mods. Nothing has changed. Any ideas? https://imgur.com/a/DbrNlOk
sheson Posted May 31, 2023 Author Posted May 31, 2023 11 minutes ago, Sulazarg said: After generation, there are extra textures in the Helgen starting location. Generated a total of 3 times with disabled mods. Nothing has changed. Any ideas? https://imgur.com/a/DbrNlOk Read the first post which log and debug log to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots with information. See answers for https://dyndolod.info/FAQ "Out of place or floating objects"
sheson Posted June 1, 2023 Author Posted June 1, 2023 36 minutes ago, maruru said: Does anyone know if the update from April 27th (Version 2.82.5) is usable as a drop-in update for 2.2.0 guide? This is the DynDOLOD support forum. Questions about third party modding guides should be asked on their appropriate forum. Probably here https://stepmodifications.org/forum/forum/157-step-skyrim-se-guide/ The latest DynDOLOD DLL 2.x version works with the latest DynDOLOD 2.x/3.x Standalone. https://dyndolod.info/Downloads Always use the latest version available.
Fiery Posted June 2, 2023 Posted June 2, 2023 Hi I have the latest 3 version (alpha-128) and tried running it this morning at 10.30 with seasons for Skyrim AE it has not moved in from "Processing Patches" since then, is that normal with this version? Did something get changed? In the past with seasons it all took just over 30 mins on my system but its been hours and not moved on I don't know if its stuck, bugged or what. Tried doing a google but nothing useful so asking here. Thanks
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