DoubleYou Posted November 13, 2021 Posted November 13, 2021 2 hours ago, KatCut said: I'm currently getting a weird empty spot on my grass right before the last loaded cells, and after the real grass ends. What have I done wrong? I've tried disabling grass fade, have tried adjusted fade range, fade start min and max, I'm out of ideas of what to try. Did the pre cash, texgen and dyndolod. Didn't enable override grass distance option in NGIO config, thought that'd be unnecessary with grass lod. Did I miss something on the main page? I've read it 5 times already, can't find a solution on it or online. Ensure you are using the corresponding DynDOLOD grass mode in both the NGIO config and in the DynDOLOD gui when you generate.
sheson Posted November 13, 2021 Author Posted November 13, 2021 2 hours ago, KatCut said: I'm currently getting a weird empty spot on my grass right before the last loaded cells, and after the real grass ends. What have I done wrong? I've tried disabling grass fade, have tried adjusted fade range, fade start min and max, I'm out of ideas of what to try. Did the pre cash, texgen and dyndolod. Didn't enable override grass distance option in NGIO config, thought that'd be unnecessary with grass lod. Did I miss something on the main page? I've read it 5 times already, can't find a solution on it or online. Read the second post. Grass LOD either starts right beyond the loaded cells (mode 1) order beyond the large reference grid (mode 2) set in the advanced options. As explained in the second post set the desired DynDOLODGrassMode in NGIO INI so full grass renders to the correcting distance.
KatCut Posted November 13, 2021 Posted November 13, 2021 2 hours ago, sheson said: Read the second post. Grass LOD either starts right beyond the loaded cells (mode 1) order beyond the large reference grid (mode 2) set in the advanced options. As explained in the second post set the desired DynDOLODGrassMode in NGIO INI so full grass renders to the correcting distance. I'm sorry I missed that. I probably miss understood the explanation u gave on the main page. I thought the options were to start after the last loaded cells mode 1 and much further away in mode 2. I now see that makes no sense, as that would require extended grass from NGIO. I'm kinda new to this stuff, so sorry for the misunderstanding. Just to clarify, does large reference mode mean closer to the player than the furthest loaded cells or not? Cause If it's close enough to blend with the real grass, then that's the solution to my problem. But if not then It would only make it worst. PS: I'm autistic, so maybe a more literal and detailed explanation could help me grasp it. I'm quite terrible with figurative thinking. Also english isn't my first language... NVM: Found the issue. My base game settings for grass weren't working properly, so no matter how far I set it, it would never render all the grass all the way up to the cell borders. So the solution is to use NGIO's override grass distance without the extended grass. Fixes the issue with no noticeable pop in. The only thing I did notice popping in, was tree lods when I got closer to them, they flickered in to a new model, even tho, I'm using ultra trees. I was moving at 500 speedmult tho, so maybe the engine didn't have time to fade it in in time idk. U made this mod u should know If I messed something up. I've used dyndolod 2 for over three years and didn't get this kind of flickering, that've noticed at least. Using EVT for 3.0. Why does the flickering happen? Why not just fade it in like with grass?
sheson Posted November 13, 2021 Author Posted November 13, 2021 48 minutes ago, KatCut said: I'm sorry I missed that. I probably miss understood the explanation u gave on the main page. I thought the options were to start after the last loaded cells mode 1 and much further away in mode 2. I now see that makes no sense, as that would require extended grass from NGIO. I'm kinda new to this stuff, so sorry for the misunderstanding. Just to clarify, does large reference mode mean closer to the player than the furthest loaded cells or not? Cause If it's close enough to blend with the real grass, then that's the solution to my problem. But if not then It would only make it worst. PS: I'm autistic, so maybe a more literal and detailed explanation could help me grasp it. I'm quite terrible with figurative thinking. Also english isn't my first language... NVM: Found the issue. My base game settings for grass weren't working properly, so no matter how far I set it, it would never render all the grass all the way up to the cell borders. So the solution is to use NGIO's override grass distance without the extended grass. Fixes the issue with no noticeable pop in. The only thing I did notice popping in, was tree lods when I got closer to them, they flickered in to a new model, even tho, I'm using ultra trees. I was moving at 500 speedmult tho, so maybe the engine didn't have time to fade it in in time idk. U made this mod u should know If I messed something up. I've used dyndolod 2 for over three years and didn't get this kind of flickering, that've noticed at least. Using EVT for 3.0. Why does the flickering happen? Why not just fade it in like with grass? DynDOLOD 2/3 do things exactly the same. DynDOLOD does not change how the engine works. Ultra tree LOD means LOD for trees in done in object LOD. The engine loads full models for a cell first before disabling object LOD. In that brief time full model and object LOD models show at the same time. The busier the game is the longer that might take.
