sheson Posted February 28, 2022 Author Posted February 28, 2022 26 minutes ago, 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. 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?
Phlunder Posted February 28, 2022 Posted February 28, 2022 (edited) On 2/23/2022 at 10:12 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 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 February 28, 2022 by Phlunder
sheson Posted February 28, 2022 Author Posted February 28, 2022 50 minutes ago, 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. 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
1KayDee1 Posted February 28, 2022 Posted February 28, 2022 2 hours ago, 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-Instructions, https://dyndolod.info/Generation-Instructions, https://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. Thanks, I will read the information you provided and try to fix the issues. Hopefully I won't mess something up.
Phlunder Posted February 28, 2022 Posted February 28, 2022 (edited) 1 hour ago, 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 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 February 28, 2022 by Phlunder
z929669 Posted February 28, 2022 Posted February 28, 2022 3 hours ago, 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. 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.
sheson Posted February 28, 2022 Author Posted February 28, 2022 30 minutes ago, 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. 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. 1
Wolfrann Posted March 1, 2022 Posted March 1, 2022 On 2/27/2022 at 1:44 PM, sheson said: I moved your post to the DynDOLOD3 Alpha thread. Read the first post of the DynDOLOD 3 alpha where to make posts what log files to upload when making posts. Carefully check the generation logs for error and warning messages. If you want to generate LOD for seasons, make sure the worldspaces have the [Seasons] identifier in the worldspace list of the advanced options as explained at https://dyndolod.info/Help/Seasons If the LOD generation had no errors and completed successfully and the generated outputs were properly installed as a mod from their dedicated output folders, then: Markath. Increase Object LOD distances. https://dyndolod.info/Help/Mod-Configuration-Menu#Settings https://dyndolod.info/Help/Object-LOD#Settings Read Mountain. If still happens after increasing object LOD distances, increase terrain LOD distance multiplier. https://dyndolod.info/Help/Mod-Configuration-Menu#Settings https://dyndolod.info/Help/Terrain-LOD#Settings The map may seem to indicate that this might not (only) be about the distance settings and something might with the season switching or the generated output. it doesn''t look like it but are you using some kind a map mod or INI settings that alters the map settings? Did you set a dedicated output folder for xLODGen with -o ? In addition to the logs from DynDOLOD, post the xLODGen log. What mod is fixLOD.esp from? My apologies. Sorry for the late reply, I have been a bit busy. So, I tried to generate LOD again (same settings as the first time), I have these warning messages about deleted references and large reference bugs. Soltheim map reappered tho, but some objects are missing from the map like rocks and buildings. On the other hand, these big LOD loading issues affecting the zone are gone (I can see the horizon and the volcano). I increased object LOD distances and terrain LOD distance multiplier, it did not make any difference in Markath. Season switching is working fine. I'm not using any map mod. The only edit I made was to add the line "bEnableLandFade=0" under [Display] in Skyrim.ini. Yes, I did set a dedicated output for xLODGen, then zipped the folder and installed like any other mod. fixLOD.esp comes from LOD Unloading Bug Fix. Here are the logs. Note that I did generate LOD32 with xLODGen, but I have moved every textures and meshes from the output.
sheson Posted March 2, 2022 Author Posted March 2, 2022 11 hours ago, Wolfrann said: My apologies. Sorry for the late reply, I have been a bit busy. So, I tried to generate LOD again (same settings as the first time), I have these warning messages about deleted references and large reference bugs. Soltheim map reappered tho, but some objects are missing from the map like rocks and buildings. On the other hand, these big LOD loading issues affecting the zone are gone (I can see the horizon and the volcano). I increased object LOD distances and terrain LOD distance multiplier, it did not make any difference in Markath. Season switching is working fine. I'm not using any map mod. The only edit I made was to add the line "bEnableLandFade=0" under [Display] in Skyrim.ini. Yes, I did set a dedicated output for xLODGen, then zipped the folder and installed like any other mod. fixLOD.esp comes from LOD Unloading Bug Fix. Here are the logs. Note that I did generate LOD32 with xLODGen, but I have moved every textures and meshes from the output. Clean the plugins that contain deleted references https://dyndolod.info/Messages/Deleted-Reference You have not uploaded the DynDOLOD log and debug log. The xLODgen log for terrain LOD show that only the default and WIN season are generated, while the LODGen logs for object LOD for Tamriel shows that all 4 seasons have been generated. This should probably match. I can see that seasonal object LOD has only been generated for Tamriel but not the other worldspaces, especially not DLC2SolstheimWorld. If you want to generate LOD for seasons with DynDOLOD, make sure the worldspaces have the [Seasons] identifier in the worldspace list of the advanced options as explained at https://dyndolod.info/Help/Seasons. Double click the worldspace to toggle the [Seasons] identifier. You can remove LOD Unloading Bug Fix, it is not needed with DynDLOD when using dynamic LOD.
