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Posted
6 hours ago, mostwanted11 said:

what does checking the large box between tree and ultra in advanced mode do? also the upgrade and downgrade boxes? are there any videos demonstrating the visual/performance difference?

https://dyndolod.info/Help/Advanced-Mode#Tree-Lod
Check Large to make the full model trees large references - if they are added by ESM flagged plugins. Requires DynDOLOD DLL NG and Scripts, which includes the large reference bugs workarounds. The TreeLargeRefSize setting in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini controls the size threshold, e.g. if smaller trees should be large references, lower the value. Also, references that are overwritten by non ESM flagged plugins, have enable parents or are initially disabled are skipped. In case the tree base records have locational swaps, like cells, locations or regions, they are skipped.

https://dyndolod.info/Help/Advanced-Mode#Upgrade-NearGrid-Large-References-to-FarGrid
Unchecked - large references that would have dynamic LOD in the NearGrid are ignored. They will not have LOD beyond the large reference distance setting. Better performance.
Checked - large references that would have dynamic LOD in the NearGrid are added to the FarGrid. They will have LOD beyond the large reference distance setting. Better visuals.
As a rule of thumb, check the box "Upgrade NearGrid Large Refs" in case the large reference system is not used - uLargeRefLODGridSize = uGridsToLoad (default 5) - to make sure all references receive dynamic LOD as intended. The result would be LOD working the same as it did in Skyrim. Vice versa, do not check this option in case the large referene system is used - uLargeRefLODGridSize > uGridsToLoad >= 5. Upgrading large references that were intended for NearGrid means more resource usage in case the large reference system is used. References that are intended for NearGrid are typically smaller and it generally makes not much sense to show them beyond the large reference grid.

https://dyndolod.info/Help/Advanced-Mode#Downgrade-FarGrid-References-to-NearGrid
Unchecked - non large references are added to the NearGrid or the FarGrid accordingly to their mesh rules. Better visuals.
Checked - non large references are always added to the NearGrid even if the of their mesh rules set FarGrid. Better performance.

If you want to know the visual and performance difference for your setup and load order generate 2 outputs and compare them.

Typically making trees large references will have the biggest performance impact depending on the amount of trees, their complexity and the large reference distance setting.

Posted (edited)
17 minutes ago, sheson said:

https://dyndolod.info/Help/Advanced-Mode#Tree-Lod
Check Large to make the full model trees large references - if they are added by ESM flagged plugins. Requires DynDOLOD DLL NG and Scripts, which includes the large reference bugs workarounds. The TreeLargeRefSize setting in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini controls the size threshold, e.g. if smaller trees should be large references, lower the value. Also, references that are overwritten by non ESM flagged plugins, have enable parents or are initially disabled are skipped. In case the tree base records have locational swaps, like cells, locations or regions, they are skipped.

https://dyndolod.info/Help/Advanced-Mode#Upgrade-NearGrid-Large-References-to-FarGrid
Unchecked - large references that would have dynamic LOD in the NearGrid are ignored. They will not have LOD beyond the large reference distance setting. Better performance.
Checked - large references that would have dynamic LOD in the NearGrid are added to the FarGrid. They will have LOD beyond the large reference distance setting. Better visuals.
As a rule of thumb, check the box "Upgrade NearGrid Large Refs" in case the large reference system is not used - uLargeRefLODGridSize = uGridsToLoad (default 5) - to make sure all references receive dynamic LOD as intended. The result would be LOD working the same as it did in Skyrim. Vice versa, do not check this option in case the large referene system is used - uLargeRefLODGridSize > uGridsToLoad >= 5. Upgrading large references that were intended for NearGrid means more resource usage in case the large reference system is used. References that are intended for NearGrid are typically smaller and it generally makes not much sense to show them beyond the large reference grid.

https://dyndolod.info/Help/Advanced-Mode#Downgrade-FarGrid-References-to-NearGrid
Unchecked - non large references are added to the NearGrid or the FarGrid accordingly to their mesh rules. Better visuals.
Checked - non large references are always added to the NearGrid even if the of their mesh rules set FarGrid. Better performance.

