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Posted

Hi,

First of all, I'm back to Skyrim and it's amazing to see how DynDOLOD/TexGen has improved over the years!

I encountered a behavior I couldn't explain: https://imgur.com/a/rc5ClF5 (first picture taken with the tfc command)
Some buildings, here in Solitude, have both their lod and full model loaded. You can see it on the pic as I set the LOD atlas resolution to 16x16.
Also "tll" command effectively disable lod for the building.

It looks like a Large Reference Bug, but only affecting some buildings in the cell (for example, for the blue palace, the full model is used without the bug).

I did the test without any other plugins. Disabling DynDOLOD esm and esp solved the problem.
Only "Object Lod" was checked for the generation (no parent > child or other options)

I think it's usually hard to see as in this case, both lod and full model use the same low poly mesh in vanilla Skyrim, but when using regular one (like in the second pic) it's more noticeable.

I will continue my testing to see if I can isolate the root cause.

Posted
1 hour ago, fractalbase said:

>  Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable real time logs

will do.

> and to check the windows event log in case the program is being terminated by the OS before it can write its logs.

found a weird windows app log error:

Faulting application name: DynDOLODx64.exe, version: 3.0.0.156, time stamp: 0x654bc75a
Faulting module name: TAGTUN~2.DLL, version: 1.0.61187.35881, time stamp: 0x4ed3cb33
Exception code: 0xc0000005
Fault offset: 0x000000000000ff58
Faulting process id: 0x0x12CAC
Faulting application start time: 0x0x1DA145B5B161450
Faulting application path: D:\Tools\DynDOLOD\DynDOLODx64.exe
Faulting module path: C:\PROGRA~2\TagTuner\TAGTUN~2.DLL
Report Id: e12fb842-5744-43ad-8517-63016529a1c1
Faulting package full name: 
Faulting package-relative application ID: 

unfortunately I have no idea why dyndolod exe would somehow interact  with a dll for a mp3 tag editing utility.  I have Dyndolod located on my D:\Tools drive/folder, and tag tuner 2 is located in C:\Program Files (x86)\  --> any suggestions from that info?

Why do you believe it is DynDOLOD interacting with TagTuner and not the other way around?
This might be a memory issue.
Is this repeatable? If that is the case, do not run TagTuner or any related background services/processes.

See https://dyndolod.info/FAQ#Object-LOD-model-and-full-model-show-at-the-same-time-causing-texture-flicker and https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells

Posted
41 minutes ago, Abendaron said:

Hi,

First of all, I'm back to Skyrim and it's amazing to see how DynDOLOD/TexGen has improved over the years!

I encountered a behavior I couldn't explain: https://imgur.com/a/rc5ClF5 (first picture taken with the tfc command)
Some buildings, here in Solitude, have both their lod and full model loaded. You can see it on the pic as I set the LOD atlas resolution to 16x16.
Also "tll" command effectively disable lod for the building.

It looks like a Large Reference Bug, but only affecting some buildings in the cell (for example, for the blue palace, the full model is used without the bug).

I did the test without any other plugins. Disabling DynDOLOD esm and esp solved the problem.
Only "Object Lod" was checked for the generation (no parent > child or other options)

I think it's usually hard to see as in this case, both lod and full model use the same low poly mesh in vanilla Skyrim, but when using regular one (like in the second pic) it's more noticeable.

I will continue my testing to see if I can isolate the root cause.

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

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of full models with more informative console.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Object-LOD-model-and-full-model-show-at-the-same-time-causing-texture-flicker and https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells

DynDOLOD plugins typically do not trigger large reference bugs, but fixes them if possible. However for that to work fully, dynamic LOD needs to be generated. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

Posted
21 minutes ago, sheson said:

Why do you believe it is DynDOLOD interacting with TagTuner and not the other way around?
This might be a memory issue.
Is this repeatable? If that is the case, do not run TagTuner or any related background services/processes.

See https://dyndolod.info/FAQ#Object-LOD-model-and-full-model-show-at-the-same-time-causing-texture-flicker and https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells

my apologies, I didn't mean to imply that the fault was with DynDOLOD.

