sheson Posted January 27, 2023 Author Posted January 27, 2023 1 hour ago, Rozen said: Got an OpenGL error trying to run it for SSE AE. If it happens again, I will post the logs for that too if needed, it seems to be random for me. https://ufile.io/f/u2nt4 if it happens again, add TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini under [DynDOLOD] and see if it helps.
TechAngel85 Posted January 27, 2023 Posted January 27, 2023 18 hours ago, TechAngel85 said: Hey Sheson! I'm having an issue with WRCastleBridge01.nif's LOD that I use in my house mod. No matter what I do it is always rotated in the wrong direction. You can see them circled in the shot I've included below. DY pointed out to me that DynDOLOD Resources has LOD for this object so we're wondering if it may be causing this? The second thing is getting the objects in the rules to behave like the rest of the LODs. Basically they're fine until a certain distance and then they disappear. First, these objects have no LODs so I'm just trying to load the full models as LOD. Everywhere in the picture where an "X" is placed is missing the LOD model after a certain distance. Here are the rules. I am only attempting to load to the bridges as Full for all LOD to see if that would correct the orientations. Else I would simply use the LOD you provide within Resources. Reveal hidden contents [Skyrim LODGen] LODGen1=dragoncliffmanorse.esp;00360F1C,Full,Full,Full,Full,FarFull,Unchanged,1, LODGen2=dragoncliffmanorse.esp;00360F1D,Full,Full,Full,Full,FarFull,Unchanged,1, LODGen3=dragoncliffmanorse.esp;001C1229,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen4=dragoncliffmanorse.esp;001C6364,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen5=dragoncliffmanorse.esp;001C6367,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen6=dragoncliffmanorse.esp;001C1236,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen7=dragoncliffmanorse.esp;0039DCC8,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen8=dragoncliffmanorse.esp;00005628,Full,Level0,None,None,FarLOD,Unchanged,1, LODGen9=dragoncliffmanorse.esp;000097F8,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen10=dragoncliffmanorse.esp;00002FAB,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen11=dragoncliffmanorse.esp;00002FB9,Full,Full,Full,Full,FarFull,Unchanged,0, ;Ref ID Base ID Model ;00360F1C 0003F5FD Architecture\WhiteRun\WRBuildings\WRCastleBridge01.nif ;00360F1D 0003F5FD Architecture\WhiteRun\WRBuildings\WRCastleBridge01.nif ;001C1229 000C3C80 DragonCliff\architecture\DCM_WRStables.nif (custom) ;001C6364 0300320E _BYOH\Architecture\BYOHHouse\BYOHBYOHWRshackBeams01.nif ;001C6367 03003210 _BYOH\Architecture\BYOHHouse\BYOHBYOHWRshackPosts01.nif ;001C1236 000BEB76 DragonCliff\architecture\DCM_WRCastleStairs03.nif (custom) ;0039DCC8 000BEB76 DragonCliff\architecture\DCM_WRCastleStairs03.nif (custom) ;00005628 0003FB06 Clutter\Stockade\StockadeScaffoldRamp01.nif ;000097F8 0006EA6D Architecture\WhiteRun\WRCityWalls\WRWallWaterGrate01.nif ;00002FAB 000B9B9E Architecture\WhiteRun\WRTerrain\WRPondWallCor01.nif ;00002FB9 000B9B9E Architecture\WhiteRun\WRTerrain\WRPondWallCor01.nif Here is the image: It's hard to see, but most of the LOD is correct within a specific distance: Then it disappears within a short distance of the other shot above: Paperwork: DynDOLOD_SSE_log.txt Edit: Since posting I have been able to fix the woodTower by using the original model's LOD. The rest is still missing at a distance. 9 hours ago, sheson said: Moved to the DynDOLOD 3 Alpha thread. Read the first post which debug log to also upload. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt As explained in the first post, always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. Make sure that nothing is overwriting the LOD models included in DynDOLOD Resources. https://dyndolod.info/Help/Load-Overwrite-Orders We need to make you a new forum for alpha support if you're moving everything to a mega thread to be lost and loose track of the conversation flows. Doing what you're doing makes it difficult to search for information and read entire conversations that may be spread out across pages rather than a few posts on a single page. Anyway, here are the logs: TexGen_SSE_Debug_log.txt DynDOLOD_SSE_log.txt Debug: https://drive.google.com/file/d/14MqcgQkQcLRrhpg3YxvmSvO6YsMVSQ2N/view?usp=sharing Object Report: https://drive.google.com/file/d/14SV_8A72ffVvVzkzwVIIQ0UlzLPUY0mV/view?usp=sharing Bug Report.txt is not anywhere in the folder structure.