KatCut Posted November 13, 2021 Posted November 13, 2021 22 minutes ago, sheson said: DynDOLOD 2/3 do things exactly the same. DynDOLOD does not change how the engine works. Ultra tree LOD means LOD for trees in done in object LOD. The engine loads full models for a cell first before disabling object LOD. In that brief time full model and object LOD models show at the same time. The busier the game is the longer that might take. gotcha, thanks for all u've done for the community ; )
Kattmandu Posted November 14, 2021 Posted November 14, 2021 Do we disable the DynDOLOD Resources SE mod after the LOD files have been generated at the end of the STEP guide?
sheson Posted November 14, 2021 Author Posted November 14, 2021 24 minutes ago, Kattmandu said: Do we disable the DynDOLOD Resources SE mod after the LOD files have been generated at the end of the STEP guide? The instructions include all the steps that need to be done. The instructions do not include the infinite number of things not to do. Since there is no instruction to disable DynDOLOD Resource SE, it means that they should not be disabled. The DynDOLOD Resources SE includes assets that are required in game. 1
Halliphax Posted November 14, 2021 Posted November 14, 2021 Hello all, Is anyone able to lend a hand on an issue with bird LODs? I'm using Flying Crows SSE (https://www.nexusmods.com/skyrimspecialedition/mods/49270) Since using the mod when it was first uploaded, both with DynDOLOD version 2.x and 3.x the LODs for the crows have been completely in sync despite the "Desync Birds of Prey" patch being installed and active. I've checked the two Activator records in the DynDOLOD esp (0010581f and 00105824) and they have the "Random Anim Start" enabled, so not sure where the issue is coming from. The esp for the Flying Crows mod does not have any Activator records requiring this flag to be enabled, though it does have Moveable Statics but the relevant flag is enabled here. Using the DynDOLOD DLL, if that makes a difference. Log files are uploaded here: https://ufile.io/0ilgsfj4 Apologies if this is a stupid question and I've missed something obvious, LODs aren't my strong point in Skyrim modding.
sheson Posted November 15, 2021 Author Posted November 15, 2021 9 hours ago, Halliphax said: Hello all, Is anyone able to lend a hand on an issue with bird LODs? I'm using Flying Crows SSE (https://www.nexusmods.com/skyrimspecialedition/mods/49270) Since using the mod when it was first uploaded, both with DynDOLOD version 2.x and 3.x the LODs for the crows have been completely in sync despite the "Desync Birds of Prey" patch being installed and active. I've checked the two Activator records in the DynDOLOD esp (0010581f and 00105824) and they have the "Random Anim Start" enabled, so not sure where the issue is coming from. The esp for the Flying Crows mod does not have any Activator records requiring this flag to be enabled, though it does have Moveable Statics but the relevant flag is enabled here. Using the DynDOLOD DLL, if that makes a difference. Log files are uploaded here: https://ufile.io/0ilgsfj4 Apologies if this is a stupid question and I've missed something obvious, LODs aren't my strong point in Skyrim modding. Crows are not birds of prey. For references using the same base record / model not to be in sync the Random Animation Start flag has to be set. If there are animations in sync, you might not be looking up the correct base records. DynDOLOD create copies of the base records for the LOD. They typically should have the Random Animation Start flag set as well. Use DynDOLOD 3 alpha for this mod, I can not guarantee 2.x has all the required functionality for it.
