Phlunder Posted January 9, 2022 Posted January 9, 2022 (edited) 48 minutes ago, sheson said: That's great. I you find redoing UV for 1x1 texture is creating to many triangles, let me know so we can add 2x2 or higher tiling LOD textures to TexGen generation. Make sure to use lod_[0|1|2].nif to define the LOD Levels. If you only have one LOD model and want to add it to all LOD Levels use lod_2.nif. If you feel the LOD model does not need to be on the map use lod_1.nif. If you believe a small LOD model only needs to be in LOD Level 4, use lod_0.nif. If you have 2 or 3 LOD models for the same full model with decreasing detail use the same number scheme, e.g highest detail lod_0.nif to lowest detail lod_2.nif. Also make sure the NiTriShape/BSTriShape name is exactly the same as the full model so texture replacements works. Keeping the same order of the shapes is good, too. Thanks for all the helpful insight. I am not sure how to check triangle count after generating LOD. Are you referring to the model in the BTO mesh? Regarding UVs, for these models it was relatively easy to get them in the 1x1 range, as they were in 2x2 range by default. It was just daunting to do that for models like the glaciers. The models are indeed very small so I'll see what works best there, maybe isn't necessary to have them in all LOD stages. For now I just created a single LOD model for each object. I know that this wouldn't work with ones that have many references. The models also aren't as optimized as the ones in the DynDOLOD Resources or vanilla game, I am aware of that. I always try to reduce them to roughly 1/5th their full model poly count/vertices but at a certain point it breaks the shape and UVs. And yes I inherited the NiTriShape names and structure of the model. I realize that on a big scale with many references (Tamriel worldspace mostly) these models wouldn't be ideal. But Solstheim is too small for any impact probably. Edited January 9, 2022 by Phlunder
z929669 Posted January 9, 2022 Posted January 9, 2022 7 hours ago, sheson said: There is no error in the debug log you posted. Generating Rendered Tree/Grass Billboard with Happy Little Trees 1.01 and Happy Little Trees Add-On - DynDOLOD 3 1.0 I do have these files in the TexGen output: dlc1treewinteraspensnow01_4eaf2dff_trunk.txt dlc1treewinteraspensnow01_4eaf2dff_trunk_1.dds dlc1treewinteraspensnow01_4eaf2dff_trunk_1_n.dds dlc1treewinteraspensnow01_4eaf2dff_trunk_2.dds dlc1treewinteraspensnow01_4eaf2dff_trunk_2_n.dds I get the same for all trunks as expected, there is no missing _1 or _2 after _trunk. I can confirm the output is as expected. Sorry for the false alarm. I should have checked the output and generated DynDOLOD myself. I just ran DynDOLOD without issue for these textures, so this confirms my false supposition. The only way I can think of that DynDOLOD complains about these textures is if the TexGen output is wrong somehow. Or the AV/OS security issue.
sheson Posted January 9, 2022 Author Posted January 9, 2022 4 hours ago, Phlunder said: Thanks for all the helpful insight. I am not sure how to check triangle count after generating LOD. Are you referring to the model in the BTO mesh? Regarding UVs, for these models it was relatively easy to get them in the 1x1 range, as they were in 2x2 range by default. It was just daunting to do that for models like the glaciers. The models are indeed very small so I'll see what works best there, maybe isn't necessary to have them in all LOD stages. For now I just created a single LOD model for each object. I know that this wouldn't work with ones that have many references. The models also aren't as optimized as the ones in the DynDOLOD Resources or vanilla game, I am aware of that. I always try to reduce them to roughly 1/5th their full model poly count/vertices but at a certain point it breaks the shape and UVs. And yes I inherited the NiTriShape names and structure of the model. I realize that on a big scale with many references (Tamriel worldspace mostly) these models wouldn't be ideal. But Solstheim is too small for any impact probably. Check triangle count in Blender of the LOD model NIF before/after changing the UV. If it increases a lot, then tiled textures should help.