If you want to know the visual and performance difference for your setup and load order generate 2 outputs and compare them.

Typically making trees large references will have the biggest performance impact depending on the amount of trees, their complexity and the large reference distance setting.

Great, i think a good way to prevent dumbasses like me spamming you with questions about stuff already explained is to put links on each feature in dyndolod if it does have a corresponding explanation in the site or a ? button next to the X button top right that opens up a link to the explanation of the feature if clicked with it on

Edited by mostwanted11
Posted
34 minutes ago, mostwanted11 said:

Great, i think a good way to prevent dumbasses like me spamming you with questions about stuff already explained is to put links on each feature in dyndolod if it does have a corresponding explanation in the site or a ? button next to the X button top right that opens up a link to the explanation of the feature if clicked with it on

That is what the hover hints are for.
The Help button is supposed to open https://dyndolod.info/Help/Advanced-Mode but nobody ever reports it not properly working, so nobody uses it anyways.

Posted

Yup, as soon as I start using the latest version, a ctd on reload. The version I was using and got blocked from using was working perfectly fine, I don't need the latest version I just want to play the game man.

https://ufile.io/5pyxndnj

These are the logs because I still want to help you, but I will just revert to my old Output of the old version since this dyndolod DLL NG thing, its been nothing but CTDs on reload it's honestly very frustrating, I just changed 2 tree models and wanted to rerun it after months of playing with it with no issues at all, but I got cockblocked by the update prompt. So very frustrating, I wish you'd just tell me how to bypass it

Posted
5 hours ago, mostwanted11 said:

Yup, as soon as I start using the latest version, a ctd on reload. The version I was using and got blocked from using was working perfectly fine, I don't need the latest version I just want to play the game man.

https://ufile.io/5pyxndnj

These are the logs because I still want to help you, but I will just revert to my old Output of the old version since this dyndolod DLL NG thing, its been nothing but CTDs on reload it's honestly very frustrating, I just changed 2 tree models and wanted to rerun it after months of playing with it with no issues at all, but I got cockblocked by the update prompt. So very frustrating, I wish you'd just tell me how to bypass it

Unfortunately the DynDOLOD debug log does not show a generation session anymore since the tool was started again and then closed.

https://dyndolod.info/
The tools are shared for free with the specific requirement to use the latest version, to provide feedback and to report any problems including logs and other requested information to the official DynDOLOD support forum in order to advance their improve and advance their development for all users.

You are not entitled to my work or time. On the contrary, if you participate in the alpha test you are required to use the latest version and to help troubleshoot problems. If you have no intention to help troubleshoot the issue in your load order for everyones benefit, then you do not meet the requirements to particpate in the DynDOLOD 3 alpha test and should use it.

In case you actually want to help troubleshoot the problem for everyone's benefit, report if there is any difference using any of the older versions of DynDOLOD DLL NG and Scripts available at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds. Also test without any DynDOLOD DLL (while ignoring any error messages in game from DynDOLOD about it missing etc.)

Upload all crash logs collected while testing the 2 older versions.
Report the steps required to reproduce the CTD.

Posted
2 hours ago, sheson said:

Unfortunately the DynDOLOD debug log does not show a generation session anymore since the tool was started again and then closed.

https://dyndolod.info/
The tools are shared for free with the specific requirement to use the latest version, to provide feedback and to report any problems including logs and other requested information to the official DynDOLOD support forum in order to advance their improve and advance their development for all users.

You are not entitled to my work or time. On the contrary, if you participate in the alpha test you are required to use the latest version and to help troubleshoot problems. If you have no intention to help troubleshoot the issue in your load order for everyones benefit, then you do not meet the requirements to particpate in the DynDOLOD 3 alpha test and should use it.

In case you actually want to help troubleshoot the problem for evryones benefit, report if there is any difference using any of the older versions of DynDOLOD DLL NG and Scripts available at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

Upload all crash logs collected while testing the 2 older versions.
Report the steps required to reproduce the CTD.