Yes, this is repeatable.

I will uninstall the referenced program TagTuner  and try dyndolod generation again after carefully reviewing the links you provided.

Posted
7 minutes ago, fractalbase said:

my apologies, I didn't mean to imply that the fault was with DynDOLOD.

Yes, this is repeatable.

I will uninstall the referenced program TagTuner  and try dyndolod generation again after carefully reviewing the links you provided.

Never mind the links to the FAQ, they were meant for another user.

Posted

sheson,

I am developing a skyrim overhaul and will be using dyndolod 3. I am beyond impressed with how the program functions although I have a few issues I would like to report on.

I am using skyrim 3d trees + the 3d LODs included on the skyrim 3d trees mod page. 

When generating 3d tree LOD with the latest version of xLODgen the LOD tree branches look like this:

VaBL8zI.png

When generating 3d tree LOD with the latest version of DynDOLOD 3.0 the LOD tree branches look like this:

OjVCCt7.png

It adds an outline to the leaf textures when using DynDOLOD

 

Also getting this issue with skyrim 3d trees as well when using DynDOLOD, and not when using 3d tree LOD generation on xLODGen:

https://imgur.com/a/cTsPoSH

This happens for only one tree snow model. s3dtrees_treepineforestsnow04.nif

 

Also when using a new save on DynDOLOD 3.0 I get this issue in the distant terrain in Solstheim:

https://imgur.com/a/CUzbUZb

You can see there are black lines in the distant terrain that disappear when you are closer to them. Sometime this bug not present on older saves. 

 

One more thing. I used LOD32 generation on the world map and was wondering how to change the brightness of the snow textures on these objects:

urMSKHp.jpg

0Gwlo2K.jpg

 

Here are all my log files: https://drive.google.com/file/d/1cZTr6s83idVRMZpVZBhxrwDsHHYtmjy_/view?usp=sharing

Posted
1 hour ago, User77111 said:

sheson,

I am developing a skyrim overhaul and will be using dyndolod 3. I am beyond impressed with how the program functions although I have a few issues I would like to report on.

I am using skyrim 3d trees + the 3d LODs included on the skyrim 3d trees mod page. 

When generating 3d tree LOD with the latest version of xLODgen the LOD tree branches look like this:

VaBL8zI.png

When generating 3d tree LOD with the latest version of DynDOLOD 3.0 the LOD tree branches look like this:

OjVCCt7.png

It adds an outline to the leaf textures when using DynDOLOD

 

Also getting this issue with skyrim 3d trees as well when using DynDOLOD, and not when using 3d tree LOD generation on xLODGen:

https://imgur.com/a/cTsPoSH

This happens for only one tree snow model. s3dtrees_treepineforestsnow04.nif

 

Also when using a new save on DynDOLOD 3.0 I get this issue in the distant terrain in Solstheim:

https://imgur.com/a/CUzbUZb

You can see there are black lines in the distant terrain that disappear when you are closer to them. Sometime this bug not present on older saves. 

 

One more thing. I used LOD32 generation on the world map and was wondering how to change the brightness of the snow textures on these objects:

urMSKHp.jpg

0Gwlo2K.jpg

 

Here are all my log files: https://drive.google.com/file/d/1cZTr6s83idVRMZpVZBhxrwDsHHYtmjy_/view?usp=sharing

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the tree full model(s) for the affect trees shown in the screenshots with more informative console.

https://dyndolod.info/Messages/Wrong-Billboard-Path Remove the wrong billboards. Do not install any 3rd party billboards. It probably won't affect anything regarding the 3D tree LODs.

Regarding the terrain in Solstheim, lower the underside or increase its quality in the advanced options https://dyndolod.info/Help/Advanced-Mode#Terrain-Underside or increase terrain LOD distance https://dyndolod.info/Help/Mod-Configuration-Menu#Settings

Regarding snow on the map, see https://dyndolod.info/Help/Snow-Ash-LOD-Shader#Map

https://dyndolod.info/Messages/Textures-Do-Not-Match Remove the outdated LOD models for DynDOLOD 2.x. For example rockcliff01rocks_lod_1.nif , rockpilel04cobble_lod_0.nif, tundrastreamend01yellow_lod_0.nif etc.
https://dyndolod.info/Messages/Deleted-Reference Clean all plugins that have deleted references.
Consider using https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds if using plugins that are visually incompatible with the large reference feature of Skyrim Special Edition.

