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Posted
21 minutes ago, sheson said:

As you can see from the LODGen log, there is a problem reading the PalePass.4.1.-4.btr terrain LOD mesh file.

It is probably corrupt or invalid.

You could open the file in NifSkope to see if it is valid or not. If it opens without problem in NifSkope upload it for me to review.

If NifSkope agrees, reinstall the mod it comes from.

Best solution is always to generate terrain LOD (meshes at least) with xLODGen for the current load order with xLODGen.

Sorry for my ignorance and simple questions, very new with modding

I'm trying to follow the path of this file with mod2 virtual folder but the terrain folder doesn't have PalePass

is that something to consider?

 

Explorer++_ztTU0OdX15.png

Posted
23 minutes ago, dovisally said:

Sorry for my ignorance and simple questions, very new with modding

I'm trying to follow the path of this file with mod2 virtual folder but the terrain folder doesn't have PalePass

is that something to consider?

 

Explorer++_ztTU0OdX15.png

Assuming this shows the virtual file explorer from MO2.

The file will be in a BSA then.

Use the xEdit Asset Browser (started with CTRL+F3) to find which container (BSA or data = loose file) contains it, open it in NifSkope, extract it etc.

In that case it is possible LODGen can not read the BSA itself because it is blocked or is corrupt, invalid.

Posted
8 hours ago, sheson said:

The config files for TexGen are loaded when the matching plugin name is installed in the load order. The MO2 screenshot does not show the plugin. 

The config file format for TexGen did not change.

Thanks, I now know what went wrong - I merged the mod and its patches. If I rename the rules files to match the merged plugin filename, would they get loaded?

Now, regarding the naming conventions - if I understood correctly, if I simply renamed those textures (for example, appending the current folder name to the filename) and moved them all into a folder that DynDOLOD would recognise (such as Beth's folders), without forgetting to update the file path in the static/texture records of the plugin(s), no need for rules at all? The mod was "broken" for so many years, but it appears that CaBaL has reuploaded aMidianBorn Imperial Forts, and granted kryptopyr permission to upload them to SSE, making it possible to do what I think you said. But it would be quite the undertaking. And there's an old GEMS mod that currently requires a ton of patching, from snow mods to fort conquests.

Posted
33 minutes ago, godescalcus said:

Thanks, I now know what went wrong - I merged the mod and its patches. If I rename the rules files to match the merged plugin filename, would they get loaded?

Now, regarding the naming conventions - if I understood correctly, if I simply renamed those textures (for example, appending the current folder name to the filename) and moved them all into a folder that DynDOLOD would recognise (such as Beth's folders), without forgetting to update the file path in the static/texture records of the plugin(s), no need for rules at all? The mod was "broken" for so many years, but it appears that CaBaL has reuploaded aMidianBorn Imperial Forts, and granted kryptopyr permission to upload them to SSE, making it possible to do what I think you said. But it would be quite the undertaking. And there's an old GEMS mod that currently requires a ton of patching, from snow mods to fort conquests.

See "Dealing with merged Mods" in..\DynDOLOD\Docs\DynDOLOD_Manual.html

Depending on how it was merged and if the map.txt or map.json  file still exists then it is supposed to discover the merged plugin file from that. Please check, it is possible that it broke in the alpha. Otherwise you need to copy the config files to the new plugin filename.

DynDOLOD 3 properly supports texture-sets for vanilla/DynDOLOD Resources LOD models that make use of stitched object LOD textures.
However, it assume that each filename is unique regardless of its path.

Every shape in the LOD models that uses a direct derivative  of the full texture (like the imperial towers) included in DynDOLOD Resource 3 defines the same full texture as their corresponding full model. For those vanilla textures a TexGen config rules how to create the LOD texture exists. If a base record with such a full model / LOD model combination uses a texture-set, DynDOLOD will automatically create a new LOD texture with the replaced full textures based on the same TexGen config. As usual the LOD textures are added to the atlas textures and then LODGen will do its thing and voila the LOD uses the correct LOD texture.

This automatic creation uses a simple filename setting like MyAwesomeFullTexture.dds -> MyAweSomeFullTextureLOD.dds, hence the unique filename requirement for now.

If you are interested, just do test with a vanilla imperial tower without creating/defining custom LOD models on the new base record with the texture-set.

Posted
On 9/1/2021 at 12:15 AM, sheson said:

If this reference is Initially disabled with an enable state opposite to player and a z position of -30000 it should be "fixed" by DynDOLOD automatically. Check if it overwrites the record.

 

On 9/1/2021 at 8:55 AM, sheson said:

Only ESM flagged plugins can overwrite large references without triggering the bugs.

