BrotherShamus Posted April 5, 2025 Posted April 5, 2025 (edited) On 4/5/2025 at 2:00 AM, sheson said: No rule is required if a mod only changes the translation (position, rotation or scale) of a reference. Use the second rule for the ENB lights., Thank you. I'm clearly dong something wrong though. I tried the second rule for shrineofazura01.nif and it hid the statue... creating it for shrineofazuraFX.nif made the statue visible but not the ENB lights. I copied the settings exactly and tried 'reference-unchanged and original but had the same result. I don't know if this will help but here are the logs from my last failed attempt. https://ufile.io/f/8jcsu Edited April 7, 2025 by BrotherShamus
z929669 Posted April 7, 2025 Posted April 7, 2025 On 3/30/2025 at 8:55 AM, z929669 said: Noted. I will check this test version later today. In the meantime, here's a link to my last TexGen debug log, where 63/73 files were properly flagged. I'm not sure why there were 73 txt files this one time. I've also included the texture assets. Some of the recurring, ambiguously-flagged grasses are: fieldgrassTU (11) fieldgrassTU (9) fieldgrassTU (1) ffgrass01 flowergrasssaxifrage There are several others though. The load order hasn't changed in days. Only the TexGen settings were changed in the mentioned TexGen runs. Just following up with some info relating to this^ that I have gleaned since we resolved the complex=true issue. I get 70 text files when choosing 32 as my min resolution in TexGen. When I choose 64, I get 73 variants. I'm not sure why, but it seems like evidence that setting a 64 pixel min might be interesting, particularly for 4K resolutions. I'm currently testing this hunch and will post back with some compares and other data relating to CG. In order to consolidate information, I've posted some screen compares on the CG support topic. Please voice your opinions or advice if you have any. Thanks
sheson Posted April 7, 2025 Author Posted April 7, 2025 6 hours ago, z929669 said: Just following up with some info relating to this^ that I have gleaned since we resolved the complex=true issue. I get 70 text files when choosing 32 as my min resolution in TexGen. When I choose 64, I get 73 variants. I'm not sure why, but it seems like evidence that setting a 64 pixel min might be interesting, particularly for 4K resolutions. I'm currently testing this hunch and will post back with some compares and other data relating to CG. In order to consolidate information, I've posted some screen compares on the CG support topic. Please voice your opinions or advice if you have any. Thanks Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. As explained, the normal logs appends, while the debug log gets replaced every time. So when having different results between two runs, make sure to keep and upload the 2 different debug logs. An easy method to keep all log files is to rename the log folder after every run. If you already know which additional billboards were generated, then report their filename(s).
z929669 Posted April 7, 2025 Posted April 7, 2025 12 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. As explained, the normal logs appends, while the debug log gets replaced every time. So when having different results between two runs, make sure to keep and upload the 2 different debug logs. An easy method to keep all log files is to rename the log folder after every run. If you already know which additional billboards were generated, then report their filename(s). The three grasses produced when Texture size Min=64 relative to Texture size Min=32: fieldgrasstu (8)_00000808.txt icegrassw9_00000d92.txt icegrassw11_00000804.txt TexGen_minSize32_logs.7z TexGen_minSize64_logs.7z All testing done using your modified TexGen version from this post.
Jonado Posted April 7, 2025 Posted April 7, 2025 (edited) I am having some strange issues with the latest version of DynDOLOD: When starting the game from an interior, the world map looks weird (with Seasons of Skyrim). It looks like the game is trying to load the seasonal map at the same time as the default map, see the attached screenshot. To fix the issue, I have to enter an exterior, save the game, and then restart it (then it looks like in the second image). I have packed all seasonal LOD files (terrain and object lods) in bsas to save disk space, while the regular files are retained as loose files. I have done this for convenience, so I can load all LODs in the Creation Kit without extra steps. I don't know why that would matter though. Some LOD objects don't appear snowy in winter, despite that the base objects have snow on them. See screenshot. If I walk to the pier, those objects will get back the snow. Logs can be found here: Logs.7z Edited April 7, 2025 by Jonado
RamboLeeNorris7 Posted April 8, 2025 Posted April 8, 2025 Good evening! I get the following error when running DynDolod (xLODGEN and TextGen seemed to go smoothly. Attempting Seasons of Skyrim and Unfrozen Skyrim for the first time). Error: Checking for errors failed Access violation at address 00000000006B1EAC in module 'DynDOLODx64.exe' (offset 11EAC). Read of address FFFFFFFFFFFFFFFF for Complete Crafting Overhaul_Remastered.esp MineOreIron01_LSnowRocks "Iron Ore Vein" [ACTI:0010D05C] Not sure how to fix. I've searched the forums, and can't find a consistent answer. Here is my debug_log.txt (consolidated due to size): https://pastebin.com/CeaqVTVz Here is my bugreport.txt (full file): https://pastebin.com/Q1YpfLtj Here is my log.txt (consolidated due to size): https://pastebin.com/dQHkvwJ9 Thanks in advance to anyone willing to help!
