Mephitic Posted March 5, 2022 Posted March 5, 2022 I get about 4500 of these types of messages from virtually all worldspaces, are they a concern? Quote Could not re-UV meshes\dyndolod\lod\trees\tundradriftwood01_65e7e5eepassthru_lod.nif TundraDriftWood01:1 - L1_TundraDriftWood01:1 - L2_TundraDriftWood01:1 The name can be no more than 260 characters in length. The process did complete successfully, I think. I haven't started the game yet to see what, if any, effect this may have.
sheson Posted March 5, 2022 Author Posted March 5, 2022 1 hour ago, Mephitic said: I get about 4500 of these types of messages from virtually all worldspaces, are they a concern? The process did complete successfully, I think. I haven't started the game yet to see what, if any, effect this may have. The LOD should be fine if log ends with Code: 0 It just means some minor optimization fails. Is it always the same tree / text? Will be fixed next version.
Mephitic Posted March 5, 2022 Posted March 5, 2022 No, not the same tree. Different treee / file for each message, in fact. Thank you again for your excellent work on this and the other invaluable tools.
sheson Posted March 5, 2022 Author Posted March 5, 2022 26 minutes ago, Mephitic said: No, not the same tree. Different treee / file for each message, in fact. Thank you again for your excellent work on this and the other invaluable tools. New version is uploaded. You can just execute LODGen in the expert mode for the worldspaces again to update the object LOD. See https://dyndolod.info/Help/Expert-Mode
Mephitic Posted March 6, 2022 Posted March 6, 2022 1 hour ago, sheson said: New version is uploaded. You can just execute LODGen in the expert mode for the worldspaces again to update the object LOD. See https://dyndolod.info/Help/Expert-Mode That was fast work. Thanks again.
TheDude Posted March 6, 2022 Posted March 6, 2022 (edited) Hi Sheson, I seem unable to "Zip and save" the Texgen-output-files using the latest Alpha v-76. Not a big deal but maybe theres something you could take a look at? Log files and bugreport: https://ufile.io/f/d54o3 From the end of the debug_log: [08:29] Removing temporary files [08:30] TexGen completed successfully [08:30] Exit TexGen, zip and exit, check log or restart? [08:39] User says "Zip & Exit" [08:39] Creating D:\Mods\DynDOLOD 3 Alpha 76\DynDOLOD\Edit Scripts\Export\TexGen_Output.zip [08:45] <Error: Item not found while processing Archive> [08:45] <Error: File not found D:\Mods\DynDOLOD 3 Alpha 76\DynDOLOD\Edit Scripts\Export\TexGen_Output.zip> [00:00] Closing files Edited March 6, 2022 by TheDude
Carbonized Posted March 6, 2022 Posted March 6, 2022 I'm also not able to auto-zip the output with the recent update. No biggy I can do it manually, but still. Last update made the purple square go away, and I didn't find any new ones, from going around in the world a bit. Didn't experience any CTDs either, after rescaling the bark textures that were in a wrong resolution. Changing uLargeRefLODGridSize=5 in prefsini helped somewhat with the zfighting, no I don't get it in most buildings or bridges, mostly in some water edges.
