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Posted (edited)
6 hours ago, sheson said:

Install latest graphics driver only. Disable all overclocking etc.

Add TextureCache=10 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Keep an eye on VRAM usage. Close other programs to free up VRAM usage if needed.

If no change, test with AtlasThreads=1 (and RenderSingle=1) added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Ensured my CPU overclock was disabled (was already running stock) and that MSI afterburner didn't currently have an GPU overclock set (It didn't)

updated Nvidia driver from 528.24 to 336.40  (latest one for 3080)
updated AMD APU Graphics driver from 22.20.27.09 (November 2022) to 22.49.57.05 (June 1 2023) (latest one for Ryzen 5600g)

Ran DynDOLOD (twice because I forgot to watch Vram usage the first time) Both times it got stuck at "[Tamriel] Creating texture atlas E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 128\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds"
Vram usage never went above 1.6GB out of 10GB
Ram maxed out at 9.6GB used out of 31.8GB

 

Ran a 3rd time but with

[DynDOLOD]
TextureCache=10
RenderSingle=1

Instead of just RenderSingle=1 set in DynDOLOD_SSE.ini

That time it got further, getting to "[06:18] [DLC2SolstheimWorld] Creating texture atlas E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 128\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld_Glow.dds 512 x 256" before CPU usage dropped to 0% and Vram usage dropped back to idle levels (0.5GB used)
No real change in amount of Vram or ram used


Ran a 4th time:

[DynDOLOD]
TextureCache=10
RenderSingle=1
AtlasThreads=1

Whoohoo! finally got a complete run. So that's quite nice. Vram usage was pretty much the same. Ram topped out ~13GB when it peaked, most of the time usage was still around 10GB.

Edit: Spelling/formatting

Edited by Roastlawyer
Posted
On 6/30/2023 at 1:38 PM, Katarsi said:

I have some inquiries about Large Reference Bugs Workaround.

I have downloaded DynDOLOD DLL NG and Scripts 3.00, but I don't know how to use it. It says that large references need to be cleaned - but how?

The last time I generated LOD was last year, here is my log. My load order didn't change much regarding large reference offenders, although - how exactly do I find out exactly which mods have large reference bugs? Do I have to determine that and clean them before generating LOD, or will DynDOLOD do it by itself when I start it while the aforementioned script is active?

If it's of any significance, I'm on downgraded Skyrim - version 1.5.97 total, not "best of both worlds".

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
For the Large reference bugs workarounds check box and options to become available on the advanced mode window, the DynDOLOD DLL NG and Scripts must be installed and every plugin containing deleted references needs to be cleaned. [..] See the Prerequisites section of the Generation Instructions for more.

https://dyndolod.info/Generation-Instructions#Prerequisites
Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean [..] Cleaning of plugins that contain deleted large references is mandatory for the large reference bugs workarounds. The Batch Plugin Cleaner for Mod Organizer or the xEdit Cleaning Extension for Vortex help to automate some of that.

Every well made modding guide should include how to clean plugins, for example https://stepmodifications.org/wiki/SkyrimSE:2.2.0#Cleaning_Vanilla_Master_Plugins.

If you generated without the DynDOLOD DLL NG, look for log messages like https://dyndolod.info/Messages/Deleted-Reference

In regards which plugins cause large reference bugs, check the old log for related messages about large references. The Summary Of Messages should create a combined listing them under Large Reference Bugs. It should include messages like https://dyndolod.info/Messages/Overwritten-Large-Reference for example.

The point of the large reference bugs workarounds is that using plugins causing them should not require users having to do anything out of the ordinary.
It is still recommended for mod authors to avoid causing the bugs to minimize the number of workarounds needing to be applied, though.

  • Thanks 1
Posted

Thank you sheson :)

My old Summary pages aren't working anymore due to time passed. However, what I managed to glean from my old log is that these have overwritten large references:

  • JK Skyrim (definitely the worst offender, has the largest amount of large references)
  • patch for JK Skyrim and eFPS (the patch obviously forwards JK's large reference bug)
  • AI Overhaul (this one is weird)
  • Dlizzio's Mesh Fixes
  • Embers XD
  • Lux Via
  • Convenient Carriages
  • Obsidian Mountain Fogs
  • Riverside Lodge
  • Depths of Skyrim (second worst offender after JK Skyrim)
  • 3D Trees and Plants
  • Cutting Room Floor
  • Better Dynamic Ash
  • The Blackest Reaches

Maybe there are more tiny ones, couldn't sift through the log so much, its quite big.

