sheson Posted October 10, 2022 Author Posted October 10, 2022 1 minute ago, Blackread said: Okay I think I found it! I thought I checked I had the latest version of Majestic Mountains but turns out I didn't. From the changelog of 4.01: Hmm I might add a message for that... and/or create an overwrite with the vanilla objects bounds.
PRieST Posted October 12, 2022 Posted October 12, 2022 (edited) On 10/10/2022 at 9:10 PM, Blackread said: Okay I think I found it! I thought I checked I had the latest version of Majestic Mountains but turns out I didn't. From the changelog of 4.01: Edit: Just to be clear, some objects in the moss esp had their object bounds set to all 0, including one of the ones that were present in the cell we were checking. Believe it or not, but I think this resulted in my strange behaviour earlier as well. I just came back to found out at still using version 4 of the moss plugin. After I updated to 4.01 and updated DynDOLOD I don't have anymore issues like the vanishing windmill and also the honning brew meadery buildings are either LOD or full model, no more overlapping - I used the exact same method as before where the problems were, nothing. Everything is normal now. Also I did the regen with alpha 102 if it matters, but so far...no LOD related issues anymore. I know this seems not related, but updating the moss esp from MM is the only difference and the change from alpha 101 to 102 (but as I read in the changelog this couldn't be it). Edited October 12, 2022 by PRieST
mansai Posted October 12, 2022 Posted October 12, 2022 After updating to Alpha 102, I get a CTD on Falkreath Hold. TreeAspen03 and DynDOLOD.esm in NetScriptFramework logs. Crash logs have been uploaded. https://ufile.io/uv7uwaao
sheson Posted October 12, 2022 Author Posted October 12, 2022 25 minutes ago, mansai said: After updating to Alpha 102, I get a CTD on Falkreath Hold. TreeAspen03 and DynDOLOD.esm in NetScriptFramework logs. Crash logs have been uploaded. https://ufile.io/uv7uwaao Read the first post which DynDOLOD log and debug log to upload when making posts. The third party LOD model used by base record xx00A65E in DynDOLOD.esm needs to be fixed in order to be usable with dynamic LOD.
mansai Posted October 12, 2022 Posted October 12, 2022 1 hour ago, sheson said: 投稿時にDynDOLODログとデバッグログをアップロードする 最初の投稿を読んでください 。 DynDOLOD .esm のベース レコード xx00A65E で使用されるサード パーティの LOD モデルは 、動的 LOD で使用できるように修正する必要があります。 Thank you for your response. I had missed your first post. bugreport https://ufile.io/1c33k226 DynDOLOD_SSE_log https://ufile.io/j2a7okn1 DynDOLOD_SSE_Debug_log https://ufile.io/4cn0fabp
sheson Posted October 12, 2022 Author Posted October 12, 2022 2 hours ago, mansai said: Thank you for your response. I had missed your first post. bugreport https://ufile.io/1c33k226 DynDOLOD_SSE_log https://ufile.io/j2a7okn1 DynDOLOD_SSE_Debug_log https://ufile.io/4cn0fabp Unfortunately you started DynDOLOD again after the successful generation, so the debug log got overwritten. In regards to the CTD: I see you are using Veydogolt. The 3D LOD models are known to be bad and causing CTD. It came up before. In particular the model with NiSwitchNode Name: `TreeAspen03`. If check teh base record as I already wrote in the other post, you will most likely find it uses a 3D tree LOD model from the mod. I created a fixed version for another user: https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-102/?do=findComment&comment=263935 Also pay attention to log messages: https://dyndolod.info/Messages/Textures-Do-Not-Match - You seem to have a mod installed that overwrites DynDOLOD Resources SE imperial wall and fort LOD meshes. You might want to double overwrite orders for best visual results. https://dyndolod.info/Messages/Deleted-Reference - There are plugins in the load order that need to be cleaned.
mansai Posted October 13, 2022 Posted October 13, 2022 10 hours ago, sheson said: Unfortunately you started DynDOLOD again after the successful generation, so the debug log got overwritten. In regards to the CTD: I see you are using Veydogolt. The 3D LOD models are known to be bad and causing CTD. It came up before. In particular the model with NiSwitchNode Name: `TreeAspen03`. If check teh base record as I already wrote in the other post, you will most likely find it uses a 3D tree LOD model from the mod. I created a fixed version for another user: Also pay attention to log messages: https://dyndolod.info/Messages/Textures-Do-Not-Match - You seem to have a mod installed that overwrites DynDOLOD Resources SE imperial wall and fort LOD meshes. You might want to double overwrite orders for best visual results. https://dyndolod.info/Messages/Deleted-Reference - There are plugins in the load order that need to be cleaned. We are indeed using Veydogolt Tree. Thanks for the solution and the advice!