A solution would be to move all such overwrites out of the ESP into a ESM (can also be flagged ESL).

As a user who is not fixing the plugins/mods you will just have to ignore the warnings. Large reference are a visual problem. The bugs are only visible when the large reference system is enabled via the launcher/INI setting.

I'm confused. Perhaps you could shed some light on this. Realistic Water Two SE does this very thing (ESM, flagged as ESL to disable refs), yet DynDOLOD is calling out the disabled references within the ESM in the logs.

Posted
3 hours ago, TechAngel85 said:

I'm confused. Perhaps you could shed some light on this. Realistic Water Two SE does this very thing (ESM, flagged as ESL to disable refs), yet DynDOLOD is calling out the disabled references within the ESM in the logs.

Initially Disabled references can cause large reference bugs. The plugin type does not matter.  If they have an enable parent they most likely do. If they do not have an enable parent they might. It happens a few times in the vanilla game with references only defined in Skyrim.esm for example. It seems only the one at the Winterhold college bridge affects full and LOD models that occupy the same 3D space. In all other cases the LOD models in the cell are smaller so it isn't that obvious that full models and LOD models are loaded.

Typically the report is meant for reverse troubleshooting. If there is texture flicker because of full and LOD models being loaded at the same time, test if it is caused by the large reference bugs by disabling them. If  they are the cause, search for the cell coordinates in the log if they are being reported. In case there are no log entries, search the debug log, too.

Posted

First, using alpha 53 of DynDOLOD 3, and the generation is fine, no interrupt in whole process.

But while using DynDOLODx64.exe to generate it goes with heavy number of "Warning: Overwritten large reference in.." or "Warning: Initially disabled large reference in..", and few Warning: File not found..

I move the outputed file and create as a mod, load it and sort order, everything is OK. In game, the LOD looks fine and nothing obvious wrong.

BUT, when I move to a specific area(Windhelmet indeed), probably as the LOD near it started loading, the game crashed.

By reading README, I do what the manual said.

Hide generated mesh folder, Crashed.

Hide DynDOLOD.esp, No Crash.

Also, tons of error in Papyrus Log like that below:

Quote

[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C00241C) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C0026C6) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C00200B) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_LODObject to  (7C003DD8) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C003720) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C002D47) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C001E4F) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C002FB7) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C002ED3) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C002BF7) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C0037E2) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C0032A6) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C003563) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C00206B) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_LODObject to  (7C003B20) because their base types do not match
[11/02/2021 - 02:15:12PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C002A8A) because their base types do not match

Line 12521 to Line 12536

=====================================================================================================================

[11/02/2021 - 02:16:44PM] Error: Unable to bind script SHESON_DynDOLOD_Worshipper to  (1900163E) because their base types do not match
[11/02/2021 - 02:16:44PM] Error: Unable to bind script SHESON_DynDOLOD_Worshipper to  (19001650) because their base types do not match
[11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Worshipper to  (1900162C) because their base types do not match
[11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Worshipper to  (1900163F) because their base types do not match
[11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Worshipper to  (19001651) because their base types do not match
[11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Worshipper to  (1900162D) because their base types do not match
[11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Worshipper to  (19001652) because their base types do not match
[11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C001782) because their base types do not match
[11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C001783) because their base types do not match
[11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C0017A7) because their base types do not match
[11/02/2021 - 02:16:45PM] Error: Unable to bind script SHESON_DynDOLOD_Firstborn to  (7C0017A6) because their base types do not match

Line 46436 to Line 46446

Same error "Unable to bind script SHESON_DynDOLOD_.." filled almost the whole log.

I searched for long time and trying find a similar issue like this, but there isn't any.

I don't know what's wrong with the damn mod file, I suffered this dumb problem for totally 3 days.

Also, I tried using the latest & stable version, DynDOLOD 2.96 and Resource 2.88 in Nexus Page, same.

Tried take off other irrelevant mods, keep only enviorment mod then generate LOD, same.

NEED HELP PLS

Posted
2 hours ago, Epslion_09cc said:

First, using alpha 53 of DynDOLOD 3, and the generation is fine, no interrupt in whole process.

But while using DynDOLODx64.exe to generate it goes with heavy number of "Warning: Overwritten large reference in.." or "Warning: Initially disabled large reference in..", and few Warning: File not found..

I move the outputed file and create as a mod, load it and sort order, everything is OK. In game, the LOD looks fine and nothing obvious wrong.

BUT, when I move to a specific area(Windhelmet indeed), probably as the LOD near it started loading, the game crashed.