So regular Quick Cleaning of these plugins will do the trick? I'll make backups of course.

Posted
58 minutes ago, Katarsi said:

Thank you sheson :)

My old Summary pages aren't working anymore due to time passed. However, what I managed to glean from my old log is that these have overwritten large references:

  • JK Skyrim (definitely the worst offender, has the largest amount of large references)
  • patch for JK Skyrim and eFPS (the patch obviously forwards JK's large reference bug)
  • AI Overhaul (this one is weird)
  • Dlizzio's Mesh Fixes
  • Embers XD
  • Lux Via
  • Convenient Carriages
  • Obsidian Mountain Fogs
  • Riverside Lodge
  • Depths of Skyrim (second worst offender after JK Skyrim)
  • 3D Trees and Plants
  • Cutting Room Floor
  • Better Dynamic Ash
  • The Blackest Reaches

Maybe there are more tiny ones, couldn't sift through the log so much, its quite big.

So regular Quick Cleaning of these plugins will do the trick? I'll make backups of course.

According to the log, the only plugin left that has a deleted reference would be The Only Cure - Man_Peryite Shrine Patch.esp
https://dyndolod.info/Messages/Deleted-Reference

  • Thanks 1
Posted (edited)

@sheson I generated LOD with DLL NG script active, it went great. Lasted around 50min on my 415 plugins load order. The only errors about deleted stuff is something I removed intentionally - a couple of trees from a mod, that were added by that mod (regular ESP); they were only decoration and didn't reference any other function in that mod.

Thanks to the report, I also fixed some NiNode shapes for some flowers and converted them to BSFadeNode.

As for large reference bugs, the process basically mentioned only game masters.

I've noticed that there was a generated mesh that required a texture that TexGen didn't create in the first place:

Warning: File not found textures\architecture\highhrothgar\hhwin02noalpha_n.dds. Used by meshes\lod\highhrothgar\highhrothgarentrance01glow_lod_2.nif Skyrim.esm HighHrothgarEntrance01 [STAT:0008118C]

I also noticed that TexGen had created some textures in 2K, even though I specified beforehand that the limit is 1K. My TexGen preparation looked very similar to this.

Here's my log, if you're interested to see all that went on.

EDIT: The game looks awesome.

Edited by Katarsi
Posted
11 hours ago, Katarsi said:

@sheson I generated LOD with DLL NG script active, it went great. Lasted around 50min on my 415 plugins load order. The only errors about deleted stuff is something I removed intentionally - a couple of trees from a mod, that were added by that mod (regular ESP); they were only decoration and didn't reference any other function in that mod.

Thanks to the report, I also fixed some NiNode shapes for some flowers and converted them to BSFadeNode.

As for large reference bugs, the process basically mentioned only game masters.

I've noticed that there was a generated mesh that required a texture that TexGen didn't create in the first place:

Warning: File not found textures\architecture\highhrothgar\hhwin02noalpha_n.dds. Used by meshes\lod\highhrothgar\highhrothgarentrance01glow_lod_2.nif Skyrim.esm HighHrothgarEntrance01 [STAT:0008118C]

I also noticed that TexGen had created some textures in 2K, even though I specified beforehand that the limit is 1K. My TexGen preparation looked very similar to this.

Here's my log, if you're interested to see all that went on.

EDIT: The game looks awesome.

When llarge reference bugs workarounds, the log will list all cells that contain large reference bugs, e.g. that will exhibit texture flicker etc. and not the large references causing the bugs anymore. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing

The texture hhwin02noalpha_n.dds is installed as part of the DynDOLOD Resources "High Hrothgar Windows Glow" option. Do not modify anything in the installed DynDOLOD Resources manually after its installation. https://dyndolod.info/Help/DynDOLOD-Resources

https://dyndolod.info/Help/TexGen#Stitched-Object-LOD-Textures
This sets the typical base size of the generated object LOD textures. The actual texture resolutions varies by texture as defined by the TexGen configuration files.
https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures
This sets the typical base size of the generated object LOD textures. The actual texture resolutions varies by texture as defined by the scale defined in the special models.

https://dyndolod.info/Messages/Deleted-Reference. Clean all plugins with deleted references. It fast and simple to do.

https://dyndolod.info/Messages/Wrong-Billboard-Path. Do not install any third party billboards and remove wrong billboard files at wrong paths. Use TexGen to generate billboards.