sheson Posted April 8, 2025 Author Posted April 8, 2025 9 hours ago, z929669 said: The three grasses produced when Texture size Min=64 relative to Texture size Min=32: fieldgrasstu (8)_00000808.txt icegrassw9_00000d92.txt icegrassw11_00000804.txt TexGen_minSize32_logs.7z TexGen_minSize64_logs.7z All testing done using your modified TexGen version from this post. The three grasses are skipped because the ratio of opaque pixels to transparent pixels is too low and not because of size or resolution. Forcing higher min size will typically just waste video memory since the game will probably never use the highest resolution mipmap. In case of these grasses the used mipmap will probably not have many opaque pixels if any. Also possible higher performance requirements due to overdraw. You should check the mipmaps on the object LOD atlas of these particular grass LOD billboard and how the grass LOD with them looks in the game. https://dyndolod.info/Help/TexGen#Min-Max-texture-size There is typically no point in raising the texture size Min of billboards as long as the units per pixel is used as intended to achieve sane texture resolutions for billboards. See https://dyndolod.info/Help/Texture-Resolution#Determine-Sensible-Texture-Resolutions to test if the largest mipmap is used.
sheson Posted April 8, 2025 Author Posted April 8, 2025 7 hours ago, Jonado said: I am having some strange issues with the latest version of DynDOLOD: When starting the game from an interior, the world map looks weird (with Seasons of Skyrim). It looks like the game is trying to load the seasonal map at the same time as the default map, see the attached screenshot. To fix the issue, I have to enter an exterior, save the game, and then restart it (then it looks like in the second image). I have packed all seasonal LOD files (terrain and object lods) in bsas to save disk space, while the regular files are retained as loose files. I have done this for convenience, so I can load all LODs in the Creation Kit without extra steps. I don't know why that would matter though. Some LOD objects don't appear snowy in winter, despite that the base objects have snow on them. See screenshot. If I walk to the pier, those objects will get back the snow. Logs can be found here: Logs.7z 1. It looks like in the first in the first screenshot the terrain LOD for winter was not loaded. What rudimentary troubleshooting have you done to verify this is caused by the DynDOLOD output not another mod (e.g. SOS) or a maybe mod/game INI settings? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting. See https://dyndolod.info/FAQ#Pack-DynDOLOD-Resources-or-generated-output-into-BSA. 2. This is dynamic LOD. Also upload ..\Seasons\DynDOLOD_WIN.ini from the DynDOLOD output and ..\Seasons\MainFormSwap_WIN.ini if it exists or report that Ignore auto generated WIN formswap = true was set in ..\SKSE\Plugins\po3_SeasonsOfSkyrim.ini
sheson Posted April 8, 2025 Author Posted April 8, 2025 4 hours ago, RamboLeeNorris7 said: Good evening! I get the following error when running DynDolod (xLODGEN and TextGen seemed to go smoothly. Attempting Seasons of Skyrim and Unfrozen Skyrim for the first time). Error: Checking for errors failed Access violation at address 00000000006B1EAC in module 'DynDOLODx64.exe' (offset 11EAC). Read of address FFFFFFFFFFFFFFFF for Complete Crafting Overhaul_Remastered.esp MineOreIron01_LSnowRocks "Iron Ore Vein" [ACTI:0010D05C] Not sure how to fix. I've searched the forums, and can't find a consistent answer. Here is my debug_log.txt (consolidated due to size): https://pastebin.com/CeaqVTVz Here is my bugreport.txt (full file): https://pastebin.com/Q1YpfLtj Here is my log.txt (consolidated due to size): https://pastebin.com/dQHkvwJ9 Thanks in advance to anyone willing to help! Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log (complete last session) and entire debug log from DynDOLOD to upload when making posts. See https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/page/676/#findComment-283035 about the mineorescript.pex being overwritten.