I never said I am entitled to anything, I already said I am willing to help to an extent as long as it doesn't come at the cost of my convenience (which is selfish brat behavior i know). BUT i have already reported it before that dll ng ctds my game on reload from time to time and I have already uploaded logs before on multiple occasions. Those past couple months I have NEVER Ctd'd on reload at least not when its a free of stress area and on a new level save and I mean NEVER. It is not a coincidence that it happened again like it used to back when I was using the ng dll thing in May (which was resolved when i reverted to dll SE) and I did report it and it probably got dismissed because its a difficult issue to track and hammer down, but it is widely known Dyndolod causes ctd on reload and a lot of modlist authors know it. My dyndolod generation says Dll: not Ng and "using papyrus scripts" when generating and i will continue to play with the version that does not CTD because it is common sense. I will test the ng version output from time to time when free and i will post crashlogs here but i am not sure if its going to be of much help because dyndolod dll is never mentioned in the logs but you're the one who knows his stuff in the end not me.

Posted
On 10/22/2024 at 7:10 PM, mostwanted11 said:

I never said I am entitled to anything, I already said I am willing to help to an extent as long as it doesn't come at the cost of my convenience (which is selfish brat behavior i know). BUT i have already reported it before that dll ng ctds my game on reload from time to time and I have already uploaded logs before on multiple occasions. Those past couple months I have NEVER Ctd'd on reload at least not when its a free of stress area and on a new level save and I mean NEVER. It is not a coincidence that it happened again like it used to back when I was using the ng dll thing in May (which was resolved when i reverted to dll SE) and I did report it and it probably got dismissed because its a difficult issue to track and hammer down, but it is widely known Dyndolod causes ctd on reload and a lot of modlist authors know it. My dyndolod generation says Dll: not Ng and "using papyrus scripts" when generating and i will continue to play with the version that does not CTD because it is common sense. I will test the ng version output from time to time when free and i will post crashlogs here but i am not sure if its going to be of much help because dyndolod dll is never mentioned in the logs but you're the one who knows his stuff in the end not me.

Common sense would be to first troubleshoot if this crash is actually caused by DynDOLOD and not by another mod or DLL.
Common sense of an alpha test is to troubleshoot the actual problem so it can be fixed.
There are zero similar crash reports here in months while the DynDOLOD DLL is being used by tens of thousands of people.

I suggested what to do test next, if a crash is rare, so what? It does even less prevent you from "just playing the game" while troubleshooting.
I can not fix what is not reported and/or people refuse to follow through with the actual troubleshoot requests to narrow things down.

Posted
On 10/15/2024 at 5:24 AM, sheson said:

What is the "exact" location?

You seem to be reporting that close up the waterfall is static and when moving away it becomes animated?

The waterfall 0001CCDA should have these states:
The full model fxwaterfallbodyslope.nif defined by the base record 000FC85F in the active 5x5 cells and the large reference area around them.
Beyond the large reference distance in the LOD area there should be an animated LOD model. It has a reference and base record in the DynDOLOD plugins and uses fxwaterfallbodyslope_AA06506B_dyndolod_lod.nif. It can be disabled/enabled via console. Typically the dynamic LOD model is active to the edge of the Far Grid.
Underneath the dynamic LOD model should be the static LOD model, which uses fxwaterfallbodyslope_AA06506Bpassthru_lod.nif for all static LOD levels. It can be toggled with all LOD with the tll command in console.

You should replace the files with the same filenames in their respective folders in the DynDOLOD Resources with the ones I uploaded.

The reference and base record that are shown in the screenshot with more informative console uses fxwaterfallbodyslope.nif for the full model.
There typically is no fxwaterfallbody.nif but there are also fxwaterfallbodytall.nif and fxwaterfallbodytall02.nif

Static LOD does not support animation and transparency, so using the full model for LOD is not going to have good visual results. That is why a dedicated dynamic LOD model and a dedicated static LOD model exist and should be used usually.

The reference 0001CCDA is a large reference.

The vanilla game shows the full model waterfalls to the edge of the large reference grid and then switches them to static LOD. That is why the dynamic LOD with the Near and Far Grid exists; to show the animated LOD further than the vanilla game does. If you see an animated waterfall for the reference 0001CCDA further than the large reference distance, then something that is not vanilla/default is causing that change.