sheson Posted January 27, 2023 Author Posted January 27, 2023 1 hour ago, TechAngel85 said: We need to make you a new forum for alpha support if you're moving everything to a mega thread to be lost and loose track of the conversation flows. Doing what you're doing makes it difficult to search for information and read entire conversations that may be spread out across pages rather than a few posts on a single page. Anyway, here are the logs: TexGen_SSE_Debug_log.txt DynDOLOD_SSE_log.txt Debug: https://drive.google.com/file/d/14MqcgQkQcLRrhpg3YxvmSvO6YsMVSQ2N/view?usp=sharing Object Report: https://drive.google.com/file/d/14SV_8A72ffVvVzkzwVIIQ0UlzLPUY0mV/view?usp=sharing Bug Report.txt is not anywhere in the folder structure. This is an ALPHA version to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Provide feedback, ask questions (also about 3rd party mods) and report any problems or issues in this thread only. Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots For an object to have object LOD generated, a LOD model is required to be installed in the load order or a mesh mask / reference rule needs to be added to instruct to use the full model for object and/or dynamic LOD. See https://dyndolod.info/Mod-Authors and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules. IsFullLOD references are converted to object LOD or near/far grid dynamic LOD automatically. See https://dyndolod.info/Help/Dynamic-LOD. Next version of DynDOLOD Resources 3 Alpha will contain new/updated LOD models. Next version of DynDOLOD 3 Alpha will contain complimentary rules.
TechAngel85 Posted January 27, 2023 Posted January 27, 2023 52 minutes ago, sheson said: This is an ALPHA version to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Provide feedback, ask questions (also about 3rd party mods) and report any problems or issues in this thread only. Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots For an object to have object LOD generated, a LOD model is required to be installed in the load order or a mesh mask / reference rule needs to be added to instruct to use the full model for object and/or dynamic LOD. See https://dyndolod.info/Mod-Authors and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules. IsFullLOD references are converted to object LOD or near/far grid dynamic LOD automatically. See https://dyndolod.info/Help/Dynamic-LOD. Next version of DynDOLOD Resources 3 Alpha will contain new/updated LOD models. Next version of DynDOLOD 3 Alpha will contain complimentary rules. I read all those pages before coming here and is where I got the information I have now. However, they are not detailed enough to answer my questions of why things are working as they should. Could you address those questions, specifically, which are the bridges being turned and models without LOD only showing to what I suspect is LOD8 and disappearing at LOD16? Do these reference need to be neverfades? Converted to Dynamic? Are you saying you're making LODs and rules that will make all of these missing LODs work? I just need to know that info so I can get this mod updated. This is the only thing I'm waiting on. If it'll automatically be fixed the next release, that's fine. It wasn't clear in your reply. Thanks!
sheson Posted January 27, 2023 Author Posted January 27, 2023 45 minutes ago, TechAngel85 said: I read all those pages before coming here and is where I got the information I have now. However, they are not detailed enough to answer my questions of why things are working as they should. Could you address those questions, specifically, which are the bridges being turned and models without LOD only showing to what I suspect is LOD8 and disappearing at LOD16? Do these reference need to be neverfades? Converted to Dynamic? Are you saying you're making LODs and rules that will make all of these missing LODs work? I just need to know that info so I can get this mod updated. This is the only thing I'm waiting on. If it'll automatically be fixed the next release, that's fine. It wasn't clear in your reply. Thanks! If a full model used for object LOD is being rotated it is because the root node has transformation data, which are ignored by the game but not by LOD generation. The spots marked with x in the screenshots do not have LOD. Some of them a large references. How far they show depends on the uLargeRefLODGridSize setting. For an object to have object LOD generated, a LOD model is required. https://dyndolod.info/Mod-Authors explains the LOD model file naming convention so they are used automatically. If a LOD model does not exist, the full model can be used for LOD. To achieve that it is best to use mesh mask / reference rules. https://dyndolod.info/Mod-Authors explains how to include such rules with a mod, while https://dyndolod.info/Help/Mesh-Mask-Reference-Rules explains how these rules work. As explained at https://dyndolod.info/Help/Dynamic-LOD, if object LOD is not possible for a reference, the LOD or full model is used for dynamic LOD (neverfades that are disabled at the near/far distance). This is either done automatically (for existing LOD models and rules) or by adding custom rules. IsFullLOD references are converted to object LOD or near/far grid dynamic LOD automatically. See https://dyndolod.info/Help/Dynamic-LOD. The next version of DynDOLOD Resource 3 Alpha will contain a properly rotated wrcastlebridge01_lod_2.nif and updated/new LOD models and DynDOLOD 3 Alpha will contain rules, so both together will cover the spots marked with X and the flooring.