sheson Posted March 6, 2022 Author Posted March 6, 2022 On 3/6/2022 at 1:37 AM, TheDude said: Hi Sheson, I seem unable to "Zip and save" the Texgen-output-files using the latest Alpha v-76. Not a big deal but maybe theres something you could take a look at? Log files and bugreport: https://ufile.io/f/d54o3 From the end of the debug_log: [08:29] Removing temporary files [08:30] TexGen completed successfully [08:30] Exit TexGen, zip and exit, check log or restart? [08:39] User says "Zip & Exit" [08:39] Creating D:\Mods\DynDOLOD 3 Alpha 76\DynDOLOD\Edit Scripts\Export\TexGen_Output.zip [08:45] <Error: Item not found while processing Archive> [08:45] <Error: File not found D:\Mods\DynDOLOD 3 Alpha 76\DynDOLOD\Edit Scripts\Export\TexGen_Output.zip> [00:00] Closing files Thanks for detailed report with logs. Bug is fixed is Alpha-77. On 3/6/2022 at 3:40 AM, Carbonized said: I'm also not able to auto-zip the output with the recent update. No biggy I can do it manually, but still. Last update made the purple square go away, and I didn't find any new ones, from going around in the world a bit. Didn't experience any CTDs either, after rescaling the bark textures that were in a wrong resolution. Changing uLargeRefLODGridSize=5 in prefsini helped somewhat with the zfighting, no I don't get it in most buildings or bridges, mostly in some water edges. DynDOLOD does not do any terrain or water LOD. Use xLODGen to generate higher resolution terrain LOD meshes and with better defined coast lines for the higher LOD levels with the "optimize unseen" option.
Carbonized Posted March 6, 2022 Posted March 6, 2022 Appreciate the help, Sheson. After running DynDOLOD and SSELODGen everything in the game looks mostly alright and with nice long distance visuals. I only have one problem cropping up now. Somehow, in the middle distance, my waterfalls freeze up and become unmoving LODs. If I'm up closer, they unfreeze and move, and if I move even farther back, they also unfreeze. But somehow there seems to be a band out in the middle distance where waterfalls always freeze up. I thought DynDOLOD always made waterfall LODs dynamic, no matter the distance? The esp is at the far bottom of my LO, and the output is overwriting everything else too. I captured the bug on these images: https://imgur.com/a/jqBztGj you can see the middle waterfall is darker and frozen, but when I move farther back, it unfreezes again. I can do this with all the waterfalls I find. Any idea what's going on here?
sheson Posted March 6, 2022 Author Posted March 6, 2022 1 hour ago, Carbonized said: Appreciate the help, Sheson. After running DynDOLOD and SSELODGen everything in the game looks mostly alright and with nice long distance visuals. I only have one problem cropping up now. Somehow, in the middle distance, my waterfalls freeze up and become unmoving LODs. If I'm up closer, they unfreeze and move, and if I move even farther back, they also unfreeze. But somehow there seems to be a band out in the middle distance where waterfalls always freeze up. I thought DynDOLOD always made waterfall LODs dynamic, no matter the distance? The esp is at the far bottom of my LO, and the output is overwriting everything else too. I captured the bug on these images: https://imgur.com/a/jqBztGj you can see the middle waterfall is darker and frozen, but when I move farther back, it unfreezes again. I can do this with all the waterfalls I find. Any idea what's going on here? By default the max distance for animated LOD waterfalls is defined by the Far Grids setting. See https://dyndolod.info/Help/Dynamic-LOD
jkp993 Posted March 6, 2022 Posted March 6, 2022 (edited) Hi Sheson, Thanks for your time guiding us through LOD generation. I used alpha-74 to generate LODs and I'm getting stuck LODs - LODs are loading near me. I'm also getting incorrectly loaded textures. I've attached two images. First has an aspen tree that looks like billboard/LOD object. Second has an incorrectly loaded texture in a fort where I can "pass through" the "ceiling" (when there should be an opening). Do you think this is related to stuck LOD issue or is this memory issue or something entirely out of scope? I am also sometimes not able to see any LOD objects in some loads. Edited March 6, 2022 by jkp993