Finally got around to regenerating with the 2 meshes as requested and it made no difference when checking in game. I am just going to make this easy and regenerate LOD again sometime and remove the dynamic flag from waterfalls and change LOD levels to 'None' minus LOD 32. That will look and work better for what I am looking for since dynamic LOD is not working.

Posted
8 hours ago, D1Z4STR said:

Finally got around to regenerating with the 2 meshes as requested and it made no difference when checking in game. I am just going to make this easy and regenerate LOD again sometime and remove the dynamic flag from waterfalls and change LOD levels to 'None' minus LOD 32. That will look and work better for what I am looking for since dynamic LOD is not working.

No logs or screenshots were provided for the new generation.
That is not really a satisfactory solution or seems logical.

Didn't you report that you see the animated dynamic LOD reference added by DynDOLOD plugins beyond the large reference distance in the LOD area once you if you disabled all LOD with tll?
Why would the static LOD model that should be a bit lower and smaller than the animated dynamic LOD model cover it?
If anything either only uncheck Dynamic and leave everything else as is, or just set LOD Level 4 to None and leave everything else as is.

Posted (edited)

Need some help, i've used dyndo a long time ago but ive changed my whole modlist, so i ran thru all the steps for dyndo again, but i get halfway thru texgen and it freezes. It stops every time at "Gathering base records for billboards". Even waiting up to ten minutes and it's still frozen. 

This is my texgen realtime log: https://pastebin.com/sRx3xgHP

any help is appreciated. 

edit: i see the problem is a dds file, but when i search for this file, it shows up in like 6 different mods. Not quite sure what to do.

Edited by LilSxmmy
Posted
12 hours ago, LilSxmmy said:

Need some help, i've used dyndo a long time ago but ive changed my whole modlist, so i ran thru all the steps for dyndo again, but i get halfway thru texgen and it freezes. It stops every time at "Gathering base records for billboards". Even waiting up to ten minutes and it's still frozen. 

This is my texgen realtime log: https://pastebin.com/sRx3xgHP

any help is appreciated. 

edit: i see the problem is a dds file, but when i search for this file, it shows up in like 6 different mods. Not quite sure what to do.

Upload the entire log as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs.

The log shows a message window was created to show the error.

Clicking on the "Click on this link for additional explanations and help for this message" should open https://dyndolod.info/Help/Texconv:
The texture is not a valid file format or corrupted and needs to be converted or replaced. Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is. If the mentioned texture is part of the DynDOLOD output, delete the entire output from former session before trying again.

Only one mod can supply the wining texture for any given unique file path.

Posted (edited)
1 hour ago, sheson said:

Upload the entire log as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs.

Only one mod can supply the wining texture for any given unique file path.

https://dyndolod.info/Help/Texconv
The texture is not a valid file format or corrupted and needs to be converted or replaced. Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is. If the mentioned texture is part of the DynDOLOD output, delete the entire output from former session before trying again.

that's the only log it gives me, i don't see any log other than the texgen realtime one. Also, when texgen freezes, no window pops up.

so what you're saying is tho,, since ewpshore07.dds is already in the textures in the actual game files,, i should just delete the copies coming from mods?

Edited by LilSxmmy
Posted
11 hours ago, LilSxmmy said:

that's the only log it gives me, i don't see any log other than the texgen realtime one. Also, when texgen freezes, no window pops up.

so what you're saying is tho,, since ewpshore07.dds is already in the textures in the actual game files,, i should just delete the copies coming from mods?

You did not upload the entire log starting with the line TexGen ... starting session to the end.

The log shows a message dialog was created and executed. Sometimes the OS hides new windows behind other ones despite the instruction to show it in front.

As explained, the winning version of textures\landscape\grass\ewpshore07.dds is not a valid texture. Replace it with a valid texture as explained. For example, download and install the winning mod again.

Posted

I am using 3d tree lods, Level 0, billboard4, billboard 1. I heard TreeNormalMaps=1 and TreeLODComplexAtlas=1 makes 2d lods look better.. Would my setup benefit from it even if i have 3d lods? Obviously level 8 and level 16 tree lods will be using 2d so i am wondering if it would affect it or not

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