Posted

And as for Large Reference Bugs Workarounds, the requirement is to have the plugins cleaned. Unfortunately this wont be possible for others downloading the nexus collections due to permissions issues. If I were to clean the plugins and generate DynDOLOD using Large Reference Bugs Workarounds, but the reinstall the uncleaned plugins afterwards, would I run into issues? 
 

Posted
2 hours ago, User77111 said:

Removed the old tree billboards and will try again. Thanks!

Btw, should we still be using HD LOD Textures SE? https://www.nexusmods.com/skyrimspecialedition/mods/3333

The billboards probably won't affect the 3D LOD. Upload those useful screenshots with more informative console so I know which records and models to look for in the logs.

https://dyndolod.info/Mods/Useful-3rd-Party-Mods
HD LODs Textures SE - install the DynDOLOD version. Overwrite any textures from DynDOLOD Resources SE but not the textures generated by TexGen. Adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created. Do not install / remove any tree LOD billboards. Use TexGen to generate all desired billboards.

Posted
2 hours ago, User77111 said:

And as for Large Reference Bugs Workarounds, the requirement is to have the plugins cleaned. Unfortunately this wont be possible for others downloading the nexus collections due to permissions issues. If I were to clean the plugins and generate DynDOLOD using Large Reference Bugs Workarounds, but the reinstall the uncleaned plugins afterwards, would I run into issues? 
 

How do collections ensure that the user has the correct version of the runtime or the vanilla plugin files, 1.5 or 1.6?
Users following proper modding practice should already have cleaned vanilla files, regardless of collections or not.

Why would you need to reinstall "broken" plugins afterwards?
It *should* work in the sense there should be no CTD in regards to DynDOLOD or the Workarounds.

Posted (edited)

DynDOLOD 3a155 SSE - Combine Worldspaces for LOD

About a month ago, I used Combine Worldspaces for LOD to put Skyrim LODs into Solstheim. When I initially set up and incrementally tweaked the DLC2SolstheimWorld_Combine.ini configuration, I used minimal DynDOLOD options to speed up generation for testing. Everything looked as expected in-game.

Then once I was finally happy with the Combine.ini configuration and results, I re-generated all LODs for all worldspaces with DynDOLOD, using a larger set of options - including Underside.

The final results in-game were unexpected and disappointing, to say the least. I didn't understand what could be causing the visual defects. But I had spent so much time making the Combine.ini "just right" for my taste, I didn't feel like troubleshooting and just postponed it until later...

Then I saw your recent comment:

6 hours ago, sheson said:

Regarding the terrain in Solstheim, lower the underside or increase its quality in the advanced options https://dyndolod.info/Help/Advanced-Mode#Terrain-Underside or increase terrain LOD distance https://dyndolod.info/Help/Mod-Configuration-Menu#Settings

Which gave me an idea. What if the underside was the culprit? So I did a quick test:

Without | With /meshes/terrain/dlc2solstheimworld/dlc2solstheimworld_underside.nif

image.jpegimage.jpeg

In the picture on the right, you can see parts shaped like the original/vanilla DLC2SolstheimWorld terrain from Dragonborn.esm.

Does the underside mesh generation take into account Combined Worldspaces for LOD? It looks like it does not.

Note: If the issue is caused by either a bug in DynDOLOD or a fault on my side, I'm not available for testing/troubleshooting at this time. But I'd appreciate getting your input on the issue.

Thanks.

