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Posted (edited)
16 hours ago, sheson said:

Some of it looks like z-fighting between object LOD and object LOD or maybe terrain LOD. Are the trees affected or not? If there is ultra tree LOD set standard tree LOD to zero.

Some of it looks like almost like there is something going on with the snow LOD shaders. https://dyndolod.info/Help/Snow-Ash-LOD-Shader, check what overwrites those records.

Test without DynDOLOD plugins to make sure it has nothing to do with dynamic LOD and this the large ref workarounds. Large ref workarounds can only work in the uLargeRefLODGridSize.

Test with default INIs. Make sure no custom INI or [plugin].ini in data folder either.

Test without the water (falls) mod that has controller blocks in LOD models (the block itself is not causing the issue as it is ignored, but it means somebody made bad static object LOD models). Which version of Water for ENB is it?  https://dyndolod.info/Mods/Waterfalls (meshes in DynDOLOD Resources for these mods have the full model CRC32 in their filename)
Do you use other full models for LOD. Especially ones with BSEffectShaderProperty. Some shader settings/flags can cause wierd effects.

The last few seconds of the video shows switch between LOD levels.

Thank you for the tips. It is indeed a case of z-fighting between object LOD and object LOD. The youtube compression ruins the image so it's not so clear, but here's another video that should display it better: https://www.youtube.com/watch?v=piHXL1DE9CM

I also found a solution: remove ini files from the data folder for an amount that adds up to at least 8 lines of text. Commenting out lines of settings with a semicolon (;) works too. It doesn't matter what settings they are or which mod they are from, or whether the settings are overridden by another ini file from a later loading plugin. As long as at least 8 lines are removed the z-fighting is gone. It also looks like ini files intended to be read by various SKSE plugins (KID, SWAP, DISTR, LID, FLM, etc.) are included in this count. Removing any of these files that have at least 8 lines of text removes the z-fighting. The file I remove can also be in a subfolder. It doesn't even have to be an ini file at all, it can be a json file or a txt file such as a changelog, or a readme. Script source files (.psc) also work.

Reseting my base inis to default also fixes the z-fighting. I would imagine this is because it effectively removes at least 8 lines of text from them, as the BethINI Tweaks add several new settings to the files.

I also tried packing one of my mods that had loose script files into a bsa, and this too removed the z-fighting.

Putting all of the above together seems to suggest that there is some sort of engine limitation on the number of lines there can be in loose files with text content in the data folder. Or something along those lines.

Edited by Blackread
Posted
12 minutes ago, Blackread said:

Thank you for the tips. It is indeed a case of z-fighting between object LOD and object LOD. The youtube compression ruins the image so it's not so clear, but here's another video that should display it better: https://www.youtube.com/watch?v=piHXL1DE9CM

I also found a solution: remove ini files from the data folder for an amount that adds up to at least 8 lines of text. Commenting out lines of settings with a semicolon (;) works too. It doesn't matter what settings they are or which mod they are from, or whether the settings are overridden by another ini file from a later loading plugin. As long as at least 8 lines are removed the z-fighting is gone. It also looks like ini files intended to be read by various SKSE plugins (KID, SWAP, DISTR, LID, FLM, etc.) are included in this count. Removing any of these files that have at least 8 lines of text removes the z-fighting. The file I remove can also be in a subfolder. It doesn't even have to be an ini file at all, it can be a json file or a txt file such as a changelog, or a readme. Script source files (.psc) also work.

Reseting my base inis to default also fixes the z-fighting. I would imagine this is because it effectively removes at least 7 lines of text from them, as the BethINI Tweaks add several new settings to the files.

I also tried packing one of my mods that had loose script files into a bsa, and this too removed the z-fighting.

Putting all of the above together seems to suggest that there is some sort of engine limitation on the number of lines there can be in loose files with text content in the data folder. Or something along those lines.

If I didn't know any better the video looks like object LOD models with slightly different textures have been added to the same BTO. Like duplicate references/models with different textures.

Since you say you can fix it by removing lines from INI files that theory is ruled out. Wild.

I assume you are using SSE Engine Fixes and have MaxStdio to the max the OS supports? That is the one known thing that could be related I can thing of right now.

Try to estimate the max number of lines, if it is close to a power of like 4096, 8192, 16384, 32767 etc. then this could very well be a line counter of buffer limitation thing.

If you have the willpower and time, try to check some LOD related INI setting right in the game via the getini command to see what they actually are.

