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Posted
  On 2/27/2022 at 5:28 PM, sheson said:

snip

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Thank you and my apologies!
 I'm currently regenerating Dyndolod with the proper seasons settings to give it one more try, and then I'll go in-game for proper screenshots + MCM settings. I included the logs from my previous files generating though, which could still give an insight.

Posted
  On 2/27/2022 at 5:51 PM, Mur4s4me said:

Thank you and my apologies!
 I'm currently regenerating Dyndolod with the proper seasons settings to give it one more try, and then I'll go in-game for proper screenshots + MCM settings. I included the logs from my previous files generating though, which could still give an insight.

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The log do not seem complete or generation was stopped. 

If it is still not fine with all seasons generated for all desired worldspace, upload new logs.

Posted
  On 2/27/2022 at 6:11 PM, sheson said:

The log do not seem complete or generation was stopped. 

If it is still not fine with all seasons generated for all desired worldspace, upload new logs.

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Greetings again! The issue is fixed by checking the seasons for Wyrmstooth. I knew it was an user error!
Thank you for your time Sheson, and the wonderful update even if it's still in alpha form.

Posted (edited)

Hello,

I've been lurking on this post for a long time but never needed to create an account, as your release cycle is quite fast and you managed to fix every issue I had with Dyndolod 3 :)

However, I've been trying to use v74 for a week now while generating Lods for the four seasons.  I'm facing more of a hardware issue, as Dyndolod hits the memory limit of my computer (16GB, nevertheless).  It needs to be noted that I have quite a large modded game with 470 active plugins.  The logs I joined probably won't help much, but if you can't find a viable solution, could you add the possibility to run the seasonal generations sequentially (not in parallel) to avoid taking up too much memory ?

 

Thanks for your work

LODGen_SSE_Tamriel_SUM_log.txtFetching info... LODGen_SSE_Tamriel_SPR_log.txtFetching info... LODGen_SSE_Tamriel_AUT_log.txtFetching info... LODGen_SSE_Tamriel_WIN_log.txtFetching info...

LODGen_SSE_Tamriel_log.txtFetching info...

Edited by natacc11
Posted
  On 2/28/2022 at 3:12 PM, natacc11 said:

Hello,

I've been lurking on this post for a long time but never needed to create an account, as your release cycle is quite fast and you managed to fix every issue I had with Dyndolod 3 :)

However, I've been trying to use v74 for a week now while generating Lods for the four seasons.  I'm facing more of a hardware issue, as Dyndolod hits the memory limit of my computer (16GB, nevertheless).  It needs to be noted that I have quite a large modded game with 470 active plugins.  The logs I joined probably won't help much, but if you can't find a viable solution, could you add the possibility to run the seasonal generations sequentially (not in parallel) to avoid taking up too much memory ?

 

Thanks for your work

LODGen_SSE_Tamriel_SUM_log.txt 41.14 kB · 0 downloads LODGen_SSE_Tamriel_SPR_log.txt 41.14 kB · 0 downloads LODGen_SSE_Tamriel_AUT_log.txt 41.21 kB · 0 downloads LODGen_SSE_Tamriel_WIN_log.txt 41.19 kB · 0 downloads

LODGen_SSE_Tamriel_log.txt 16.5 kB · 1 download

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How come you have no post the log and debug log from DynDOLOD?

Switch to expert mode https://dyndolod.info/Help/Expert-Mode and select only the Tamriel worldspace and the default season and click Execute LODGen, see if it runs through.

Posted (edited)

Hello, I'm new so not sure if I should seek help here. My question is if the difference in LODs brightness as seen in the attached image is normal. Ground LOD is dark and the tree LODs even darker.  I used TexGen and DynDOLOD and all the necessary extra files from the Nexus and followed this tutorial on youtube. I've read as much as I can from the overwhelming amount of information about this mod. I did xEdit clean on all the dirty plugins prior to using DynDOLOD and TexGen. While the two mods were running I saw errors in the log but they were moving too fast to read. Now I am not sure which of the many files in the log folder to check for the errors and I didn't see an answer for that in the FAQs. It is possible that I might be missing something since I am new to modding of this level. Is there anythig that can be done for the difference in brightness?

Mods for trees I use are: 3D Trees and Plants v4.0.2 + billbords for it  /  Aspens Alaze + Dyndolod mod for it

Mod for mountains is Red Rocks 4k and there's no billboards for it

Terrain mod is Terrain Lod Redone

DynDOLOD Outputs are at the bottom of the load order in Vortex as first I the TexGen output and the the DynDOLOD output.

