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Posted
1 hour ago, sheson said:

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

When the OS needs rebooting , then there is something with the OS, drivers, hardware etc. Simple programs can not cause this.

Verbose=1 does not change anything with DynDOLOD. It simply enables more log messages for the spawned LODGen processes write to their log.

When I tried it again just now it worked, but if it happens again I'll be back with the log

Posted
12 hours ago, bargalarkh said:

I tried running again. It seems to alternate between crashing and hanging on creating texture atlases. In the most recent case, it's been running at this for a long time:

[08:28] [Tamriel] Creating texture atlas F:\Skyrim Modding\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds 1024 x 512

I have enabled the texture cache and max texture size ini options. There's no console window open for these, it just doesn't move past this point. I've found this is often where it will stop making progress even when left overnight.

Upload log, debug and/or the realtime log.

Check for TexConv background processes in task manager that DynDOLOD might be waiting on.

Terminate or uninstall any crapware installed with graphics drivers. See https://stepmodifications.org/forum/topic/18763-vastly-underestimed-times-for-xlodgen-texgen-etc/#comment-271754

 

Posted
11 hours ago, bargalarkh said:

Okay, I had a backup of my DynDOLOD output for all worldspaces except Bruma which worked.

I generated and copied the output for Bruma into that DynDOLOD mod 

LOD works perfectly, no issues at all from testing, but I keep getting an error 

DynDOLOD can not find master data in DynDOLOD_Worlds

DynDOLOD can not read DynDOLOD_None

and variations of this...

Now I read the advice from this thread but it didn't work for me. I made sure to copy over the json files when updating for the new worldspace, and have validated the JSON.

The LOD is perfect now, just wondering how I can get rid of this error from showing up.

Upload the log and debug log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs when making posts.

Read answers for DynDOLOD could/can not read/find at https://dyndolod.info/FAQ

It could be related to the bug you reported with DynDOLOD_Worlds.txt/DynDOLOD_Worlds.json  not retaining the "worlds" from the former generation and which will be fixed in the alpha as I mentioned in the edited post. 

If that is the case, copy/pasting the missing lines from the first generation to the new file should do the trick in the interim.

Posted (edited)

Okay thanks. So I have done three generations now, which went through okay. In this order, merging and overwriting each time:

- All worldspaces - [default, i.e. no seasons]

- Tamriel seasons only (no default) - [AUT, SPR, SUM, WIN]

- All other seasonal worldspaces (in my case this was 4 worldspaces) - [AUT, SPR, SUM, WIN]

I'll let you know how this goes if there are any issues

Edited by bargalarkh
Posted

Sorted now, I actually had been transferring those lines in the files before but I obviously missed one of the things to transfer. For future reference for anyone reading this, you need to copy over lines that look like these three types:

"5829":"60,Skyrim.esm",

---------------------------

"masters":"5829, ... //you would just copy the numbers to this line

---------------------------

"tamriel":"tamriel",

---------------------------

Thanks for all the help sheson, I really appreciate it!

Posted
42 minutes ago, FinalCraneFall said:

image.thumb.png.03a0e15d81a7d5e902713e9272bb56cc.pngWhat should I do with Northern Roads bridges? I assume this is not the correct setting. What should I do?
And how can I save my current rules? I want to make a backup.

Report the actual problem as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum
What is the problem about Northern Roads bridges. Which one?

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

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide information about objects in the game.

Read https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

Read https://dyndolod.info/Help/Advanced-Mode#Mesh-Mask-and-Reference-Rules
Use the Save preset and Load preset buttons to save custom rules for later use.

Posted (edited)

Moving the conversation here, as it is starting to look like this might indeed be a bug. I reran DynDOLOD with the latest version, and this time the solitude windmill is using the swindmillrotor.nif model as it should. However, the farmhouse windmills are using Farmhousewindmillfan.nif, despite smfarmhousewindmillfan.nif being present during LOD generation.
32vwkN9.png0zTvlPb.pngWIqkTIl.png

I also have some problems with trees. Outside Solitude there are some tree LOD models in a loaded cell. I don't think these trees have an associated full model in that location. In the place of one of these there used to be a tree added by USSEP. I made it into an UDR, and now there's just the LOD model instead.

Qzm0Qcn.pngIYF3mHg.png

If I disable TGC Solitude Fixes.esp, I get this tree on top of the LOD model on the right.

zNGnumk.png

Then there's a bunch of trees near Kynesgrove that behave erratically. In LOD4 they can be seen in the distance. Then when I go closer and the trees enter the large ref grid they disappear. When the cell loads properly they appear again.

aqJv6xd.pngXzGLOm8.pngDraXfsd.png

m8eXAc1.pngOx7n1up.pngcf3TKgy.png

I am using large trees as large refs - which btw is a fantastic feature, thank you very much for adding it. Here are the logs as usual. I also checked Papyrus logs, but there were no DynDOLOD related errors or warnings.

Edit: My uGridsToLoad is 5 and uLargeRefLODGridSize is 9. If disabling large refs by setting uLargeRefLODGridSize to 5 the trees at Kynesgrove no longer disappear. I'm using the DynDOLOD DLL NG and Scripts large ref workarounds.

Edited by Blackread
additional information
Posted
33 minutes ago, Blackread said:

Moving the conversation here, as it is starting to look like this might indeed be a bug. I reran DynDOLOD with the latest version, and this time the solitude windmill is using the swindmillrotor.nif model as it should. However, the farmhouse windmills are using Farmhousewindmillfan.nif, despite smfarmhousewindmillfan.nif being present during LOD generation.
32vwkN9.png0zTvlPb.pngWIqkTIl.png

I also have some problems with trees. Outside Solitude there are some tree LOD models in a loaded cell. I don't think these trees have an associated full model in that location. In the place of one of these there used to be a tree added by USSEP. I made it into an UDR, and now there's just the LOD model instead.