Edited by Mousetick
Posted
18 hours ago, sheson said:

The billboards probably won't affect the 3D LOD. Upload those useful screenshots with more informative console so I know which records and models to look for in the logs.

https://dyndolod.info/Mods/Useful-3rd-Party-Mods
HD LODs Textures SE - install the DynDOLOD version. Overwrite any textures from DynDOLOD Resources SE but not the textures generated by TexGen. Adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created. Do not install / remove any tree LOD billboards. Use TexGen to generate all desired billboards.

uj3CZY5.jpg

This was the tree with the black squares.

 

I re-ran DynDOLOD without the skyrim 3d trees LOD assets and it fixes the issue but I get 2D LODs instead. Or 2D LODs on a 3D object i'm not sure. 

18 hours ago, sheson said:

How do collections ensure that the user has the correct version of the runtime or the vanilla plugin files, 1.5 or 1.6?
Users following proper modding practice should already have cleaned vanilla files, regardless of collections or not.

Why would you need to reinstall "broken" plugins afterwards?
It *should* work in the sense there should be no CTD in regards to DynDOLOD or the Workarounds.

The modding guide I will be positing is just instruction on how to install a collection. I will not be including instructions on cleaning the plugins as the guide will be centered around automation. That is good news that Large Reference Bugs Workarounds should still work with dirty plugins. 

Posted
23 hours ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the tree full model(s) for the affect trees shown in the screenshots with more informative console.

https://dyndolod.info/Messages/Wrong-Billboard-Path Remove the wrong billboards. Do not install any 3rd party billboards. It probably won't affect anything regarding the 3D tree LODs.

Regarding the terrain in Solstheim, lower the underside or increase its quality in the advanced options https://dyndolod.info/Help/Advanced-Mode#Terrain-Underside or increase terrain LOD distance https://dyndolod.info/Help/Mod-Configuration-Menu#Settings

Regarding snow on the map, see https://dyndolod.info/Help/Snow-Ash-LOD-Shader#Map

https://dyndolod.info/Messages/Textures-Do-Not-Match Remove the outdated LOD models for DynDOLOD 2.x. For example rockcliff01rocks_lod_1.nif , rockpilel04cobble_lod_0.nif, tundrastreamend01yellow_lod_0.nif etc.
https://dyndolod.info/Messages/Deleted-Reference Clean all plugins that have deleted references.
Consider using https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds if using plugins that are visually incompatible with the large reference feature of Skyrim Special Edition.

Also I changed the map a bit to match the snow LOD shader I had customized. 

iTyFDhF.jpg

The places I circled before now match with the textures as I had both SnowLODMaterial and SnowLODMaterialHD at 255, 255, 255

But now the mountain tops and anything with the majestic mountain texture has a darker snow on top. Not sure how to fix that.

Posted
52 minutes ago, User77111 said:

uj3CZY5.jpg

This was the tree with the black squares.

 

I re-ran DynDOLOD without the skyrim 3d trees LOD assets and it fixes the issue but I get 2D LODs instead. Or 2D LODs on a 3D object i'm not sure. 

The modding guide I will be positing is just instruction on how to install a collection. I will not be including instructions on cleaning the plugins as the guide will be centered around automation. That is good news that Large Reference Bugs Workarounds should still work with dirty plugins. 

Also Provide a screenshot of a full model that has different looking 3D LOD between xLODGen and DynDOLOD.

The message https://dyndolod.info/Messages/Wrong-Billboard-Path is about 3rd party tree LOD billboards used for billboard tree LOD. Do not install any 3rd party tree LOD billboards. TexGen generates them at the proper location.

A modding guide should explain required important rudimentary information about the runtime version, game plugins versions and how to properly setup a base game.
How do you ensure users have the correct version of the runtime and game plugins the collection was made for?

7 minutes ago, User77111 said:

Also I changed the map a bit to match the snow LOD shader I had customized. 

iTyFDhF.jpg

The places I circled before now match with the textures as I had both SnowLODMaterial and SnowLODMaterialHD at 255, 255, 255

But now the mountain tops and anything with the majestic mountain texture has a darker snow on top. Not sure how to fix that.

Read https://dyndolod.info/Help/Snow-Ash-LOD-Shader#Maps and flag the map to use one of the snow LOD shaders instead of changing the snow LOD shaders themselves.

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