Edit: Useing DynDOLOD 3.0 since is required by the Aspes Ablaze DynDOLOD mod

ScreenShot53.jpg

Edited by 1KayDee1
Adding info
Posted (edited)
  On 2/28/2022 at 3:31 PM, sheson said:

How come you have no post the log and debug log from DynDOLOD?

Switch to expert mode https://dyndolod.info/Help/Expert-Mode and select only the Tamriel worldspace and the default season and click Execute LODGen, see if it runs through.

Expand  

Unfortunately, the debug log weighs around 330MB and the regular log is 3.3MB, putting them both above the 3MB upload limit.  I've zipped all the logs and uploaded them here :

https://mega.nz/file/TU9myTiK#pvBKHoH0r1J5mGmgR8VuaEexR6i8o5gbPCHHVLHt_GA

Before seeing your comment, I relaunched a lod generation for all worldspaces, but only checked the Default and WIN seasons (I always run in Advanced Mode).  It isn't done yet, but so far it hasn't crashed.  I'll try your suggestion in a next run.

 

Edited by natacc11
Posted
  On 2/28/2022 at 4:16 PM, 1KayDee1 said:

Hello, I'm new so not sure if I should seek help here. My question is if the difference in LODs brightness as seen in the attached image is normal. Ground LOD is dark and the tree LODs even darker.  I used TexGen and DynDOLOD and all the necessary extra files from the Nexus and followed this tutorial on youtube. I've read as much as I can from the overwhelming amount of information about this mod. I did xEdit clean on all the dirty plugins prior to using DynDOLOD and TexGen. While the two mods were running I saw errors in the log but they were moving too fast to read. Now I am not sure which of the many files in the log folder to check for the errors and I didn't see an answer for that in the FAQs. It is possible that I might be missing something since I am new to modding of this level. Is there anythig that can be done for the difference in brightness?

Mods for trees I use are: 3D Trees and Plants v4.0.2 + billbords for it  /  Aspens Alaze + Dyndolod mod for it

Mod for mountains is Red Rocks 4k and there's no billboards for it

Terrain mod is Terrain Lod Redone

DynDOLOD Outputs are at the bottom of the load order in Vortex as first I the TexGen output and the the DynDOLOD output.

Edit: Useing DynDOLOD 3.0 since is required by the Aspes Ablaze DynDOLOD mod

ScreenShot53.jpg

Expand  

DynDOLOD Standalone is not really a mod. It is a selection of tools based on xEdit/xLODGen to generate a LOD mod for improved tree and object LOD.
That's why there are so many options, settings and explanations for all the different things.

Note that the video you linked does not account for the changes of DynDOLOD 3 Alpha.
Do not install any 3rd party billboards with DynDOLDO 3 Alpha, use TexGen to generate all desired billboards.
https://dyndolod.info/Installation-Instructionshttps://dyndolod.info/Generation-Instructionshttps://dyndolod.info/Help/Tree-Grass-LOD-Billboards

The first post of this thread and https://dyndolod.info/Messages explain which log files the messages are saved to. Also, a summary of messages is opened once the tools finish if there were errors or warning messages.

DynDOLOD does not affect terrain LOD. As explained on the first post of the xLODGen thread, install a noise.dds that does not change brightness of terrain LOD.
If you use a mod that includes pre-made terrain LOD textures made with xLODGen, make sure its ..\data\textures\terrain\noise.dds is not being overwritten by other mods unintentionally.

As explained in the https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees", use the advanced mode options https://dyndolod.info/Help/Advanced-Mode tree LOD brightness setting to compensate for ENB/weather bods.

Posted
  On 2/28/2022 at 4:24 PM, natacc11 said:

Unfortunately, the debug log weighs around 330MB and the regular log is 3.3MB, putting them both above the 3MB upload limit.  I've zipped all the logs and uploaded them here :

https://mega.nz/file/TU9myTiK#pvBKHoH0r1J5mGmgR8VuaEexR6i8o5gbPCHHVLHt_GA

Before seeing your comment, I relaunched a lod generation for all worldspaces, but only checked the Default and WIN seasons (I always run in Advanced Mode).  It isn't done yet, but so far it hasn't crashed.  I'll try your suggestion in a next run.

Expand  

That is why the first  explains to a file service for large log files...

Are the virtual memory settings handled by the OS / default or do they have custom settings?

Posted (edited)
  On 2/23/2022 at 9:12 PM, Phlunder said:

Thank you, I could swear I already tried that, but I'll give it another go!

