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Posted

How do I get Ultra trees to generate with the regular leaf textures? 2.98 uses textures\landscape\trees\treepineforestbranchcomp.dds but 3.58 uses textures\dyndolod\lod\dyndolod_tamriel.dds which is low res lod textures

 

 

 

Posted
6 hours ago, soupdragon said:

How do I get Ultra trees to generate with the regular leaf textures? 2.98 uses textures\landscape\trees\treepineforestbranchcomp.dds but 3.58 uses textures\dyndolod\lod\dyndolod_tamriel.dds which is low res lod textures

If a texture is added and used on the object LOD texture atlas depends on the UV of the model used for LOD.

Object LOD meshes should use the textures on the object LOD atlas as much as possible.

This has always been the case regardless of version.

Describe and ask about the actual problem instead.

Posted (edited)
[Main Instruction]
Unresolved FormID [650578F1]

[Content]
Error in TheScarlett.esp aaaBathMirrorActivatorDUPLICATE001 "Change Appearance" [ACTI:6502582C]

Is there any way to skip the script/plugin error checking? I get it, there's an error in one of the plugins in my load order. But why completely block LOD generation for that reason? Just updated to the latest Alpha 58 from Alpha 33 which did not have this step afaik.

Thanks in advance Sheson!

Edited by wdk
Change code markup
Posted
14 minutes ago, wdk said:

[Main Instruction]
Unresolved FormID [650578F1]

[Content]
Error in TheScarlett.esp aaaBathMirrorActivatorDUPLICATE001 "Change Appearance" [ACTI:6502582C]

Is there any way to skip the script/plugin error checking? I get it, there's an error in one of the plugins in my load order. But why completely block LOD generation for that reason? Just updated to the latest Alpha 58 from Alpha 33 which did not have this step afaik.

Thanks in advance Sheson!

No.

The patching process can not create a stable patch if there are errors.

Posted
36 minutes ago, sheson said:

No.

The patching process can not create a stable patch if there are errors.

I don't understand why there's no way to skip it. I assume previous versions didn't check for errors and maybe making an unstable patch but that did not actually result in any ctd's or errors in thousand hours of gameplay. I can't even imagine how many errors most Wabbajack lists or other huge loadorders have in their plugins, even if they do their best to patch everything out, some things can't be fixed by themselves.

In case this change was not required by any changes in how Dyndolod creates its patch(es), why not give us the choice of skipping it? Afaik it was not present in earlier versions, or at least did not completely block the LOD generation process.

Usually I would simply revert to an earlier version of Dyndolod 3, but they are not available anymore.

Modding is all about choices, is it not?

Posted
33 minutes ago, wdk said:

I don't understand why there's no way to skip it. I assume previous versions didn't check for errors and maybe making an unstable patch but that did not actually result in any ctd's or errors in thousand hours of gameplay. I can't even imagine how many errors most Wabbajack lists or other huge loadorders have in their plugins, even if they do their best to patch everything out, some things can't be fixed by themselves.

In case this change was not required by any changes in how Dyndolod creates its patch(es), why not give us the choice of skipping it? Afaik it was not present in earlier versions, or at least did not completely block the LOD generation process.

Usually I would simply revert to an earlier version of Dyndolod 3, but they are not available anymore.

Modding is all about choices, is it not?

If you believe the choice is between a game containing easily fixable errors and using a program I happen to share and support publicly for free, I'd say your time is better spend learning proper modding practice and fixing your load order.

Since years everybody else checks and fixes these types of errors with xEdit long before generating LOD. Especially modding  guides or modlists.

I for one enjoy the reduced amount of support posts troubleshooting cryptic error messages in the patching process or issues people have in the game and believe are caused by DynDOLOD.

Posted
10 minutes ago, sheson said:

If you believe the choice is between a game containing easily fixable errors and using a program I happen to share and support publicly for free, I'd say your time is better spend learning proper modding practice and fixing your load order.

Since years everybody else checks and fixes these types of errors with xEdit long before generating LOD. Especially modding  guides or modlists.

I understand, time to dive into xEdit then.

Posted (edited)
1 hour ago, wdk said:

I understand, time to dive into xEdit then.

What is the reason for some "Unresolved FormIDs error" - messages to not block the entire LOD generation? Some do, others don't. Is there a specific condition a error has to meet before it will block the generation?

Edited by wdk
clarity
Posted

Another issue I'm running into is how gruesomely slow my Dyndolod is. It barely uses any CPU, memory or disk yet it makes some aspects of Windows super slow, such as opening or closing programs.

As you can see below, it created only a few lods in only 7 minutes, and before it started creating them there was a stall of around 7 minutes. The error checking process (which I now passed successfully) also took 45 minutes. Below is just for the Tamriel worldspace, with many more worldspaces to come...

Any ideas as to what might be causing this? With Alpha 33 Dyndolod took about 30-40 minutes. Obviously now with the error check process I guess it will take longer, but the LOD generation itself does not seem to be performing as expected. I do notice it's spiking the GPU from time to time to 100%.

Quick spec list:

Ryzen 5 5600X

32GB (2x16) 3800CL16 RAM

All of my drives are SSD's.