Halliphax Posted November 15, 2021 Posted November 15, 2021 1 hour ago, sheson said: Crows are not birds of prey. For references using the same base record / model not to be in sync the Random Animation Start flag has to be set. If there are animations in sync, you might not be looking up the correct base records. DynDOLOD create copies of the base records for the LOD. They typically should have the Random Animation Start flag set as well. Use DynDOLOD 3 alpha for this mod, I can not guarantee 2.x has all the required functionality for it. Spot on, that was the problem. Doesn't look like DynDOLOD forwarded the Random Anim Start flag from the base record in the source ESP over to the DynDOLOD.esm file. Setting the records manually did the trick (for anyone in the future reading, it's the below records): FlyingCrowSILENT_DynDOLOD_LOD [MSTT:150074A5] FlyingCrow_01_DynDOLOD_LOD [MSTT:150074A1] FlyingCrow_02_DynDOLOD_LOD [MSTT:150074C7] FlyingCrow_03_DynDOLOD_LOD [MSTT:150075A7] FlyingCrow_04_DynDOLOD_LOD [MSTT:1500748A] FlyingCrow_FLOCK_DynDOLOD_LOD [MSTT:15007596] Thanks Sheson, PM me your address and I'll be sure to UPS my first born over.
sheson Posted November 15, 2021 Author Posted November 15, 2021 7 minutes ago, Halliphax said: Spot on, that was the problem. Doesn't look like DynDOLOD forwarded the Random Anim Start flag from the base record in the source ESP over to the DynDOLOD.esm file. Setting the records manually did the trick (for anyone in the future reading, it's the below records): FlyingCrowSILENT_DynDOLOD_LOD [MSTT:150074A5] FlyingCrow_01_DynDOLOD_LOD [MSTT:150074A1] FlyingCrow_02_DynDOLOD_LOD [MSTT:150074C7] FlyingCrow_03_DynDOLOD_LOD [MSTT:150075A7] FlyingCrow_04_DynDOLOD_LOD [MSTT:1500748A] FlyingCrow_FLOCK_DynDOLOD_LOD [MSTT:15007596] Thanks Sheson, PM me your address and I'll be sure to UPS my first born over. Why do you not just use the latest DynDOLOD 3 Alpha version?
Halliphax Posted November 15, 2021 Posted November 15, 2021 9 minutes ago, sheson said: Why do you not just use the latest DynDOLOD 3 Alpha version? I'm already using DynDOLOD 3 (and have been since release), not the latest Alpha version mind you but definitely version 3
sheson Posted November 15, 2021 Author Posted November 15, 2021 1 hour ago, Halliphax said: I'm already using DynDOLOD 3 (and have been since release), not the latest Alpha version mind you but definitely version 3 Read the first post. There is no release version of DynDOLOD 3. DynDOLOD 3 is an alpha for testing and to discover bugs. Always use the latest alpha version, so to not come across or report long fixed bugs or problems. The log shows the version you are using is from March, that is like Alpha 33. That is from before the crows mod even was released.
Irwine Posted November 15, 2021 Posted November 15, 2021 Hi, I have an issue that's I didn't know how to resolved, each time i use dyndolod and generate occlusion through it with the mod falskaar activate I have an out of memory and a access violation from the software. I use the last version of dyndolod and the x64 version of the exe Here is my logs file : https://ufile.io/db1dm9ga https://ufile.io/f/pvl69 Thanks for your help and all your work.
sheson Posted November 15, 2021 Author Posted November 15, 2021 1 hour ago, Irwine said: Hi, I have an issue that's I didn't know how to resolved, each time i use dyndolod and generate occlusion through it with the mod falskaar activate I have an out of memory and a access violation from the software. I use the last version of dyndolod and the x64 version of the exe Here is my logs file : https://ufile.io/db1dm9ga https://ufile.io/f/pvl69 Thanks for your help and all your work. Are you saying the error does not happen when you uncheck Occlusion data generation but keep the load order as is or are you saying it runs through without problem if the only mod you disable is Falskaar? Probably unrelated but you should run TexGen before DynDOLOD and install its output. You might also want to disable any third party billboards and use TexGen to generate all desired LOD billboards. Also it seems that there are (some?) full tree models copied to LOD model files names? For 3D Trees and Plants? That seems overly ambitious and unnecessary given that there are decent 3D tree LOD models. Instead of copying full model filename to LOD model filenames i t is recommended to use mesh mask rules to instruct the use of full models for LOD. I guess if you have 3090 that might work.
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