Wolfrann Posted March 2, 2022 Posted March 2, 2022 (edited) 10 hours ago, sheson said: Clean the plugins that contain deleted references https://dyndolod.info/Messages/Deleted-Reference You have not uploaded the DynDOLOD log and debug log. The xLODgen log for terrain LOD show that only the default and WIN season are generated, while the LODGen logs for object LOD for Tamriel shows that all 4 seasons have been generated. This should probably match. I can see that seasonal object LOD has only been generated for Tamriel but not the other worldspaces, especially not DLC2SolstheimWorld. If you want to generate LOD for seasons with DynDOLOD, make sure the worldspaces have the [Seasons] identifier in the worldspace list of the advanced options as explained at https://dyndolod.info/Help/Seasons. Double click the worldspace to toggle the [Seasons] identifier. You can remove LOD Unloading Bug Fix, it is not needed with DynDLOD when using dynamic LOD. Whoops, somehow I missed them when dropping the files in the folder. Here's the Debug log (I have no idea why it is so big since it's from 1 generation). The other log is in the attachments. Yes, since the generation with xLODgen was taking a lot of time (and space) and terrain lod swap occours only in winter, I decided to cut off the other seasons (just trees do swap during the 4 seasons, but they are generated by DynDOLOD). If is this that's causing trouble, I am more than happy to generate just the winter season with DynDOLOD so that they can match, or maybe I'm dumb and should only have generated lod for Tamriel and Wyrmstooth in the first place, since every other worldspace has no configuration file in the seasons folder. I have no idea. Only Tamriel world space had the [Seasons] identifier in advanced mode window, but I should have seen also Wyrmstooth since it is configured to have 4 seasons. To summarize: I selected all world spaces in advanced mode in DynDOLOD but only Tamriel had the [Seasons] identifier. Perhaps, I could try to generate seasonal lod just for Tamriel with xLODGen and DynDOLOD leaving every else unthicked and see what happens? However, I can't explain why Solstheim does switch season. Also, one other thing I noted was that modifing object LOD distance and terrain LOD distance multiplier only works in Tamriel. In particular, object LOD distance seems to be stuck to 0 in other world spaces (Markarth and Solstheim for example) and increasing it in the MCM does nothing. DynDOLOD_SSE_log.txt Edited March 2, 2022 by Wolfrann
sheson Posted March 2, 2022 Author Posted March 2, 2022 3 hours ago, Wolfrann said: Whoops, somehow I missed them when dropping the files in the folder. Here's the Debug log (I have no idea why it is so big since it's from 1 generation). The other log is in the attachments. Yes, since the generation with xLODgen was taking a lot of time (and space) and terrain lod swap occours only in winter, I decided to cut off the other seasons (just trees do swap during the 4 seasons, but they are generated by DynDOLOD). If is this that's causing trouble, I am more than happy to generate just the winter season with DynDOLOD so that they can match, or maybe I'm dumb and should only have generated lod for Tamriel and Wyrmstooth in the first place, since every other worldspace has no configuration file in the seasons folder. I have no idea. Only Tamriel world space had the [Seasons] identifier in advanced mode window, but I should have seen also Wyrmstooth since it is configured to have 4 seasons. To summarize: I selected all world spaces in advanced mode in DynDOLOD but only Tamriel had the [Seasons] identifier. Perhaps, I could try to generate seasonal lod just for Tamriel with xLODGen and DynDOLOD leaving every else unthicked and see what happens? However, I can't explain why Solstheim does switch season. Also, one other thing I noted was that modifing object LOD distance and terrain LOD distance multiplier only works in Tamriel. In particular, object LOD distance seems to be stuck to 0 in other world spaces (Markarth and Solstheim for example) and increasing it in the MCM does nothing. DynDOLOD_SSE_log.txt 732.66 kB · 0 downloads The DynDOLOD shows as well that seasonal LOD has only been generated for Tamriel and not for example for especially not DLC2SolstheimWorld. It seems it switches the object LOD to *.WIN.* files but since they do not exist, the game has nothing to show. Since *WIN* terrain LOD was generated for DLC2SolstheimWorld, it shows the winter terrain just fine. If you generate LOD for seasons with DynDOLOD, make sure all the desired worldspaces have the [Seasons] identifier in the worldspace list of the advanced options as explained at https://dyndolod.info/Help/Seasons. Double click the worldspace to toggle the [Seasons] identifier. If you find Season of Skyrim switches to empty terrain LOD for SPR, SUM, AUT, then you will need to generate those as well. If you are sure they do not change from the default season, you could make copies from the default LOD files to the seasonal LOD files.
