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Posted (edited)

Hello, I have a problem with grass LOD. I am using Veydogolt - Grass and Land Overhaul and have followed the SkyrimSE:Grass LOD Guide - Step Mods. Sadly, it looks just wrong, regardless of density setting in DynDOLOD and in every area of the world with grass. Do you have any idea why it looks like that?

Screenshots:

https://ufile.io/f/yo0ws

Logs:

https://ufile.io/f/eai09

 

 

Edited by Akidson
Posted
1 hour ago, Akidson said:

Hello, I have a problem with grass LOD. I am using Veydogolt - Grass and Land Overhaul and have followed the SkyrimSE:Grass LOD Guide - Step Mods. Sadly, it looks just wrong, regardless of density setting in DynDOLOD and in every area of the world with grass. Do you have any idea why it looks like that?

Screenshots:

https://ufile.io/f/yo0ws

Logs:

https://ufile.io/f/eai09

Read the documentation and search this thread for similar posts as explained in the first post.

https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards
Check that TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic tree/grass LOD billboard generation. See TexGen Configuration for further details.

Also read the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

Screenshots looks like some grasses do not have billboards probably for above mentioned reasons and thus have no LOD.

No TexGen log or debug log were uploaded, so I can not check billboard creation.

Check https://stepmodifications.org/forum/search/?q=Veydogolt&quick=1&type=forums_topic&item=16796, maybe this came up before

If you have problems or question about a modding guide you need to ask in its appropriate forums.

Pay attention to log messages and the summary https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages. While unrelated to the grass LOD, for example clean all plugins that have deleted references.

Posted (edited)
2 hours ago, sheson said:

Try with vanilla INIs, also make sure they are no custom and no plugin ini loaded either.

I managed to fix it and you're not going to believe this. Just out of curiosity I started removing the large refs one by one from that cell, and after I removed the ref xx041be6 the bug disappeared. So I regenerated the refs and only removed that ref, no bug. And this time it carried over to my full modlist, just generated full LODs, no bugs in that cell. Here are the refs that remained:

oDzdiHW.png

And here's the test plugin, large refs generated only for arnimaduplicate003 and xx041be6 removed, in case you're interested: https://drive.google.com/file/d/11dFgqgmNoOA5xWHO6L6l25zAg_h3VS_8/view?usp=sharing

Edited by Blackread
Posted
2 hours ago, Blackread said:

I managed to fix it and you're not going to believe this. Just out of curiosity I started removing the large refs one by one from that cell, and after I removed the ref xx041be6 the bug disappeared. So I regenerated the refs and only removed that ref, no bug. And this time it carried over to my full modlist, just generated full LODs, no bugs in that cell. Here are the refs that remained:

oDzdiHW.png

And here's the test plugin, large refs generated only for arnimaduplicate003 and xx041be6 removed, in case you're interested: https://drive.google.com/file/d/11dFgqgmNoOA5xWHO6L6l25zAg_h3VS_8/view?usp=sharing

But xx041be6 is in 18,-2. Was it listed with the other large references in the grid list for 18,-3?
If so, was that also the case with the script from github? (the one I sent was my current test version).

Edit: test attached script, it should add the reference to the correct grid list instead.

Skyrim SE - Generate Large References.pas

Posted (edited)
7 hours ago, sheson said:

But xx041be6 is in 18,-2. Was it listed with the other large references in the grid list for 18,-3?
If so, was that also the case with the script from github? (the one I sent was my current test version).

Edit: test attached script, it should add the reference to the correct grid list instead.

Skyrim SE - Generate Large References.pas 13.85 kB · 0 downloads

Yes, it was in the grid list for 18 -3. Damn, I never noticed that it's in the wrong cell. Here's a screenshot I took while I was doing the testing that shows it (I had removed the tundra stream objects first).

J6etCpM.png

And yes, just tested it, the github script also put it in the wrong grid list.

The attached script put it in the correct grid list! Seemed to do it a lot faster too.

Edited by Blackread
Posted
3 hours ago, Blackread said:

Yes, it was in the grid list for 18 -3. Damn, I never noticed that it's in the wrong cell. Here's a screenshot I took while I was doing the testing that shows it (I had removed the tundra stream objects first).

J6etCpM.png

And yes, just tested it, the github script also put it in the wrong grid list.

The attached script put it in the correct grid list! Seemed to do it a lot faster too.

