sheson Posted April 4, 2022 Author Posted April 4, 2022 1 hour ago, vektor9999 said: Hey Sheson, Thx for your 3.86 update, now the grass lod has been generated, but i still have the same issue related to density. v 3.86 gives less grass lod density at 50 than 3.65 at 25 (screen shots above still apply) Compare file size of some LOD level 4 BTO between the versions at same density setting to see if they are closely the same. Compare if content/number of grass LOD billboards in ..\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt is the same.
vektor9999 Posted April 4, 2022 Posted April 4, 2022 (edited) 3 hours ago, sheson said: Compare file size of some LOD level 4 BTO between the versions to see if they are closely the same. Hey Sheson, I'm coming back to you with some test results. For the test i used both versions (3.65/3.86) at density 25% For DynDOLOD v 3.65 For DynDOLOD v 3.86 I used the "You are here" menu from dyndolod The related bto files size As you can see there is a +/- 8mb difference. I hope this can help. Thank you. Edited April 4, 2022 by vektor9999
sheson Posted April 4, 2022 Author Posted April 4, 2022 16 minutes ago, vektor9999 said: Hey Sheson, I'm coming back to you with some test results. For the test i used both versions (3.65/3.86) at density 25% The related bto files size As you can see there is a +/- 8mb difference. I hope this can help. Thank you. Compare if content/number of grass LOD billboards in ..\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt is the same. Grass cache stayed the same when generating with the two versions?
vektor9999 Posted April 4, 2022 Posted April 4, 2022 (edited) 20 minutes ago, sheson said: Compare if content/number of grass LOD billboards in ..\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt is the same. Grass cache stayed the same when generating with the two versions? For 3.65 ==> i have 104 lines for \Export\LODGen_SSE_Grass_Map_Tamriel.txt For 3.86 ==> i have 91 lines for \Export\LODGen_SSE_Grass_Map_Tamriel.txt Grass cache has not been changed, i used the same EDIT : I compared the 2 files Edited April 4, 2022 by vektor9999
sheson Posted April 4, 2022 Author Posted April 4, 2022 29 minutes ago, vektor9999 said: For 3.65 ==> i have 104 lines for \Export\LODGen_SSE_Grass_Map_Tamriel.txt For 3.86 ==> i have 91 lines for \Export\LODGen_SSE_Grass_Map_Tamriel.txt Grass cache has not been changed, i used the same EDIT : I compared the 2 files Lets assume for now that those grass LOD billboards missing is why you see less grass LOD being generated in the BTO. Compare TexGen output ..\textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt of the two versions. We would expect the same grass LOD billboards to be missing. Then generate TexGen output with Alpha-87, see if they are still missing or not.
vektor9999 Posted April 4, 2022 Posted April 4, 2022 19 minutes ago, sheson said: Lets assume for now that those grass LOD billboards missing is why you see less grass LOD being generated in the BTO. Compare TexGen output ..\textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt of the two versions. We would expect the same grass LOD billboards to be missing. Then generate TexGen output with Alpha-87, see if they are still missing or not. I have this I'm gonna test the v 3.87 Thanks a lot
vektor9999 Posted April 4, 2022 Posted April 4, 2022 (edited) 1 hour ago, sheson said: Lets assume for now that those grass LOD billboards missing is why you see less grass LOD being generated in the BTO. Compare TexGen output ..\textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt of the two versions. We would expect the same grass LOD billboards to be missing. Then generate TexGen output with Alpha-87, see if they are still missing or not. You are a GENIUS!!!! It works and i think that the result is even better than 3.65. Thanks a lot!!! May i just ask you what the "false" flag at the end of the line means (in textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt)? ==> Folkvangr - Grass and Landscape Overhaul.esp;00000800;Grass_MXGrass_Medium01 Folkvangr - Grass and Landscape Overhaul.esp;00000801;Grass_LongWindy_Green,False Some lines have it, some don't. Edited April 4, 2022 by vektor9999
sheson Posted April 4, 2022 Author Posted April 4, 2022 1 hour ago, vektor9999 said: You are a GENIUS!!!! It works and i think that the result is even better than 3.65. Thanks a lot!!! May i just ask you what the "false" flag at the end of the line means (in textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt)? ==> Folkvangr - Grass and Landscape Overhaul.esp;00000800;Grass_MXGrass_Medium01 Folkvangr - Grass and Landscape Overhaul.esp;00000801;Grass_LongWindy_Green,False Some lines have it, some don't. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards "Whenever TexGen is used to generate tree/grass LOD billboards, it will also create text files ..\textures\terrain\lodgen\TexGen_[GAME MODE]_[Tree|Grass]_Billboards.txt which contain a list of all trees or grasses, regardless of any settings or failures. If the line ends in ',False' it means this tree or grass billboard was filtered out." The changelog entry "TexGen.exe - fixed trimming opposite edge of billboard textures" from Alpha-87 is most likely what fixed it.