Posted (edited)
15 hours ago, MarkAim said:

Do I need to disable synthesis and Wyre Bash When running Dyndolod I was having Form ID errors from some mods and when I disabled well synthesis since that was coming up a lot it works all of a sudden. In my Experience Dyndolod dosent add any draw distance for these 2 patches 

I create the bashed patch first, then run xlodgen/dyndolod/occlusion, then run synthesis. I find that there are a few records that dyndolod uses from the bashed patch, so the plugin order ends up being bashed patch, dyndolod.esp, synthesis.esp, occlusion.esp, followed by map mod plugins. Your mileage may vary! Here's the remind I wrote for myself, but keep in mind this is based on the mods I have installed:

PATCHING ORDER:
1. Disable map mods
2. Remove all dynamic patches (bashed patch, zpatch, synthesis, dyndolod)
3. Run blacksmith forge water xedit patcher, enable it
4. Run bashed patch, enable it
5. Run the "No Grass in Objects" grass generator from within MO2. Move the output file to the NGIO mod.
6. Then run SSELODGEN/Dyndolod/Occlusion, enable them.
7. Run zedit patches, enable them
8. Run synthesis patcher, enable it.
9. Run the standalone Experience Synthesis patcher
10. Rerun Nemesis and execute the vbs file for Engarde
11. Re-enable map mods

Edited by Glanzer
Posted (edited)
2 hours ago, sheson said:

If I didn't know any better the video looks like object LOD models with slightly different textures have been added to the same BTO. Like duplicate references/models with different textures.

Since you say you can fix it by removing lines from INI files that theory is ruled out. Wild.

I assume you are using SSE Engine Fixes and have MaxStdio to the max the OS supports? That is the one known thing that could be related I can thing of right now.

Try to estimate the max number of lines, if it is close to a power of like 4096, 8192, 16384, 32767 etc. then this could very well be a line counter of buffer limitation thing.

If you have the willpower and time, try to check some LOD related INI setting right in the game via the getini command to see what they actually are.

Yeah, MaxStdio is set to 8192.

Unfortunately it looks like after packing the Missives mod to an archive and unpacking it I am no longer able to reproduce this issue. Maybe it was some random fluke or some obscure yet undiscovered bug. I'll update this if it returns and I'm able to perform more testing.

Edit: Here's a quick video of the same LODs now: https://www.youtube.com/watch?v=4DGjMtBSnvs

Edited by Blackread
Posted
12 hours ago, sheson said:

You set uLockedObjectMapLOD=8.

Which means the map is not using object LOD Level 32.

https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map explains to set uLockedObjectMapLOD=32.

Remember I reported flickering/shimmering on Objects?

You said to change the uLockedObjectMapLOD which was on 32. 

Not sure why but with it on 32, if you remember I was getting bad shimmering flickering on objects all across the map.

Posted
8 minutes ago, mooit said:

Remember I reported flickering/shimmering on Objects?

You said to change the uLockedObjectMapLOD which was on 32. 

Not sure why but with it on 32, if you remember I was getting bad shimmering flickering on objects all across the map.

Before you reply to this post, you are required to count how often I posted https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map in a reply to you.

This time, actually read it. For example this part:

If no LOD level 32 object LOD files exist, the setting can cause stuck object LOD in active exterior cells or object LOD to be missing entirely. To generate LOD level 32 object LOD, set Level32=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini. LOD level 32 object LOD can only show on the map with the INI setting

Posted
8 hours ago, sheson said:

Download and use this test version. https://mega.nz/file/ZJhCDLaR#55i96PrOSVkStquO4Tz9aL0-w6nQOprGvZUh8GBNWzQ
It should properly deal large references being moved to cells that didn't lave large references before. Let me know in case there are still problems and upload new logs in that case.

Also note this:

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements
The workarounds require plugins containing deleted large references to be cleaned. Every plugin containing deleted references should be cleaned. See the Prerequisites section of the Generation Instructions for more.

https://dyndolod.info/Generation-Instructions#Prerequisites
Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean - ignore misinformation that cleaning any plugins is not needed or causes problems. The Batch Plugin Cleaner for Mod Organizer or the xEdit Cleaning Extension for Vortex help to automate some of that.

Thanks! Unfortunately, I encountered another problem during the LOD generation process: "Setting EditorID to skyrimesm_0DDD36_DynDOLOD_FIX failed for DynDOLOD.esp [REFR:000DDD36] (in GRUP Cell Temporary Children of [CELL:00007157] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,2))".

log: https://ufile.io/apkbx0mw

debug log: https://ufile.io/kpaz7316

Posted
7 minutes ago, David2408 said:

Thanks! Unfortunately, I encountered another problem during the LOD generation process: "Setting EditorID to skyrimesm_0DDD36_DynDOLOD_FIX failed for DynDOLOD.esp [REFR:000DDD36] (in GRUP Cell Temporary Children of [CELL:00007157] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,2))".

log: https://ufile.io/apkbx0mw

debug log: https://ufile.io/kpaz7316

Read my entire post, especially the parts from the documentation I linked about the deleted references.