Gamma_Metroid Posted October 15, 2022 Posted October 15, 2022 I have two questions regarding LOD material shaders: 1. Is it possible to configure DynDOLOD to use a different FormID for the ash and snow LOD shaders? Or would I need to use the existing vanilla forms, and modify them to be what I want? 2. Can I create a new rule for LOD shaders, for a moss LOD shader?
sheson Posted October 15, 2022 Author Posted October 15, 2022 1 hour ago, Gamma_Metroid said: I have two questions regarding LOD material shaders: 1. Is it possible to configure DynDOLOD to use a different FormID for the ash and snow LOD shaders? Or would I need to use the existing vanilla forms, and modify them to be what I want? 2. Can I create a new rule for LOD shaders, for a moss LOD shader? This is hardcoded in the game exe. https://dyndolod.info/Help/Snow-Ash-LOD-Shader
MisterMorden Posted October 15, 2022 Posted October 15, 2022 Hey, sheson...I'm not sure if this is the proper place to ask this but I don't have logs on it to post in the alpha support thread so sorry in advance if I messed up. I was trying to use Blubbo's replacer (latest version) for windave's tree addon mod and every time I generated lod (newest alpha & resources fyi) I would get some tall pines that had inappropriately huge lod. I normally wouldn't ask you about another author's mod but I noticed the author stated in the posts that you had assisted them with the mod (or maybe the scaling of the 3d lod? I might be misunderstanding) and was wondering if you might have any insight into this issue. Thanks!
sheson Posted October 15, 2022 Author Posted October 15, 2022 3 minutes ago, MisterMorden said: Hey, sheson...I'm not sure if this is the proper place to ask this but I don't have logs on it to post in the alpha support thread so sorry in advance if I messed up. I was trying to use Blubbo's replacer (latest version) for windave's tree addon mod and every time I generated lod (newest alpha & resources fyi) I would get some tall pines that had inappropriately huge lod. I normally wouldn't ask you about another author's mod but I noticed the author stated in the posts that you had assisted them with the mod (or maybe the scaling of the 3d lod? I might be misunderstanding) and was wondering if you might have any insight into this issue. Thanks! Moved to the DynDOLOD 3 Alpha thread. As the first post explains, posts in this thread when participating in the alpha test. Read the first post which logs and debug logs to upload when making posts. They are created when the tools are closed. From the post, lets assume you are talking about ultra tree LOD with Level0 for LOD Level 4 and you have third party 3D tree LOD models installed that have size/scale issues. Check ..DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt to see which base record uses which 3D tree LOD model. If they are using 3D tree LOD models from Blubbos trees for Daves Trees Addon, make sure to use its latest version 1.3 which is supposed to include 3D tree LOD models I fixed. If you are using that version and none of the 3D tree LOD models are overwritten, then provide the filename of the 3D tree LOD model in question.
MisterMorden Posted October 15, 2022 Posted October 15, 2022 40 minutes ago, sheson said: Moved to the DynDOLOD 3 Alpha thread. As the first post explains, posts in this thread when participating in the alpha test. Read the first post which logs and debug logs to upload when making posts. They are created when the tools are closed. From the post, lets assume you are talking about ultra tree LOD with Level0 for LOD Level 4 and you have third party 3D tree LOD models installed that have size/scale issues. Check ..DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt to see which base record uses which 3D tree LOD model. If they are using 3D tree LOD models from Blubbos trees for Daves Trees Addon, make sure to use its latest version 1.3 which is supposed to include 3D tree LOD models I fixed. If you are using that version and none of the 3D tree LOD models are overwritten, then provide the filename of the 3D tree LOD model in question. I believe I may have found the issue just thumbing through the passthrough lod nifs...nifskope shows this one has a scale of 2.20000 TreeAddon_BlubboReachCliffTree02_19871AEEpassthru_lod.nif All other nifs have a scale of 1.000000
sheson Posted October 15, 2022 Author Posted October 15, 2022 21 minutes ago, MisterMorden said: I believe I may have found the issue just thumbing through the passthrough lod nifs...nifskope shows this one has a scale of 2.20000 TreeAddon_BlubboReachCliffTree02_19871AEEpassthru_lod.nif All other nifs have a scale of 1.000000 Set it to 1.0. Execute LODGen to update object LOD 1
Gamma_Metroid Posted October 15, 2022 Posted October 15, 2022 1 hour ago, sheson said: This is hardcoded in the game exe. https://dyndolod.info/Help/Snow-Ash-LOD-Shader I see, that is unfortunate. Thanks for the info! And just a heads up, that page in the manual says the ash forms are in Dawnguard.esm when they are actually in Dragonborn.esm.
sheson Posted October 15, 2022 Author Posted October 15, 2022 2 minutes ago, Gamma_Metroid said: I see, that is unfortunate. Thanks for the info! And just a heads up, that page in the manual says the ash forms are in Dawnguard.esm when they are actually in Dragonborn.esm. Of course they are. Fixed.
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