Click the links read the pages that open for further explanations.

  • Thanks 1
Posted
2 hours ago, sheson said:

https://dyndolod.info/Messages/Wrong-Billboard-Path. Do not install any third party billboards and remove wrong billboard files at wrong paths. Use TexGen to generate billboards.

Ah, well, as for those tree billboards... I think I was confused by the description here: https://dyndolod.info/Help/Ultra-Tree-LOD  I thought that installing and activating Skyrim3DTrees and Plants 3dLOD Resources should be done, but apparently not. Myrkvior 3D lods were okay though.

...Do I have to redo TexGen and DynDOLOD now? :cry:

2 hours ago, sheson said:

The texture hhwin02noalpha_n.dds is installed as part of the DynDOLOD Resources "High Hrothgar Windows Glow" option. Do not modify anything in the installed DynDOLOD Resources manually after its installation. https://dyndolod.info/Help/DynDOLOD-Resources

I didn't check this option while installing DynDOLOD Resources, maybe that's why the texture is missing. ...If I have to redo TexGen and DynDOLOD, I suppose I'll have to reinstall DynDOLOD Resources too with this option checked beforehand...

2 hours ago, sheson said:

https://dyndolod.info/Messages/Deleted-Reference. Clean all plugins with deleted references. It fast and simple to do.

Okay fine, I'll replace "Deleted" with "Initially Disabled" (and the "set opposite to playerref" thing) :angel:

Posted

The grass lod reflects light much more strongly than the actual grass. Here are screenshots taken at the same time of day (morning), one facing East and the other facing West.

Here we are facing east (towards the sun)
image.thumb.jpeg.b41c73fa852648479153606b0b1a62b9.jpeg
 As can be seen, it is quite difficult to distinguish between the grass lod (left) and the actual grass (right)

Here we are facing west (away from the sun)
image.thumb.jpeg.f11f094d435b52e7afdc09ea5af1e7bd.jpeg
 For some reason, the lod grass reflects the light shining on it much more than the actual grass.

Moreover, as the day progresses, the shadows recede from the normal grass, and they have similar brightness
 to the grass lod again.
https://imgur.com/VWNZiMc

I am not sure what is the reason for this. if this is due to the inability for shadows to affect grass lods, or something else. I am using complex grass lods, I have disabled backlighting, and in texgen I have set direct lighting to 0, ambient to 100 and smoothness to 10. I am using cabbage enb with NAT3 and EVLas, and I am using QW2's grass mod

Any suggestions on what I can tweak to solve this issue?

Posted
1 hour ago, Katarsi said:

Ah, well, as for those tree billboards... I think I was confused by the description here: https://dyndolod.info/Help/Ultra-Tree-LOD  I thought that installing and activating Skyrim3DTrees and Plants 3dLOD Resources should be done, but apparently not. Myrkvior 3D lods were okay though.

...Do I have to redo TexGen and DynDOLOD now? :cry:

I didn't check this option while installing DynDOLOD Resources, maybe that's why the texture is missing. ...If I have to redo TexGen and DynDOLOD, I suppose I'll have to reinstall DynDOLOD Resources too with this option checked beforehand...

Okay fine, I'll replace "Deleted" with "Initially Disabled" (and the "set opposite to playerref" thing) :angel:

If you want 3D tree LODp with the mod, install its 3D LOD resources which were made for DynDOLOD 2.x. Since you are using DynDOLOD 3, hide or remove the billboards that are installed with it. Right above the list of mods it says this:

https://dyndolod.info/Help/Ultra-Tree-LOD
Below is a list of mods that are known and tested to contain hybrid trees. Read their description for information which versions, trees or install options contain dedicated/optimized 3D LOD models. Install hybrid trees assets according to their documentation. Let TexGen generate all required tree LOD billboards. It is recommended to not install any legacy billboards. In case legacy billboards are included in a mods download it is recommended to hide/remove them.

