sheson Posted 18 hours ago Author Posted 18 hours ago 34 minutes ago, BrotherShamus said: I'm having an odd issue with my Bent Pines added to the Reach using this mod (https://www.nexusmods.com/skyrimspecialedition/mods/132482?tab=files). I'm using the 'Clifftrees to Bent Pines In The Reach (only)' file. The Bent Pines in all other areas are fine but the ones added by this mod have very large, dark billboards that are visible in the distance and then disappear when I get close. I'm attaching a screenshot I took using freecam as well as my debug and log files. https://limewire.com/d/p2xmJ#V6Y4hUIWhE Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Also upload G:\DynDOLOD folder\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Those seems to be tree LOD billboards. What version of bend Pines II do you have installed? They typically comes with a LOD model and rules. The debug log shows the rules being loaded. Check in MO2 right windows Data tab that there is a vurt_bentpinepassthru_lod.nif in a meshes subfolder (typically Meshes\DynDOLOD\LOD\Trees\) and report.
BrotherShamus Posted 17 hours ago Posted 17 hours ago (edited) Here's a screenshot of the full model with the console open as well as the Object Report file. I'm using Bent Pines v2.02. I'm also using this file (https://www.nexusmods.com/skyrimspecialedition/mods/122341?tab=files), v1.2. https://limewire.com/d/demPN#kkI7GjbiHT Unfortunately I'm not using MO2 (I'm on Vortex). However... looking into my Data/Meshes/Dyndolod/Lod/Trees folder, it seems that the nif you mentioned is there. Edited 17 hours ago by BrotherShamus
sheson Posted 16 hours ago Author Posted 16 hours ago 56 minutes ago, BrotherShamus said: Here's a screenshot of the full model with the console open as well as the Object Report file. I'm using Bent Pines v2.02. I'm also using this file (https://www.nexusmods.com/skyrimspecialedition/mods/122341?tab=files), v1.2. https://limewire.com/d/demPN#kkI7GjbiHT Unfortunately I'm not using MO2 (I'm on Vortex). However... looking into my Data/Meshes/Dyndolod/Lod/Trees folder, it seems that the nif you mentioned is there. In that case, new 3D tree LOD model file are required. Curiously the mod contains them for the seasons versions. Put vurt_bentpine_20519046passthru_lod_0.nif and vurt_bentpine_20519046passthru_lod_1.nif into the folder Meshes\DynDOLOD\lod\trees\vurt\ of DynDOLOD Resources. Next version will contain them. Then generate LOD again. Let me know in case they do not seem to match well.
BrotherShamus Posted 16 hours ago Posted 16 hours ago Thank you! I've downloaded the files and will place them in the folder. It will take some time for me to test them though as I am experiencing some issues that may require me to completely rebuild me load order (over 1500 mods).
z929669 Posted 13 hours ago Posted 13 hours ago 13 hours ago, sheson said: Please repeat with the latest test version I just uploaded. 8 hours ago, z929669 said: Alpha remains black on the atlas texture, but here's the relevant output/logs. Just making sure you noticed my previous post, since several others came in right after I posted this.
GreenEarings Posted 12 hours ago Posted 12 hours ago 11 hours ago, sheson said: Get the latest test version from https://dyndolod.info/Downloads/Test-Versions. Delete all old logs and then try to run it without any changes to the INI. Report if it runs through or upload new logs or realtime log if it doesn't. Ran it again with the test version unfortunately it stopped responding the same way. Here are the realtime logs: https://www.mediafire.com/file/o29yp4zzjzm25d9/TexGen_SSE_realtime_log_TEST.txt/file
captainlei1993 Posted 10 hours ago Posted 10 hours ago 15 hours ago, sheson said: Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. The game enables something in that cell that uses a base record with the Has LOD flag set. DynDOLOD is supposed to patch that out, not sure yet why the Level32 setting would affect that. Three more models: Also the flickering issue disappears when I return to Helgen, if this info helps.
JayJeff Posted 7 hours ago Posted 7 hours ago Hello, I've been trying to run Dyndolod Alpha (the latest version on Nexus) and I keep coming across this issue when running Dyndolodx64. Basically, it would go through the process and midway through it would open an xlodgen64 window and continue to generate lods there. It would finish, but then Dyndolod would end without asking me if I wanted to Zip and Exit. It does produce an output, but it is unzipped and when I try to put install it into MO2 it would not have a dyndolod or an occlusion plug-in. Dyndolod also does not give me a reason for this failure. Is it possible to link me any resources to address this issue?