Qzm0Qcn.pngIYF3mHg.png

If I disable TGC Solitude Fixes.esp, I get this tree on top of the LOD model on the right.

zNGnumk.png

Then there's a bunch of trees near Kynesgrove that behave erratically. In LOD4 they can be seen in the distance. Then when I go closer and the trees enter the large ref grid they disappear. When the cell loads properly they appear again.

aqJv6xd.pngXzGLOm8.pngDraXfsd.png

m8eXAc1.pngOx7n1up.pngcf3TKgy.png

I am using large trees as large refs - which btw is a fantastic feature, thank you very much for adding it. Here are the logs as usual. I also checked Papyrus logs, but there were no DynDOLOD related errors or warnings.

If making screenshots of records in xEdit best to not hide no conflict/empty rows if there are plugins overwriting.

So the SMIM DynDOLOD install option is still working for the Solitude rotor as it is supposed to. Great.

Can you check if the full path of the second screenshot is architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif?
Are the files shown in the third screenshot identical - same CRC32?

LOD is typically added for full model references that exist (and are not permanently disabled through player) with the exact same position and rotation of the winning record at generation time. See if you can find the form id in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt

Can you look up the tree form id form the last screenshot in xEdit 0x98EA7 if any other plugin is overwriting it before the DynDOLOD plugin?
I think the trees are being moved to a different cell by The Great Village of Kynesgrove.esp and should thus not be made large references in this case. That will be fixed in the next alpha version.

Posted (edited)
7 hours ago, sheson said:

If making screenshots of records in xEdit best to not hide no conflict/empty rows if there are plugins overwriting.

So the SMIM DynDOLOD install option is still working for the Solitude rotor as it is supposed to. Great.

Can you check if the full path of the second screenshot is architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif?
Are the files shown in the third screenshot identical - same CRC32?

LOD is typically added for full model references that exist (and are not permanently disabled through player) with the exact same position and rotation of the winning record at generation time. See if you can find the form id in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt

Can you look up the tree form id form the last screenshot in xEdit 0x98EA7 if any other plugin is overwriting it before the DynDOLOD plugin?
I think the trees are being moved to a different cell by The Great Village of Kynesgrove.esp and should thus not be made large references in this case. That will be fixed in the next alpha version.

Yes, that is the full path of the windmill fan mesh.

Here are the CRC 32s for the meshes:

CRC32             Size  Name
-------- -------------  ------------
84C846CE        349922  farmhousewindmillfan.nif
26C45CC6        349922  farmhousewindmillfan02.nif
23C240AD        349922  smfarmhousewindmillfan.nif

I wasn't able to find any of the form IDs related to that particular tree outside Solitude in that txt file.

All three of the Kynesgrove trees screenshotted were moved to another cell by The Great Village of Kynesgrove.esp, as you suspected.

Just realised something related to the lod-looking tree models outside Solitude: I used Billboard4 for LOD4 and LOD8, Billboard1 for LOD16 and Billboard6 for LOD32, so I shouldn't even have any of the hybrid tree models with 3D branches in my game.

Edited by Blackread
Posted
6 hours ago, Blackread said:

Yes, that is the full path of the windmill fan mesh.

Here are the CRC 32s for the meshes:

CRC32             Size  Name
-------- -------------  ------------
84C846CE        349922  farmhousewindmillfan.nif
26C45CC6        349922  farmhousewindmillfan02.nif
23C240AD        349922  smfarmhousewindmillfan.nif

I wasn't able to find any of the form IDs related to that particular tree outside Solitude in that txt file.

All three of the Kynesgrove trees screenshotted were moved to another cell by The Great Village of Kynesgrove.esp, as you suspected.

Just realised something related to the lod-looking tree models outside Solitude: I used Billboard4 for LOD4 and LOD8, Billboard1 for LOD16 and Billboard6 for LOD32, so I shouldn't even have any of the hybrid tree models with 3D branches in my game.

I will check what is going on with the the smfarmhousewindmillfan.nif.

Check if the tree outside Solitude is LOD by toggling LOD off/on with tll.

If it is LOD, see if you can find a line for it in the LODGen_SSE_Export_Tamriel.txt based on the position values. 

Posted

A Chinese player encountered visual oddities as shown in the picture after generating DynDOLOD. Tree LODs and Grass LODs are completely gone (among other less obvious visual problems), but the generated bto files do have tree/grass billboard meshes in them. The object LOD atlas also contains tree/grass billboard textures. So what else can cause this kind of problem?

(I don't have their log files right now because they were overwritten by aborted attempts, I could ask them to redo a complete generation and provide the logs sometime later but right now I just want some pointers, sorry)

dd66d4c451da81cb0dc95e031766d016082431dd1.thumb.jpg.0fabc0e1d1f2d6401bdbc227e8d28fa7.jpg

Posted
2 hours ago, heheloveer said:

A Chinese player encountered visual oddities as shown in the picture after generating DynDOLOD. Tree LODs and Grass LODs are completely gone (among other less obvious visual problems), but the generated bto files do have tree/grass billboard meshes in them. The object LOD atlas also contains tree/grass billboard textures. So what else can cause this kind of problem?

(I don't have their log files right now because they were overwritten by aborted attempts, I could ask them to redo a complete generation and provide the logs sometime later but right now I just want some pointers, sorry)

dd66d4c451da81cb0dc95e031766d016082431dd1.thumb.jpg.0fabc0e1d1f2d6401bdbc227e8d28fa7.jpg

Increase object LOD (and tree LOD distances in the DynDOLOD SkyUI MCM. https://dyndolod.info/Help/Mod-Configuration-Menu

Otherwise see https://dyndolod.info/FAQ

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