Phlunder Posted January 9, 2022 Posted January 9, 2022 2 hours ago, sheson said: Check triangle count in Blender of the LOD model NIF before/after changing the UV. If it increases a lot, then tiled textures should help. I didn't see an increase. Not sure if I'm looking in the wrong place though. I brought the UVs into the 1x1 range with NifSkope. Covered all Riekling architecture now. They all use shared textures from the atlas, and it all works on the fly when generating with DynDOLOD, very nice! They are probably still a bit too detailed, but I guess its fine:
GreenyDragon456 Posted January 10, 2022 Posted January 10, 2022 So, I've tried for countless hours to get Grass Cache working and all was well until I generated DynDOLOD with Grass Cache. I know that it is just the Tamriel Worldspace causing this issue because every other world space generates EVEN with Grass LOD ticked. Tamriel Worldspace generates without Grass LOD ticked but otherwise won't. When I generate it just with Tamriel selected, it takes 30-40 minutes to wait for LODGenX64.exe to generaste object LOD which may be normal for Grass LOD. After thats done it starts updated height maps for both object and terrain LOD and thats where my PC just freezes. I tried Medium and Low settings and still to no avail. Ive tried setting the density lower but no. Every other worldspace generates except Tamriel WITH Grass Cache on. Any Help would be Appreciated! P.S. I have an RTX 2060, Intel i7 9th GEN, and 16 gigabytes of RAM. (PC is 2 years old) DynDOLOD settings below
sheson Posted January 10, 2022 Author Posted January 10, 2022 6 hours ago, GreenyDragon456 said: So, I've tried for countless hours to get Grass Cache working and all was well until I generated DynDOLOD with Grass Cache. I know that it is just the Tamriel Worldspace causing this issue because every other world space generates EVEN with Grass LOD ticked. Tamriel Worldspace generates without Grass LOD ticked but otherwise won't. When I generate it just with Tamriel selected, it takes 30-40 minutes to wait for LODGenX64.exe to generaste object LOD which may be normal for Grass LOD. After thats done it starts updated height maps for both object and terrain LOD and thats where my PC just freezes. I tried Medium and Low settings and still to no avail. Ive tried setting the density lower but no. Every other worldspace generates except Tamriel WITH Grass Cache on. Any Help would be Appreciated! P.S. I have an RTX 2060, Intel i7 9th GEN, and 16 gigabytes of RAM. (PC is 2 years old) DynDOLOD settings below Change the OcclusionMaxThreadsObjectLOD=1 in the DynDOLOD_SSE.ini as explained in https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data or https://dyndolod.info/Help/Grass-LOD#Out-of-memory-while-generating-occlusion-data
SlapDaddy Posted January 10, 2022 Posted January 10, 2022 So, I'm running into this error with the current DynDOLOD 3.00 Alpha 60. It happens with the USSEP Installed, or Uninstalled, and transitions right to the DLC's. Basically it's saying Duplicate FormID for Worldspace Tamriel 0000003C. I've Cleaned all my Masters, I've uninstalled and Reinstalled the game (twice now) I'm not sure what changed as everything was working last week. Any help or Ideas would be Greatly appreciated, I've about run out of ideas! bugreport.txt DynDOLOD_SSE_Debug_log.txt
sheson Posted January 10, 2022 Author Posted January 10, 2022 3 hours ago, SlapDaddy said: So, I'm running into this error with the current DynDOLOD 3.00 Alpha 60. It happens with the USSEP Installed, or Uninstalled, and transitions right to the DLC's. Basically it's saying Duplicate FormID for Worldspace Tamriel 0000003C. I've Cleaned all my Masters, I've uninstalled and Reinstalled the game (twice now) I'm not sure what changed as everything was working last week. Any help or Ideas would be Greatly appreciated, I've about run out of ideas! bugreport.txt 51.26 kB · 0 downloads DynDOLOD_SSE_Debug_log.txt 171.75 kB · 0 downloads Test if removing Perfect Terrain LOD.esm makes a difference. If that is not it, check load the cell with the form id 000095DA in xEdit, check which is the last ESM and overall last plugin to overwrite it. Either way, the Perfect Terrain LOD.esm plugin is an unnecessary copy of SSE-Terrain-Tamriel.esm and only useful for Terrain LOD generation. It should not really be loaded in the game. Instead of using pre-generated terrain LOD, generate terrain LOD for the load order with xLODGen. Otherwise unpack or rename the accompanying BSAs from that mod, or create an empty dummy ESM/ESL/ESP so they are still loaded after the unnecessary plugin has been removed.
SlapDaddy Posted January 10, 2022 Posted January 10, 2022 7 hours ago, sheson said: Test if removing Perfect Terrain LOD.esm makes a difference. If that is not it, check load the cell with the form id 000095DA in xEdit, check which is the last ESM and overall last plugin to overwrite it. Either way, the Perfect Terrain LOD.esm plugin is an unnecessary copy of SSE-Terrain-Tamriel.esm and only useful for Terrain LOD generation. It should not really be loaded in the game. Instead of using pre-generated terrain LOD, generate terrain LOD for the load order with xLODGen. Otherwise unpack or rename the accompanying BSAs from that mod, or create an empty dummy ESM/ESL/ESP so they are still loaded after the unnecessary plugin has been removed. Unfortunately that didn't work I get the same error as before. I removed it as you said it isn't Needed, I've attempted to figure things out in xEdit as you suggested by Checking FormID 000095DA but I can't exactly make heads or tails of it. I've tried disabling my Landscape Mods 1 at a time and rerunning but it always returns it with Duplicate FormID Hearthstone.ESM. It's honestly probably something simple I just can't figure it out.