hanshotfirst Posted 7 hours ago Posted 7 hours ago (edited) 17 hours ago, sheson said: I uploaded a new test version. Delete all old logs, then run and report result and upload new logs if issue persists. so ive still been getting the same results on the latest test build, ive tried maybe a dozen times. it still freezes at approximately 10 minutes (it varies a little each time). I'm also not sure if "freezing" is the right term to use here. the program is still responsive, I can close it and generate the logs, it just appears to stop. I've fixed all deleted references, reinstalled the vc redist, tried disabling the plugins that it seems to hang up on. no change. the last two times i ran it did not generate a bug report, but here are the other logs. debug log DynDOLOD_SSE_log.txt edit: I can get it to go through to actual LOD generation if i unselect Tamriel. Which makes me suspect that it is probably something in my load order. Is there anything I can look at in the logs that would tell me which things are the most likely culprit? I have ~2500 plugins and 3200 mods so its a lot to go through. I eccept I may have to do a binary search at some point however I haven't previously had these issues with lod generation. Edited 4 hours ago by hanshotfirst
sheson Posted 3 hours ago Author Posted 3 hours ago 7 hours ago, captainlei1993 said: Three more models: Also the flickering issue disappears when I return to Helgen, if this info helps. It flickers only once because in the intro something is enabled in that cell which has the VWD flag set or uses a base record with the LOD flag, but probably has no LOD model for it. The listed references all seem to be just "victims". Can you list all plugins that overwrite the cell 4,-20 with from ID 0000982A?
sheson Posted 2 hours ago Author Posted 2 hours ago 5 hours ago, JayJeff said: Hello, I've been trying to run Dyndolod Alpha (the latest version on Nexus) and I keep coming across this issue when running Dyndolodx64. Basically, it would go through the process and midway through it would open an xlodgen64 window and continue to generate lods there. It would finish, but then Dyndolod would end without asking me if I wanted to Zip and Exit. It does produce an output, but it is unzipped and when I try to put install it into MO2 it would not have a dyndolod or an occlusion plug-in. Dyndolod also does not give me a reason for this failure. Is it possible to link me any resources to address this issue? Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts.
captainlei1993 Posted 1 hour ago Posted 1 hour ago Sorry I have to reset my mod setup due to data migration. Is the cell 4,-20 with from ID 0000982A HelgenExterior02? If so, other than master plugins, ussep, dyndolod, synthesis(z_floor and no landscape vertex color patch) and occlusion have overwritten the cell.
Phlunder Posted 53 minutes ago Posted 53 minutes ago Hey sheson, the new automatic assignments for H/L meshes in higher LOD stages work great so far! I just have a short question so I am not wasting time on something that doesn't give any performance benefit. I am currently packaging/moving the UV islands for my mountain LOD as close as possible to the 0.0-1.0 range. I do this without splitting the mesh in any way, so its not perfect, and some UV islands still reach outside the range. But its still a big difference to vanilla LOD0/full model UV. Is this effectively reducing drawcalls, or is it a pointless endeavor? I used various UV editing plugins in Blender to semi-automate the process.
sheson Posted 51 minutes ago Author Posted 51 minutes ago 2 minutes ago, captainlei1993 said: Sorry I have to reset my mod setup due to data migration. Is the cell 4,-20 with from ID 0000982A HelgenExterior02? If so, other than master plugins, ussep, dyndolod, synthesis(z_floor and no landscape vertex color patch) and occlusion have overwritten the cell. In that case, also report all plugins overwriting the permanent cell 00000D74.
sheson Posted 15 minutes ago Author Posted 15 minutes ago 24 minutes ago, Phlunder said: Hey sheson, the new automatic assignments for H/L meshes in higher LOD stages work great so far! I just have a short question so I am not wasting time on something that doesn't give any performance benefit. I am currently packaging the UV islands for my mountain LOD as close as possible to the 0.0-1.0 range. I do this without splitting the mesh in any way, so its not perfect, and some UV islands still reach outside the range. But its still a big difference to vanilla LOD0/full model UV. Is this effectively reducing drawcalls, or is it a pointless endeavor? If the used texture is a "HD LOD texture" the LOD is not going to use the object LOD atlas texture but the full texture in the BTO regardless. This includes mountainslab01.dds and mountainslab02.dds, all textures listed in IgnoreTexture= in DynDOLOD_SSE.INI, textures listed in TNAM and UNAM - HD LOD texture on the worldspace records that have LOD. This makes sense for lots of LOD models using the same full texture as it still combines a lot of models into a single shape. For anything else, if the final UV (after applying scaling and whatnot from the TexGen data for stitched textures) is going to be outside the limits, LODGen might try to re-uv and force it. That takes extra time and is not perfect. It is is better to do this for LOD models properly manually. For best results, all UV coordinates should be positive (that is to the lower right in NifSkope), as close as possible to 0.0, 0.0 and if possible not exceed the max of the stitched texture created by TexGen. 1
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