RX 6800XT

[43:03] [Tamriel] Processing 729 child worldspace references
[43:03] [Tamriel] Generating object LOD
[50:38] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_shack_rooflod.dds
[52:48] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass02lod.dds
[53:45] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\treepineforestcutlod.dds
[54:05] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01snowlod.dds
[54:25] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffsediment01lod.dds
[54:43] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\pinebarklod.dds
[55:02] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_smelter_spoutlod.dds
[56:49] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadewood01snowlod.dds
[57:29] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass01lod.dds
[1:00:06] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_wood_mine_plankslod.dds
[1:00:08] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01lod.dds

 

Posted
2 hours ago, wdk said:

What is the reason for some "Unresolved FormIDs error" - messages to not block the entire LOD generation? Some do, others don't. Is there a specific condition a error has to meet before it will block the generation?

Yes.

1 hour ago, wdk said:

Another issue I'm running into is how gruesomely slow my Dyndolod is. It barely uses any CPU, memory or disk yet it makes some aspects of Windows super slow, such as opening or closing programs.

As you can see below, it created only a few lods in only 7 minutes, and before it started creating them there was a stall of around 7 minutes. The error checking process (which I now passed successfully) also took 45 minutes. Below is just for the Tamriel worldspace, with many more worldspaces to come...

Any ideas as to what might be causing this? With Alpha 33 Dyndolod took about 30-40 minutes. Obviously now with the error check process I guess it will take longer, but the LOD generation itself does not seem to be performing as expected. I do notice it's spiking the GPU from time to time to 100%.

Quick spec list:

Ryzen 5 5600X

32GB (2x16) 3800CL16 RAM

All of my drives are SSD's.

RX 6800XT


[43:03] [Tamriel] Processing 729 child worldspace references
[43:03] [Tamriel] Generating object LOD
[50:38] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_shack_rooflod.dds
[52:48] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass02lod.dds
[53:45] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\treepineforestcutlod.dds
[54:05] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01snowlod.dds
[54:25] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffsediment01lod.dds
[54:43] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\pinebarklod.dds
[55:02] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_smelter_spoutlod.dds
[56:49] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadewood01snowlod.dds
[57:29] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass01lod.dds
[1:00:06] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_wood_mine_plankslod.dds
[1:00:08] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01lod.dds

 

Read the first post what entire log files of the last meaningful generation to upload when making posts.

Typically the thing that require the most work are high texture resolutions while generating on demand object LOD textures or texture atlases.

If there are many cores there is a good chance of too many parallel threads requiring too much memory.

Posted
30 minutes ago, sheson said:

Yes.

Read the first post what entire log files of the last meaningful generation to upload when making posts.

Typically the thing that require the most work are high texture resolutions while generating on demand object LOD textures or texture atlases.

If there are many cores there is a good chance of too many parallel threads requiring too much memory.

Thanks for your fast answers. Luckily thanks to a user on the Wabbajack Discord I figured out what was causing this insanely slow process. At first I thought it was Windows AV screwing me over again even though I have exclusions in place, but that wasn't the case.

The culprit software was AMD's Radeon Software (latest 21.12.1 release). I do not why it interferes with Dyndolod, but doing a driver-only install as suggested by that user fixed it. As you can see in the snippet below, it now started generating LOD after 1.5 mins, instead of 50 minutes, and is now going through the entire process at expected speeds.

I know below isn't the entire log, but as it is clearly not related to Dyndolod I didn't think it was necessary anymore.

[01:24] [Tamriel] Processing 729 child worldspace references
[01:25] [Tamriel] Generating object LOD
[01:31] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass02lod.dds
[01:34] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01lod.dds
[01:35] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass01lod.dds

TLDR: Crappy AMD software

Posted
16 minutes ago, wdk said:

Thanks for your fast answers. Luckily thanks to a user on the Wabbajack Discord I figured out what was causing this insanely slow process. At first I thought it was Windows AV screwing me over again even though I have exclusions in place, but that wasn't the case.

The culprit software was AMD's Radeon Software (latest 21.12.1 release). I do not why it interferes with Dyndolod, but doing a driver-only install as suggested by that user fixed it. As you can see in the snippet below, it now started generating LOD after 1.5 mins, instead of 50 minutes, and is now going through the entire process at expected speeds.

I know below isn't the entire log, but as it is clearly not related to Dyndolod I didn't think it was necessary anymore.


[01:24] [Tamriel] Processing 729 child worldspace references
[01:25] [Tamriel] Generating object LOD
[01:31] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass02lod.dds
[01:34] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01lod.dds
[01:35] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass01lod.dds

TLDR: Crappy AMD software

Crapware doing crapware things... good to know.

Posted

Hi! I have Dyndolod.esp loaded second to last in my load order (right above Occlusion.esp generated from SSELODGen), but when I start a new game I see the following message at the top left of the screen:  “Dyndolod.esp is not found or too high in your load order”

I was wondering what might cause that message to appear?  Love this mod by the way, since the days of LE! Thanks Sheson!

 

Posted
6 hours ago, dzee349 said:

Hi! I have Dyndolod.esp loaded second to last in my load order (right above Occlusion.esp generated from SSELODGen), but when I start a new game I see the following message at the top left of the screen:  “Dyndolod.esp is not found or too high in your load order”

I was wondering what might cause that message to appear?  Love this mod by the way, since the days of LE! Thanks Sheson!

Make sure there are not more than 254 full plugins in the load order.

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