By reading README, I do what the manual said.

Hide generated mesh folder, Crashed.

Hide DynDOLOD.esp, No Crash.

Also, tons of error in Papyrus Log like that below:

Same error "Unable to bind script SHESON_DynDOLOD_.." filled almost the whole log.

I searched for long time and trying find a similar issue like this, but there isn't any.

I don't know what's wrong with the damn mod file, I suffered this dumb problem for totally 3 days.

Also, I tried using the latest & stable version, DynDOLOD 2.96 and Resource 2.88 in Nexus Page, same.

Tried take off other irrelevant mods, keep only enviorment mod then generate LOD, same.

NEED HELP PLS

Read the first post.

You did not upload any logs. In this case the entire papyrus log also would be of interest.

"Unable to bind script" points to a an (incomplete) LOD generation or an installation problem (like DynDOLOD Resources missing or not installed completely).

Read ..\DynDOLOD\docs\help\LogMessages.html for explanations what log messages mean.

As the readme explains, install .NET Script Framework for Skyrim Special Edition and check its crash log for clues. Upload the crash log if help is required.

Posted (edited)
On 10/31/2021 at 6:28 PM, sheson said:

Changing INI settings for the map or existing BTR/BTO Level 32 meshes and their textures have no relevance to LOD generation or DynDOLOD.

Where do I change those ini settings which ini? Also, in terms of game performance, which one is more liekly to cause lag spikes: Occlusion Datas quality 3 or quality 1? I'm just not sure what the difference is. Also, do neargridtoload & fargridtoload affect performance if those numbers are changed? Or does that just mean objects farther away like grass not showing on landscapes would be loaded? I was having that problem, and I precached the grass but it was still an issue. Any hints or resolves for showing grass in all countryside?

 

Is there a picture example of the prefer base record LOD assignments over rules? I just wanna see what I'd be losing for minimal performance gain.

Edited by mattski123
Posted
1 hour ago, mattski123 said:

Where do I change those ini settings which ini? Also, in terms of game performance, which one is more liekly to cause lag spikes: Occlusion Datas quality 3 or quality 1? I'm just not sure what the difference is. Also, do neargridtoload & fargridtoload affect performance if those numbers are changed? Or does that just mean objects farther away like grass not showing on landscapes would be loaded? I was having that problem, and I precached the grass but it was still an issue. Any hints or resolves for showing grass in all countryside?

 

Is there a picture example of the prefer base record LOD assignments over rules? I just wanna see what I'd be losing for minimal performance gain.

You yourself referred to the INI settings which object/terrain LOD level is used for the map:
"Which means we don't have to change the lod settings to 16 in his ini."

Occlusion data does not cause lag spikes. It determine which LOD quads are rendered for a cell.
Read ..\DynDOLOD\docs\help\OcclusionCulling.html
Read ..\DynDOLOD\docs\help\Advanced.html and hover the mouse pointer above a setting for hints.
Read ..\DynDOLOD\docs\DynDOLOD_Manual.html "
TVDT - Occlusion Data"
They all explain the quality setting determines how many samples are used for the calculations to generate the occlusion data.

Read ..\DynDOLOD\docs\DynDOLOD_Manual.html "DynDOLOD Mod", which explains what the  Near and Far Grid is and that they are concepts of dynamic LOD. It goes without saying that the further or the more stuff is shown the more resources it uses. Regardless of LOD type/method.

Read ..\DynDOLOD\docs\help\GrassLOD.html which explains that grass LOD is done in object LOD level 4.
No idea what hints you are expecting for showing grass in all countrysides as you do not explain what the problem is.
Refer to the troubleshooting section in case grass LOD is incomplete.

If you want to see how different settings affect your unique load order and setup, take a before and after screenshots or refer to guides that do these things for their particular load order. The performance impact of the setting will be negligible with grass or 3D tree LOD,  too high INI settings or 8k apple textures.

Posted
6 hours ago, sheson said:

Read the first post.

You did not upload any logs. In this case the entire papyrus log also would be of interest.

"Unable to bind script points to a an (incomplete) LOD generation or an installation problem (like DynDOLOD Resources missing or not installed completely).

Read ..\DynDOLOD\docs\help\LogMessages.html for explanations what log messages mean.

As the readme explains, install .NET Script Framework for Skyrim Special Edition and check its crash log for clues. Upload the crash log if help is required.

https://ufile.io/f/m4vox

Here are my logs, Papyrus logs and NetScriptFramework logs.

I checked the help docs earlier, but while doing I was under the side effect taking anti-cold drug, so no progress in checking.