Wartortle Posted March 3, 2022 Posted March 3, 2022 Thank you Sheson for the helpful Summary of errors dyndolod generates. I have been addressing a host of large reference bugs in my load order because of it. I could not find this searching the forum or manual, but is it possible for Dyndolod to report these errors _without_ actually creating all the meshes/textures/plugins, or is that a necessary part of the detecting the errors? It would be great and hopefully faster to have the option to only get a report errors, as opposed to waiting to build dyndolod repeatedly while trying to solve them. Thanks for considering or teaching me how it can be done with the current build.
sheson Posted March 3, 2022 Author Posted March 3, 2022 1 hour ago, Wartortle said: Thank you Sheson for the helpful Summary of errors dyndolod generates. I have been addressing a host of large reference bugs in my load order because of it. I could not find this searching the forum or manual, but is it possible for Dyndolod to report these errors _without_ actually creating all the meshes/textures/plugins, or is that a necessary part of the detecting the errors? It would be great and hopefully faster to have the option to only get a report errors, as opposed to waiting to build dyndolod repeatedly while trying to solve them. Thanks for considering or teaching me how it can be done with the current build. Just do not check object LOD on the advanced mode settings. Only check tree or dynamic LOD.
1KayDee1 Posted March 3, 2022 Posted March 3, 2022 (edited) 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-Instructions, https://dyndolod.info/Generation-Instructions, https://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. Following up I read all the links you provided carefully. I followed the instructions for clean save then uninstalled the TexGen and DynDOLOD outputs and then made a new save in an interior. I didn't overwrite a previous save and made a new one just in case that matters. I did xEdit auto clean on the main DLCs and the Update because they were dirty again. I ran TexGen and I get 2 warnings which I don't know what to do about. [00:00] Background Loader: Warning: <Can't find Skyrim - Patch.bsa> I have no idea which "patch" is that and why it can't be found. USSEP? It's installed though... I coudn't find similar message in here. [00:04] Background Loader: [Skyrim.esm] Warning: File contains duplicated top level group: GRUP Top "HAZD" Coudn't find any information about "duplicated top level groups" and whatever that means Should I proceed with DynDOLOD if I have these warnings since it's mentioned that warnings shouldn't be ignored? Thanks Edit: Just found a post where it was mentioned that the second warning I get is ok and can be ignored. But what about the first one? Edited March 3, 2022 by 1KayDee1 Adding info
sheson Posted March 3, 2022 Author Posted March 3, 2022 24 minutes ago, 1KayDee1 said: Following up I read all the links you provided carefully. I followed the instructions for clean save then uninstalled the TexGen and DynDOLOD outputs and then made a new save in an interior. I didn't overwrite a previous save and made a new one just in case that matters. I did xEdit auto clean on the main DLCs and the Update because they were dirty again. I ran TexGen and I get 2 warnings which I don't know what to do about. [00:00] Background Loader: Warning: <Can't find Skyrim - Patch.bsa> I have no idea which "patch" is that and why it can't be found. USSEP? It's installed though... I coudn't find similar message in here. [00:04] Background Loader: [Skyrim.esm] Warning: File contains duplicated top level group: GRUP Top "HAZD" Coudn't find any information about "duplicated top level groups" and whatever that means Should I proceed with DynDOLOD if I have these warnings since it's mentioned that warnings shouldn't be ignored? Thanks The background loader is still xEdit code. That means you will see the same messages loading things with xEdit. Skyrim - Patch.bsa is a vanilla game file https://stepmodifications.org/wiki/SkyrimSE:Game_Files It is listed in Slyrim.INI [Archive] section, that is why xEdit/xLODGen/DynDOLOD wants to load it. I believe the file got removed with the the 1.6.x anniversary update, but the entry in the INI still lists it. The message about it missing can be ignored. If it bothers you, remove the entry from the Skyrim.INI The duplicated top level group is a known error in Skyrim.esm. You do not need to do anything about it.
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