Edit: Hm, no that didn't work. I tried to give the tropical tree trunks that are very commonly used in the Powder Desert billboards, one of them would be _00E_TropicalTree_Trunk01 [STAT:000880FA] for example, or the ref ID 99544. I added the Has Tree LOD flag to all of them (in the Test.esp), but they weren't picked up by TexGen. Here's the TexGen log: https://drive.google.com/file/d/1xTA-q8l-qnqOT8wLhL-cqsqnJ0gQQA6P/view?usp=sharing

Expand  

I can confirm that the Has Tree LOD flag works in other cases, like the static DLC1TreeWinterAspenSnow01 [STAT:0200CE13]. Though with the Enderal tree mentioned in my previous post, _00E_TropicalTree_Trunk01 [STAT:000880FA], adding the flag does nothing. Are there any other requirements than the flag and volume for it to be detected, or do I have to solve this with a dedicated LOD mesh? That's fine too of course, just trying to understand the requirements.

Edited by Phlunder
Posted
  On 2/28/2022 at 5:51 PM, Phlunder said:

I can confirm that the Has Tree LOD flag works in other cases, like the static DLC1TreeWinterAspenSnow01 [STAT:0200CE13]. Though with the Enderal tree mentioned in my previous post, _00E_TropicalTree_Trunk01 [STAT:000880FA], adding the flag does nothing. Are there any other requirements than the flag and volume for it to be detected, or do I have to solve this with a dedicated LOD mesh? That's fine too of course, just trying to understand the requirements.

Expand  

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

Object bounds or z height too small.

Search for the form id in the debug log.
Something like Ignoring *.nif bounds volume x

Posted
  On 2/28/2022 at 4:35 PM, sheson said:

DynDOLOD Standalone is not really a mod. It is a selection of tools based on xEdit/xLODGen to generate a LOD mod for improved tree and object LOD.
That's why there are so many options, settings and explanations for all the different things.

Note that the video you linked does not account for the changes of DynDOLOD 3 Alpha.
Do not install any 3rd party billboards with DynDOLDO 3 Alpha, use TexGen to generate all desired billboards.
https://dyndolod.info/Installation-Instructionshttps://dyndolod.info/Generation-Instructionshttps://dyndolod.info/Help/Tree-Grass-LOD-Billboards

The first post of this thread and https://dyndolod.info/Messages explain which log files the messages are saved to. Also, a summary of messages is opened once the tools finish if there were errors or warning messages.

DynDOLOD does not affect terrain LOD. As explained on the first post of the xLODGen thread, install a noise.dds that does not change brightness of terrain LOD.
If you use a mod that includes pre-made terrain LOD textures made with xLODGen, make sure its ..\data\textures\terrain\noise.dds is not being overwritten by other mods unintentionally.

As explained in the https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees", use the advanced mode options https://dyndolod.info/Help/Advanced-Mode tree LOD brightness setting to compensate for ENB/weather bods.

Expand  

Thanks, I will read the information you provided and try to fix the issues. Hopefully I won't mess something up.

Posted (edited)
  On 2/28/2022 at 6:41 PM, sheson said:

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

Object bounds or z height too small.

Search for the form id in the debug log.
Something like Ignoring *.nif bounds volume x

Expand  

The Form ID isn't mentioned in the debug log at all (its also linked in my original post I quoted). I checked the object bounds and they exceed the minimum threshold.

Edit. Sorry, after checking again I see that at least 3 of the variants have no object bounds set. All the others (and the one in question) do however, and are exceeding the threshold as mentioned.

Edited by Phlunder
Posted
  On 2/28/2022 at 4:24 PM, natacc11 said:

Unfortunately, the debug log weighs around 330MB and the regular log is 3.3MB, putting them both above the 3MB upload limit.  I've zipped all the logs and uploaded them here :

https://mega.nz/file/TU9myTiK#pvBKHoH0r1J5mGmgR8VuaEexR6i8o5gbPCHHVLHt_GA

Before seeing your comment, I relaunched a lod generation for all worldspaces, but only checked the Default and WIN seasons (I always run in Advanced Mode).  It isn't done yet, but so far it hasn't crashed.  I'll try your suggestion in a next run.

 

Expand  

As mentioned in the OP and the forum rules checklist, you should truncate your logs to the last meaningful run. you probably have several or more DynDOLOD sessions recorded in those logs. 330 Mb is insane.

I normally delete my logs folder between runs to avoid the issue.

Posted
  On 2/28/2022 at 7:30 PM, Phlunder said:

The Form ID isn't mentioned in the debug log at all (its also linked in my original post I quoted). I checked the object bounds and they exceed the minimum threshold.

Edit. Sorry, after checking again I see that at least 3 of the variants have no object bounds set. All the others (and the one in question) do however, and are exceeding the threshold as mentioned.

Expand  

That's what I mean, too. If it isn't listed at all in the log its not even discovered. It seems it is not seeing the overwrite with the flag. See if it works next alpha version.

  • Like 1

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