Seems like highhrothgarentrance01glow_lod_2.nif which should only be installed when checking the option is erroneously installed with the Core Files, too. That will be fixed with the next Alpha version of DynDOLOD Resources.

You only "need" to generate if you notice visual issues that seem related to the mentioned billboards or the High Hrothgar window glow and you want to fix that.

Cleaning a plugin will apply the proper UDR settings automatically to deleted references.

  • Thanks 1
Posted
14 minutes ago, dfdghnm said:

The grass lod reflects light much more strongly than the actual grass. Here are screenshots taken at the same time of day (morning), one facing East and the other facing West.

Here we are facing east (towards the sun)
image.thumb.jpeg.b41c73fa852648479153606b0b1a62b9.jpeg
 As can be seen, it is quite difficult to distinguish between the grass lod (left) and the actual grass (right)

Here we are facing west (away from the sun)
image.thumb.jpeg.f11f094d435b52e7afdc09ea5af1e7bd.jpeg
 For some reason, the lod grass reflects the light shining on it much more than the actual grass.

Moreover, as the day progresses, the shadows recede from the normal grass, and they have similar brightness
 to the grass lod again.
https://imgur.com/VWNZiMc

I am not sure what is the reason for this. if this is due to the inability for shadows to affect grass lods, or something else. I am using complex grass lods, I have disabled backlighting, and in texgen I have set direct lighting to 0, ambient to 100 and smoothness to 10. I am using cabbage enb with NAT3 and EVLas, and I am using QW2's grass mod

Any suggestions on what I can tweak to solve this issue?

Read the first post which logs and debug logs to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

https://dyndolod.info/Help/Grass-LOD
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

https://dyndolod.info/How-LOD-Works
LOD does not cast or receive shadows. This can be mitigated by the ENB distant shadow effect.

By default complex grass already uses DynDOLOD_flat_4x2alt1_lod.nif which should not have any backlighting.

Changing settings TexGen applies to the grass LOD billboard textures. Textures typically do not change in the game. So just like the brighntess INI settings, they always apply.

Posted
6 hours ago, dfdghnm said:

The grass lod reflects light much more strongly than the actual grass. Here are screenshots taken at the same time of day (morning), one facing East and the other facing West.

Here we are facing east (towards the sun)
image.thumb.jpeg.b41c73fa852648479153606b0b1a62b9.jpeg
 As can be seen, it is quite difficult to distinguish between the grass lod (left) and the actual grass (right)

Here we are facing west (away from the sun)
image.thumb.jpeg.f11f094d435b52e7afdc09ea5af1e7bd.jpeg
 For some reason, the lod grass reflects the light shining on it much more than the actual grass.

Moreover, as the day progresses, the shadows recede from the normal grass, and they have similar brightness
 to the grass lod again.
https://imgur.com/VWNZiMc

I am not sure what is the reason for this. if this is due to the inability for shadows to affect grass lods, or something else. I am using complex grass lods, I have disabled backlighting, and in texgen I have set direct lighting to 0, ambient to 100 and smoothness to 10. I am using cabbage enb with NAT3 and EVLas, and I am using QW2's grass mod

Any suggestions on what I can tweak to solve this issue?

Also see this sticky post.

Posted
1 hour ago, Mush2023 said:

RenderSingle=1       ; adding this alone let me start to generate textures, but then silently ctd. it did generate a log report.  

Upload the log(s).

Posted

Hi, I noticed that in recent versions of DynDOLOD there is norbridgewoodplanks01 lod which creates floating lods (for example, at Valtheim Towers). The support beams have no logs, will they be added in the future? Thanks for your work, guys.

Posted
6 hours ago, Farsveinn said:

Hi, I noticed that in recent versions of DynDOLOD there is norbridgewoodplanks01 lod which creates floating lods (for example, at Valtheim Towers). The support beams have no logs, will they be added in the future? Thanks for your work, guys.

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots.

See https://dyndolod.info/FAQ "Something does not have LOD"

The LOD model norbridgewoodplanks01_lod_0.nif is part of DynDOLOD Resources at least since 2015, so if something only started to happen recently it is probably because of mods or if something changed.

Smaller often not having LOD assets (yet or ever) is pretty normal, too.

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