z929669 Posted April 8, 2025 Posted April 8, 2025 4 hours ago, sheson said: The three grasses are skipped because the ratio of opaque pixels to transparent pixels is too low and not because of size or resolution. Forcing higher min size will typically just waste video memory since the game will probably never use the highest resolution mipmap. In case of these grasses the used mipmap will probably not have many opaque pixels if any. Also possible higher performance requirements due to overdraw. You should check the mipmaps on the object LOD atlas of these particular grass LOD billboard and how the grass LOD with them looks in the game. https://dyndolod.info/Help/TexGen#Min-Max-texture-size There is typically no point in raising the texture size Min of billboards as long as the units per pixel is used as intended to achieve sane texture resolutions for billboards. See https://dyndolod.info/Help/Texture-Resolution#Determine-Sensible-Texture-Resolutions to test if the largest mipmap is used. I assumed the cause was something like this and that the higher min resolution might provide a bit more usable data for these three grasses. Please review the screen compares I made for this change (very first set) as evidence that there is a qualitative difference in game. Whether or not the outcome in game is higher resolution is difficult to tell, and whether or not it's an improvement is subjective. I will look at the mips on the atlas and share results when I have more time, but here's links to the two atlases in the meantime if you want to have a look. Perhaps I could use the MipMapTests variable to glean something further in addition to manual assessment? 64 32
sheson Posted April 8, 2025 Author Posted April 8, 2025 1 hour ago, z929669 said: I assumed the cause was something like this and that the higher min resolution might provide a bit more usable data for these three grasses. Please review the screen compares I made for this change (very first set) as evidence that there is a qualitative difference in game. Whether or not the outcome in game is higher resolution is difficult to tell, and whether or not it's an improvement is subjective. I will look at the mips on the atlas and share results when I have more time, but here's links to the two atlases in the meantime if you want to have a look. Perhaps I could use the MipMapTests variable to glean something further in addition to manual assessment? 64 32 The mipmap test helps answering the question if the larger resolution is used in the game.
Jonado Posted April 8, 2025 Posted April 8, 2025 21 hours ago, sheson said: 1. It looks like in the first in the first screenshot the terrain LOD for winter was not loaded. What rudimentary troubleshooting have you done to verify this is caused by the DynDOLOD output not another mod (e.g. SOS) or a maybe mod/game INI settings? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting. See https://dyndolod.info/FAQ#Pack-DynDOLOD-Resources-or-generated-output-into-BSA. 2. This is dynamic LOD. Also upload ..\Seasons\DynDOLOD_WIN.ini from the DynDOLOD output and ..\Seasons\MainFormSwap_WIN.ini if it exists or report that Ignore auto generated WIN formswap = true was set in ..\SKSE\Plugins\po3_SeasonsOfSkyrim.ini 1. It affects both object LOD and terrain LOD (but I guess terrain LOD to a larger degree). If you look carefully, some objects have snow on them in the second sceenshot, but not in the first one. In some other areas, almost no objects had snow. Also, seasonal LOD shows up fine in game, it is just the map that is affected. And I have not experienced this before. I don't know whether this is directly related to DynDOLOD, but how would I troubleshoot it? It is obviously related to seasonal LOD, and as far as I know I need DynDOLOD in order for seasonal LOD to function. I guess it could be an issue with Seasons of Skyrim, but then I don't know how to fix it. powerofthree is notoriously difficult to get in touch with. 2. I'll send you my entire Seasons folder, because I have a lot of seasonal config files. These include WIP files for mods that I have not published yet, so please don't share this outside this forum (I will likely also take it down when you have had a look): Seasons.7z. The autogenerated formswap has been disabled. What I can tell though is that there should be nothing in there that touches those references. What I suspect has happened is that the MATO has failed to apply to those objects, which I know from experience sometimes happens with Seasons of Skyrim (I don't know what is causing it though). The console tells that DynDOLOD uses a different mesh for the LOD object - therefore I suspect SoS is not able to apply snow to that mesh. Normally, I would solve that by creating a new object based on that mesh and with a snow shader applied to it, and then use a custom form swap for it. But since it in this case only affects the LOD object and not the regular object, that is a route I would rather avoid if possible. Also, why is it not supported to packing generated output as BSAs (I only packed the meshes and textures, not anything SKSE related, mind you)? The base game has its terrain and object LOD packed in BSAs, and that works perfectly, so I think this is a relevant question.