Posted (edited)
On 6/27/2022 at 5:42 AM, Dyshonored said:

During the generation of the lod via dyndolod he ended up with an error "Error processing cell [CELL:15000E2F] (in RiftenWorld "Riften" [WRLD:00016BB4] at 0,-1): Invalid argument" i have only one mod affecting riften but he is affecting other cities and they didnt bugged so i am kinda lost 

bugreport.txt 147.71 kB · 2 downloads

I have the exact same issue but have no idea what mods touch riften in any way (dyndolod worked fine before and I don't remember installing mods that affect riften after it)

Also, I've tried to pack output myself and load it into the game, but there happend a bug with light source causing high density particles near them

Edited by darikzen
Posted (edited)
59 minutes ago, sheson said:

Before you reply to this post, you are required to count how often I posted https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map in a reply to you.

This time, actually read it. For example this part:

If no LOD level 32 object LOD files exist, the setting can cause stuck object LOD in active exterior cells or object LOD to be missing entirely. To generate LOD level 32 object LOD, set Level32=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini. LOD level 32 object LOD can only show on the map with the INI setting

I actually did read the entire post several times

I actually had Level32=1 in Alpha95.

The flickering/shimming I started to encountered all over the map is what threw me off here, so my bad, I forgot about Level32= for a sec.

Hey we all make mistakes... LOL

THANKS sheson!

Edited by mooit
Posted
28 minutes ago, darikzen said:

I have the exact same issue but have no idea what mods touch riften in any way (dyndolod worked fine before and I don't remember installing mods that affect riften after it)

Also, I've tried to pack output myself and load it into the game, but there happend a bug with light source causing high density particles near them

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

Unclear what "tried to pack output myself and load it into the game" is supposed to mean.

No actual information about "a bug with light source causing high density particles near them"

See https://dyndolod.info/Official-DynDOLOD-Support-Forum

Posted

I'm getting this error when generating underside :

Spoiler

<Error: LODGenx64Win.exe returned E0434352. Check D:\Skyrim Mod Tools\DynDOLOD\Logs\LODGen_SSE_Tamriel_TerrainUnderside_log.txt>

<Error: File not found D:\Skyrim Mod Tools\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\Tamriel\Tamriel_Underside.nif>

But the log file is almost empty. This is the log from windows event viewer: https://paste.ee/p/LvYXf

I repair both NET framework 4.8 and Runtime 6 but the problem still persists. Here are the log files for DynDOLODhttps://ufile.io/f/2zalm

Could you have a look at this. Thank you!

Posted
58 minutes ago, darkrain261 said:

I'm getting this error when generating underside :

  Reveal hidden contents

But the log file is almost empty. This is the log from windows event viewer: https://paste.ee/p/LvYXf

I repair both NET framework 4.8 and Runtime 6 but the problem still persists. Here are the log files for DynDOLODhttps://ufile.io/f/2zalm

Could you have a look at this. Thank you!

As explained on the first post, "Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions."

If problem persists with new latest, upload new logs.

Posted
2 hours ago, sheson said:

As explained on the first post, "Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions."

If problem persists with new latest, upload new logs.

Thank you for your reply. Unfortunately, the problem still persists with the latest version of DynDOLOD.

Here is the LODGen_SSE_Tamriel_TerrainUnderside_log.txt:  

Spoiler

============================================================
Skyrim/Fallout Object/Terrain LOD Generator 3.0.9.0
Created by Ehamloptiran and Zilav
Updated by Sheson

Log started at 19:54:00
.NET Version: 6.0.9

Here is the event viewer log: https://paste.ee/p/sfWsK

Log files for DynDOLOD (bugreport.txt was not generated): https://ufile.io/f/8rwux

Posted

While I was running around the Whiterun area doing some testing I came across this:

Vehw4gg.png

Looks like it's a part of the Pale Hearthfire house. It stayed visible in the large ref grid but disappeared when the cell loaded in. Here are the logs: https://mega.nz/file/xX0TBJAQ#-L1jMJHERaUd7bimCeaqP5xQ1y6TyXxoGf50SVlLUoA I noticed there were some Out of memory errors, maybe they are related.

I also had some trouble with my LOD 4 distance. It seems that there is some lower limit under which it won't go no matter what I set in the ini.

FgonbNI.png

Using the sliders in the DynDOLOD MCM I estimated the distance the LOD 4 is displayed at to be somewhere around 40 000 units. Increasing the distance above that will extend the LOD 4, but dropping it below 40k has no effect. Is there some other setting I also need to adjust to drop it further, or is it somehow tied to near / far grid or the large ref grid size?

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