I assume that resolves the large refs bugs, right?

Posted (edited)
2 hours ago, sheson said:

I assume that resolves the large refs bugs, right?

Almost. After the rock was placed in the right grid list, everything else worked except the rock itself. I assume this is because the rock was placed right on the cell border.

EQheEU3.png

JT03J3w.png

It's a bit hard to see on the vanilla pic, but I made sure by disabling the object that there was indeed LOD mixed in.

I nudged the rock one unit towards the 18 -2 cell, and after that there were no more issues.

VSAKJMr.png

4dZOxht.png

The LOD also had to be regenerated after moving the rock, otherwise it wasn't properly registered as a large reference.

After this last tweak I haven't seen any more large ref bugs in the area!

Edited by Blackread
Posted
2 hours ago, Blackread said:

Almost. After the rock was placed in the right grid list, everything else worked except the rock itself. I assume this is because the rock was placed right on the cell border.

EQheEU3.png

JT03J3w.png

It's a bit hard to see on the vanilla pic, but I made sure by disabling the object that there was indeed LOD mixed in.

I nudged the rock ever so slightly to the side of the 18 -2 cell, and after that there were no more issues.

VSAKJMr.png

4dZOxht.png

The LOD also had to be regenerated after moving the rock, otherwise it wasn't properly registered as a large reference.

After this last tweak I haven't seen any more large ref bugs in the area!

What coordinates did you load into the worldspace or from which direction do you approached the cell for it to happen?

Posted
58 minutes ago, sheson said:

What coordinates did you load into the worldspace or from which direction do you approached the cell for it to happen?

This video shows what I always did when testing:

But in short, I would use the command "cow arnimaduplicate003 21 -3" in the main menu, run up the little hill on the left, and then enter free cam to go inspect the objects.

Posted
58 minutes ago, Blackread said:

This video shows what I always did when testing:

But in short, I would use the command "cow arnimaduplicate003 21 -3" in the main menu, run up the little hill on the left, and then enter free cam to go inspect the objects.

I need to make a similar change as I did in the script to DynDOLOD - in fact I already did it for the next Alpha version because of other related changes  - so that the LOD for the rock in the BTO is marked large ref as well. So with the next alpha version you won't have to move it.

Posted
1 hour ago, sheson said:

I need to make a similar change as I did in the script to DynDOLOD - in fact I already did it for the next Alpha version because of other related changes  - so that the LOD for the rock in the BTO is marked large ref as well. So with the next alpha version you won't have to move it.

Alright, thanks! :)

Posted
40 minutes ago, quochunganhphu said:

Dyndolod using too much of my pc resource on alpha 96, this wasn't the case before and also takes a lot longer to finish, 100% cpu 100% ram on  [Tamriel] Updating height map from object LOD meshes

Read the first post which log and debug log to upload when making posts.

Read the https://dyndolod.info/Changelog to see what changed.

Read the answers for "High memory usage / Out of memory" at https://dyndolod.info/FAQ and https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

Posted

Hello, I am encountering crashing in the area around Ivarstead. Here are the crash logs:

Crash_2022_9_13_1-27-18.txtCrash_2022_9_13_1-33-23.txtCrash_2022_9_13_1-38-53.txtCrash_2022_9_13_2-2-15.txtCrash_2022_9_13_2-7-41.txt

As you can see, all of these crash logs have objects in common. Do you perhaps know how to fix this? Maybe remove the problematic  objects? Or somehow exclude it beofre generation? And if yes, then how do I do it?

I am using Veydogolt Trees, just mentioning if that's important, but if I disable DynDOLOD and go to the same places then I don't crash.

Posted

FYI. Alpha 96 is working without issue for me. TexGen takes about 20% longer (from 100s in alpha 95 to 125s in alpha 96 [Step SSE mod list, same exact LO as always]), and DynDOLOD processing time is normal. The new complex grass shows some real promise in my initial runs. I am using DynDOLOD grass tints normalized to 1.000 for all top/bottom and TexGen HD grass Direct/Indirect 0/145 in this example (Direct seems to have no impact on HD grass). Running again at 0/155 and will test more stuff after.

SkyrimSE 2022-09-12 18-09-10-38.jpg

EDIT: I have noticed that LOD4 grass seems to show as a slightly darker band than LOD8 and greater ... again, nothing definitive at this point. Just a casual observation as I search for the best TexGen settings for our setup.

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