DarthVitrial Posted April 4, 2022 Posted April 4, 2022 I'm having a bit of a hard time interpreting this message: Warning: Base record type not STAT or MSTT for large reference Skyrim.esm [REFR:0002B0C0] (places HagravenHouse01 [STAT:000ACB04] in GRUP Cell Temporary Children of SerpentsBluffRedoubtExterior02 [CELL:000099FC] (in Tamriel "Skyrim" [WRLD:0000003C] at -24,-2)) The message itself says that HagravenHouse01 is a STAT, but then it also says it's not a STAT? I'm not sure how to interpret that. Sorry if this has been asked before, I checked the forum but didn't see any similar mentions.
vektor9999 Posted April 5, 2022 Posted April 5, 2022 16 hours ago, sheson said: https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards "Whenever TexGen is used to generate tree/grass LOD billboards, it will also create text files ..\textures\terrain\lodgen\TexGen_[GAME MODE]_[Tree|Grass]_Billboards.txt which contain a list of all trees or grasses, regardless of any settings or failures. If the line ends in ',False' it means this tree or grass billboard was filtered out." The changelog entry "TexGen.exe - fixed trimming opposite edge of billboard textures" from Alpha-87 is most likely what fixed it. Ok, thanks a lot for this clarification
sheson Posted April 5, 2022 Author Posted April 5, 2022 7 hours ago, DarthVitrial said: I'm having a bit of a hard time interpreting this message: Warning: Base record type not STAT or MSTT for large reference Skyrim.esm [REFR:0002B0C0] (places HagravenHouse01 [STAT:000ACB04] in GRUP Cell Temporary Children of SerpentsBluffRedoubtExterior02 [CELL:000099FC] (in Tamriel "Skyrim" [WRLD:0000003C] at -24,-2)) The message itself says that HagravenHouse01 is a STAT, but then it also says it's not a STAT? I'm not sure how to interpret that. Sorry if this has been asked before, I checked the forum but didn't see any similar mentions. Read the first post, which entire log and debug log to upload when making posts. https://dyndolod.info/Messages/Base-Record-Type-Not-STAT-or-MSTT-For-Large-Reference
MaarMalur Posted April 5, 2022 Posted April 5, 2022 (edited) Hello, I have some trouble with Dyndolod since I bought my new computer, with almost the exact same mod list (pretty close to vanilla), Dyndolod close during generating lod without any message or any logs. I used many times without trouble Dyndolod in the past, first time I have this issue. Hope this is the right place to ask help. Thanks ! Edited April 5, 2022 by MaarMalur
sheson Posted April 5, 2022 Author Posted April 5, 2022 1 hour ago, MaarMalur said: Hello, I have some trouble with Dyndolod since I bought my new computer, with almost the exact same mod list (pretty close to vanilla), Dyndolod close during generating lod without any message or any logs. I used many times without trouble Dyndolod in the past, first time I have this issue. Hope this is the right place to ask help. Thanks ! Check the Windows Event log.
MaarMalur Posted April 5, 2022 Posted April 5, 2022 47 minutes ago, sheson said: Check the Windows Event log. I ran Dyndolod (same issue happenned) and checked the Windows Event and nothing special sadly. I'll try to disable half of my mod and rerun Dyndo to see if it does the same.
sheson Posted April 5, 2022 Author Posted April 5, 2022 33 minutes ago, MaarMalur said: I ran Dyndolod (same issue happenned) and checked the Windows Event and nothing special sadly. I'll try to disable half of my mod and rerun Dyndo to see if it does the same. If a program is terminated like that, it is not a simple error problem caused my mods. If there is not even a crash log recorded in the Windows Event log, then the OS/3rd party/driver/hardware issue seems likely. Especially if it happens at different times in the process. Set realtimelog=1 in the DynDOLOD_SSE.ini, then check the debug log it has written to see how far it got. If it is at time of high CPU in DynDOLOD + LODGens (open task manager to see CPU and memory usage), make sure cooling is sufficient, BIOS settings for CPU and memory are correct. Maybe test high load with the usual programs (Prime95 for example.)
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