I may will do a more detailed checking later, I am really tossed, thinking about why the hell "LOD generation" could problem me for goddamn 4 days.

Posted
42 minutes ago, Epslion_09cc said:

https://ufile.io/f/m4vox

Here are my logs, Papyrus logs and NetScriptFramework logs.

I checked the help docs earlier, but while doing I was under the side effect taking anti-cold drug, so no progress in checking.

I may will do a more detailed checking later, I am really tossed, thinking about why the hell "LOD generation" could problem me for goddamn 4 days.

These error messages in the papyrus log mean scripts files are missing:

'Cannot open store for class "...", missing file?'

As I already wrote in the earlier answer, the scripts are part of DynDOLOD Resources Core Files which needs to be installed completely.

Scripts from other mods seem to be missing, too.

Posted (edited)
18 hours ago, sheson said:

You yourself referred to the INI settings which object/terrain LOD level is used for the map:
"Which means we don't have to change the lod settings to 16 in his ini."

Occlusion data does not cause lag spikes. It determine which LOD quads are rendered for a cell.
Read ..\DynDOLOD\docs\help\OcclusionCulling.html
Read ..\DynDOLOD\docs\help\Advanced.html and hover the mouse pointer above a setting for hints.
Read ..\DynDOLOD\docs\DynDOLOD_Manual.html "
TVDT - Occlusion Data"
They all explain the quality setting determines how many samples are used for the calculations to generate the occlusion data.

Read ..\DynDOLOD\docs\DynDOLOD_Manual.html "DynDOLOD Mod", which explains what the  Near and Far Grid is and that they are concepts of dynamic LOD. It goes without saying that the further or the more stuff is shown the more resources it uses. Regardless of LOD type/method.

Read ..\DynDOLOD\docs\help\GrassLOD.html which explains that grass LOD is done in object LOD level 4.
No idea what hints you are expecting for showing grass in all countrysides as you do not explain what the problem is.
Refer to the troubleshooting section in case grass LOD is incomplete.

If you want to see how different settings affect your unique load order and setup, take a before and after screenshots or refer to guides that do these things for their particular load order. The performance impact of the setting will be negligible with grass or 3D tree LOD,  too high INI settings or 8k apple textures.

Hey, what settings do I need to see this landscape section and load the grass? SyxOUlg.jpg

 

Also, how do I find this cell in xEdit?https://i.imgur.com/TywtZEV.png

Edited by mattski123
Posted
17 hours ago, sheson said:

Initially Disabled references can cause large reference bugs. The plugin type does not matter.  If they have an enable parent they most likely do. If they do not have an enable parent they might. It happens a few times in the vanilla game with references only defined in Skyrim.esm for example. It seems only the one at the Winterhold college bridge affects full and LOD models that occupy the same 3D space. In all other cases the LOD models in the cell are smaller so it isn't that obvious that full models and LOD models are loaded.

Typically the report is meant for reverse troubleshooting. If there is texture flicker because of full and LOD models being loaded at the same time, test if it is caused by the large reference bugs by disabling them. If  they are the cause, search for the cell coordinates in the log if they are being reported. In case there are no log entries, search the debug log, too.

The refs are "initially disabled", parent is set to "Player" with "enable opposite of parent" flag set, and then they are set to -30000 for Z value. They are mainly splashes (MSTT) that you're not going to see as large refs (I don't recall them having any LOD). I'm 99% positive DynDOLOD v2 doesn't call out these references but v3 is, which is why I'm confused as to what changed. I've never seen any issues with it in-game. Also with the amount of users installing RWT, I'm sure someone would have reported the issue by now too, if there was one. These edits have been with RWT since last year sometime. The only thing being reported now for some users are the messages from DynDOLOD v3.

Posted
11 hours ago, sheson said:

These error messages in the papyrus log mean scripts files are missing:

'Cannot open store for class "...", missing file?'

As I already wrote in the earlier answer, the scripts are part of DynDOLOD Resources Core Files which needs to be installed completely.

Scripts from other mods seem to be missing, too.

Thanks mate, but that makes no sense.

I installed resource file for 6 times at least. And I just checked my resource file folder, It looks like that:

https://imgur.com/a/RNUFKHz

And here is the Script folder looks like:

https://imgur.com/a/yHeP9Zt

I will try only with DynDOLOD to generate files later, and re-install all files of course.

 

I already even tried, vanilla game +skse +USSEP +DynDOLOD. Still same problem, Unable to bind script..

Yes I am 100% sure I re-install resource files and re-generated files.

Here is the DynDOLOD log:

https://ufile.io/cxubudq6

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