sheson Posted March 6, 2022 Author Posted March 6, 2022 21 minutes ago, jkp993 said: Hi Sheson, Thanks for your time guiding us through LOD generation. I used alpha-74 to generate LODs and I'm getting stuck LODs - LODs are loading near me. I'm also getting incorrectly loaded textures. I've attached two images. First has an aspen tree that looks like billboard/LOD object. Second has an incorrectly loaded texture in a fort where I can "pass through" the "ceiling" (when there should be an opening). Do you think this is related to stuck LOD issue or is this memory issue or something entirely out of scope? I am also sometimes not able to see any LOD objects in some loads. See the first post which log and debug log to upload then making posts. See answers for "Billboard tree LOD shows in active exterior cells" at https://dyndolod.info/FAQ This typically happens because the load order of plugins changed after generating tree LOD. Object, tree or terrain LOD it can be toggled off by typing tll in console. If something is a loaded reference, then clicking on it with the console shows a form id (or more information with More Informative Console). (There are exceptions, sometimes references do not react to clicks, for example when they have been swapped with SKSE plugin like seasons or if their owning cell is in a child/parent worldspace)
jkp993 Posted March 6, 2022 Posted March 6, 2022 1 hour ago, sheson said: See the first post which log and debug log to upload then making posts. See answers for "Billboard tree LOD shows in active exterior cells" at https://dyndolod.info/FAQ This typically happens because the load order of plugins changed after generating tree LOD. Object, tree or terrain LOD it can be toggled off by typing tll in console. If something is a loaded reference, then clicking on it with the console shows a form id (or more information with More Informative Console). (There are exceptions, sometimes references do not react to clicks, for example when they have been swapped with SKSE plugin like seasons or if their owning cell is in a child/parent worldspace) I'm sorry for the delay in my reply. Yes tll was able to hide the low-res trees as well as objects rendering near me. So I guess they must be LODs. I'm attaching a link with 7z archive that has some more example screenshots and dyndolod and texgen logs as mentioned in the first post. https://ufile.io/1g4hwnn8
sheson Posted March 6, 2022 Author Posted March 6, 2022 33 minutes ago, jkp993 said: I'm sorry for the delay in my reply. Yes tll was able to hide the low-res trees as well as objects rendering near me. So I guess they must be LODs. I'm attaching a link with 7z archive that has some more example screenshots and dyndolod and texgen logs as mentioned in the first post. https://ufile.io/1g4hwnn8 Since you generated ultra tree LOD, forget the FAQ entry about standard tree LOD billboards showing in active cells. Do you have the INI setting uLockedObjectMapLOD=32 in Skyrim.INI or SkyrimCustom.INI or a mod INI in the data folder? Test with default INIs and new game (coc whiterun from main menu console is sufficient). Can you describe if this is 100% reproducible and how it happens? Unrelated: Do not install any 3rd party billboards. Use TexGen to generate all desired billboards. Do not install the game into special Windows folder like Program Files x86 to avoid issues with UAC and antivir. Update MO2.
jkp993 Posted March 6, 2022 Posted March 6, 2022 (edited) 24 minutes ago, sheson said: Since you generated ultra tree LOD, forget the FAQ entry about standard tree LOD billboards showing in active cells. Do you have the INI setting uLockedObjectMapLOD=32 in Skyrim.INI or SkyrimCustom.INI or a mod INI in the data folder? Test with default INIs and new game. Can you describe if this is 100% reproducible and how it happens? Unrelated: Do not install any 3rd party billboards. Use TexGen to generate all desired billboards. Do not install the game into special Windows folder like Program Files x86 to avoid issues with UAC and antivir. Update MO2. Yes that solved it! Removed that setting from skyrim.ini and skyrimcustom.ini. Thank you so much! Also, one minor help - do you know how to increase the dimensions of LOD16? The aspen tree LOD16 casts dark shadows on itself when ENB is on because its LOD16 model is like 4 rectangles. I'd like to know how to improve this LOD object. I'm attaching screenshots here for reference (with ENB and without ENB). I'm using aspens ablaze (Aspens Ablaze at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)) as well as the 3D LOD model supplement for aspens ablaze (Aspens Ablaze Add-On - DynDOLOD 3 at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)). I'm using Billboard4/Billboard4/Billboard1 as the rules for 'tree' and 'treeaspen' Edited March 6, 2022 by jkp993
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