sheson Posted January 10, 2022 Author Posted January 10, 2022 1 hour ago, SlapDaddy said: Unfortunately that didn't work I get the same error as before. I removed it as you said it isn't Needed, I've attempted to figure things out in xEdit as you suggested by Checking FormID 000095DA but I can't exactly make heads or tails of it. I've tried disabling my Landscape Mods 1 at a time and rerunning but it always returns it with Duplicate FormID Hearthstone.ESM. It's honestly probably something simple I just can't figure it out. What version of the unofficial path do you have installed that it doesn't contain the cell? Can you do a similar screenshot of the Tamriel worldspace 0000003C Check the load order for errors with xEdit, maybe something comes up. This is a really odd error. I agree it will be something simple in a plugin (as in a rogue record) or something in the DynDOLOD code.
burnersaurus Posted January 10, 2022 Posted January 10, 2022 (edited) Hi Sheson Thank you for replying. I have read the FAQ, and done my best to follow your advice. I didn't have Wrye Bash installed prior to the issue, and though I've installed it now, I don't really understand, how making a bashed patch is supposed to help out. I've also checked all the mods/plugins that affect the cell with SSEEdit, and given them an auto clean for good messures. But none of them seem to have any errors. This seems futher collaborated by the fact, that when I disable all the mods that affect the Cell, I get the same error message, only then refering directly to the Skyrim.esm. I'm kinda at my wits end. Went as far as making a clean install, using only the grafics mods i want for my loadout, but the problem remains the same. Could the Skyrim.esm file it self be corrupted somehow? Thank you again, for taking the time to help out. Edited January 10, 2022 by burnersaurus
sheson Posted January 10, 2022 Author Posted January 10, 2022 39 minutes ago, burnersaurus said: Hi Sheson Thank you for replying. I have read the FAQ, and done my best to follow your advice. I didn't have Wrye Bash installed prior to the issue, and though I've installed it now, I don't really understand, how making a bashed patch is supposed to help out. I've also checked all the mods/plugins that affect the cell with SSEEdit, and given them an auto clean for good messures. But none of them seem to have any errors. This seems futher collaborated by the fact, that when I disable all the mods that affect the Cell, I get the same error message, only then refering directly to the Skyrim.esm. I'm kinda at my wits end. Went as far as making a clean install, using only the grafics mods i want for my loadout, but the problem remains the same. Could the Skyrim.esm file it self be corrupted somehow? Thank you again, for taking the time to help out. Since you switched to DynDOLOD 3 alpha I moved the post the the DynDOLOD 3 alpha thread where all corresponding posts should be made. See the first post which log, debug log and bugreport files to upload. Also not the Copy this message to clipboard link to copy and paste the text of the message instead of making screenshot. If you check a couple posts above, you will see SlapDaddy has a very similar error. It is likely caused by a (new?) plugin. Once you upload the log etc. we might be able to spot similarities. The error will not be with a cell but with a worldspace record most likely. The explanations about the Bashed Patch are about redoing a broken Bash Patch, not about creating one if none didn't exist before.
burnersaurus Posted January 10, 2022 Posted January 10, 2022 Hi again Wasn´t sure if you ment me to post the logs and report in this thread, but either way, I've attached them bellow. SlapDaddys issue, does indeed sound similar, even refering to the same form ID. I hope we can find a common sollution. DynDOLOD_SSE_Debug_log.txt DynDOLOD_SSE_log.txt bugreport.txt
sheson Posted January 10, 2022 Author Posted January 10, 2022 1 hour ago, burnersaurus said: Hi again Wasn´t sure if you ment me to post the logs and report in this thread, but either way, I've attached them bellow. SlapDaddys issue, does indeed sound similar, even refering to the same form ID. I hope we can find a common sollution. DynDOLOD_SSE_Debug_log.txt 177.01 kB · 1 download DynDOLOD_SSE_log.txt 342.43 kB · 1 download bugreport.txt 46.68 kB · 2 downloads Replace it with this version of DynDOLODx64.exe. It should print a little bit more information to the log. Post/upload new bugreport.txt and new DynDOLOD_SSE_Debug_log.txt.
burnersaurus Posted January 10, 2022 Posted January 10, 2022 Here you go bugreport.txt DynDOLOD_SSE_Debug_log.txt
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