sheson Posted April 9, 2025 Author Posted April 9, 2025 7 hours ago, Jonado said: 1. It affects both object LOD and terrain LOD (but I guess terrain LOD to a larger degree). If you look carefully, some objects have snow on them in the second sceenshot, but not in the first one. In some other areas, almost no objects had snow. Also, seasonal LOD shows up fine in game, it is just the map that is affected. And I have not experienced this before. I don't know whether this is directly related to DynDOLOD, but how would I troubleshoot it? It is obviously related to seasonal LOD, and as far as I know I need DynDOLOD in order for seasonal LOD to function. I guess it could be an issue with Seasons of Skyrim, but then I don't know how to fix it. powerofthree is notoriously difficult to get in touch with. 2. I'll send you my entire Seasons folder, because I have a lot of seasonal config files. These include WIP files for mods that I have not published yet, so please don't share this outside this forum (I will likely also take it down when you have had a look): Seasons.7z. The autogenerated formswap has been disabled. What I can tell though is that there should be nothing in there that touches those references. What I suspect has happened is that the MATO has failed to apply to those objects, which I know from experience sometimes happens with Seasons of Skyrim (I don't know what is causing it though). The console tells that DynDOLOD uses a different mesh for the LOD object - therefore I suspect SoS is not able to apply snow to that mesh. Normally, I would solve that by creating a new object based on that mesh and with a snow shader applied to it, and then use a custom form swap for it. But since it in this case only affects the LOD object and not the regular object, that is a route I would rather avoid if possible. Also, why is it not supported to packing generated output as BSAs (I only packed the meshes and textures, not anything SKSE related, mind you)? The base game has its terrain and object LOD packed in BSAs, and that works perfectly, so I think this is a relevant question. 1. If you pack LOD files into BSA any problem is your own responsibility. In case of problems, the first troubleshooting step is to use loose LOD files. It looks like in the first screenshot the terrain LOD for winter was not loaded while in the second it was. DynDOLOD does not generate or modify terrain LOD. DynDOLOD/xLODGen do not change how the game loads and displays terrain, object or tree LOD meshes/textures. Disabling DynDOLOD as a test should not affect any terrain LODs or problems with it caused by third party mods or settings. SOS has no hard requirement for DynDOLOD object LOD meshes to be in the load order (the description of SOS says "Seasons will fallback to using default LOD if these DynDOLOD/LODGen generated LOD files are not found."). It should still switch the seasonal terrain LOD regardless. AFAIK it should support loading from BSA. Check the po3_SeasonsOfSkyrim.log for what it reports. 2. It seems SOS does not apply the automatic snow shader, presumably because the model the path contains 'LOD\'. The LOD model itself works fine with the auto snow shader if moved somewhere else. Adding an entry under Multipass Snow Whitelist did not seem to work, looks like the internal blacklist takes precedence. I will try to address this in one of the next alphas, either by using the full model or adding a winter variant base record with the snow LOD shader.
godescalcus Posted April 10, 2025 Posted April 10, 2025 On 6/28/2024 at 9:48 PM, sheson said: https://dyndolod.info/Help/Child-Parent-Worldspace-Copies Walled cities like Solitude, Riften, Whiterun, Windhelm etc. are child worldspaces that are embedded into the Tamriel parent worldspace that they use for LOD. The Child > parent option copies references that could have LOD from the child worldspaces to the parent worldspace. The Parent > child option copies references that have LOD from the parent worldspace to the child worldspaces. The Child > parent option makes sure that things only added to the inside of city can also be seen from the outside. The Parent > child option makes sure that things can also be seen when inside a city and peeking past the walls. I use two mods - Whiterun Dibella Club and Solitude Arena - and have previously generated LOD with them without issues, but now I get these LODs overlapping when in the Tamriel worldspace. I disabled Parent>Child despite the barrenness because it also projected the outside walls in into the modified Whiterun and Solitude worldspaces, but I can't completely disable Child>Parent. Can this be turned off elsewhere, or perhaps the plugins that add these features can be set to be ignored?
sheson Posted April 10, 2025 Author Posted April 10, 2025 2 hours ago, godescalcus said: I use two mods - Whiterun Dibella Club and Solitude Arena - and have previously generated LOD with them without issues, but now I get these LODs overlapping when in the Tamriel worldspace. I disabled Parent>Child despite the barrenness because it also projected the outside walls in into the modified Whiterun and Solitude worldspaces, but I can't completely disable Child>Parent. Can this be turned off elsewhere, or perhaps the plugins that add these features can be set to be ignored? 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. Provide links to mentioned mods. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of references with more informative console. https://dyndolod.info/FAQ#Out-of-place-or-floating-objects Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true for mods modifying the walled cities. Users are asked and welcome to provide feedback to the official DynDOLOD support forum in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with open console / form id) to show the issues if possible. If the reference is added by a DynDOLOD plugin, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this reference originates. Also see Child/Parent Worldspace Copies and How to ignore all references of a child worldspace for copying to parent worldspace and LOD. https://dyndolod.info/Mod-Authors#How-to-ignore-all-references-of-a-child-worldspace-for-copying-to-parent-worldspace-and-LOD To disable this scan for a specific plugin and worldspace, create a rule file for the plugin in the ..Data\DynDOLOD\ folder as explained above. Add a new section [Skyrim Settings] and a new line line IgnoreWorlds=[List of worldspace Editor IDs]. For example: [Skyrim Settings] IgnoreWorlds=WhiterunWorld,SolitudeWorld For example "DynDOLOD_SSE_WhiterunDibellaClubesp.ini" with [Skyrim Settings] IgnoreWorlds=WhiterunWorld For example "DynDOLOD_SSE_SolitudeArenaesp.ini" with [Skyrim Settings] IgnoreWorlds=SolitudeWorld
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