TechAngel85 Posted January 27, 2023 Posted January 27, 2023 59 minutes ago, sheson said: If a full model used for object LOD is being rotated it is because the root node has transformation data, which are ignored by the game but not by LOD generation. ... The next version of DynDOLOD Resource 3 Alpha will contain a properly rotated wrcastlebridge01_lod_2.nif and updated/new LOD models and DynDOLOD 3 Alpha will contain rules, so both together will cover the spots marked with X and the flooring. Awesome! So rotated LOD can't be fixed without editing the mesh. Mesh editing is outside my realm of knowledge (basics in Nifskope is all I can do). I appreciate you handling that. 59 minutes ago, sheson said: The spots marked with x in the screenshots do not have LOD. Some of them a large references. How far they show depends on the uLargeRefLODGridSize setting. For an object to have object LOD generated, a LOD model is required. https://dyndolod.info/Mod-Authors explains the LOD model file naming convention so they are used automatically. If a LOD model does not exist, the full model can be used for LOD. To achieve that it is best to use mesh mask / reference rules. https://dyndolod.info/Mod-Authors explains how to include such rules with a mod, while https://dyndolod.info/Help/Mesh-Mask-Reference-Rules explains how these rules work. As explained at https://dyndolod.info/Help/Dynamic-LOD, if object LOD is not possible for a reference, the LOD or full model is used for dynamic LOD (neverfades that are disabled at the near/far distance). This is either done automatically (for existing LOD models and rules) or by adding custom rules. IsFullLOD references are converted to object LOD or near/far grid dynamic LOD automatically. See https://dyndolod.info/Help/Dynamic-LOD. So if I'm understanding this right, the rules I posted are working. They're just being converted into dynamic LOD and the switching on/off that I'm seeing is the threshold of near switching into far. ...and since there is no actual LOD, there is nothing to display at the far range. If that is correct, I think I understand now. I can update the mod and I'll provide comment that LOD issues should resolve on the next Resources/Alpha update.
Kansas72 Posted January 28, 2023 Posted January 28, 2023 I did clean fresh delete. Reinstalled all mods except for Automated Static reload fix. The only mod that would have anything to do with water wheels. Same thing happened. No water wheel. I ran version 110.
Kansas72 Posted January 28, 2023 Posted January 28, 2023 Looked thru dyndolod log and no mention of any kind of water wheel. I wish I had alpha 109 to see if it was there. 110 and 111 it's not. I have 108, so going to try that.
sheson Posted January 28, 2023 Author Posted January 28, 2023 5 hours ago, Kansas72 said: I did clean fresh delete. Reinstalled all mods except for Automated Static reload fix. The only mod that would have anything to do with water wheels. Same thing happened. No water wheel. I ran version 110. Read the first post which log and debug log to upload when making posts. Make and post a screenshot of the waterwheel selected while console is open with the mod more informative console installed. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Make that screenshot when the waterwheel is visible, so you can click it with console open. 5 hours ago, Kansas72 said: Looked thru dyndolod log and no mention of any kind of water wheel. I wish I had alpha 109 to see if it was there. 110 and 111 it's not. I have 108, so going to try that. 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.
Rozen Posted January 28, 2023 Posted January 28, 2023 12 hours ago, sheson said: if it happens again, add TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini under [DynDOLOD] and see if it helps. It happened again when I was redoing everything again making sure nothing was missing with the rescore pack, so now I am testing again with your change to the .ini file. Been trying to find fixes for the large references errors I am getting along with other errors/Warnings; it has been a long-time sense I have mod-ed my Skyrim. Update after trying your fix: it got the error again here is all my logs> https://ufile.io/f/y8x6n I made a copy of all the logs this time so if you need something else from that run just tell me and i will post it for you.
sheson Posted January 28, 2023 Author Posted January 28, 2023 49 minutes ago, Rozen said: It happened again when I was redoing everything again making sure nothing was missing with the rescore pack, so now I am testing again with your change to the .ini file. Been trying to find fixes for the large references errors I am getting along with other errors/Warnings; it has been a long-time sense I have mod-ed my Skyrim. Update after trying your fix: it got the error again here is all my logs> https://ufile.io/f/y8x6n I made a copy of all the logs this time so if you need something else from that run just tell me and i will post it for you. Test what happens if you add UseMipmaps=0 to the DynDOLOD_SSE.ini
Rozen Posted January 28, 2023 Posted January 28, 2023 Do you want me to keep the last change to the .ini too?
sheson Posted January 28, 2023 Author Posted January 28, 2023 42 minutes ago, Rozen said: Do you want me to keep the last change to the .ini too? Since it didn't change anything it doesn't matter.
Rozen Posted January 28, 2023 Posted January 28, 2023 6 minutes ago, sheson said: Since it didn't change anything it doesn't matter. Okay left it in there and testing now. After testing: it now just crashes running (Tried running it 2 times) here are the logs> https://ufile.io/f/7ibvc
sheson Posted January 28, 2023 Author Posted January 28, 2023 3 hours ago, Rozen said: Okay left it in there and testing now. After testing: it now just crashes running (Tried running it 2 times) here are the logs> https://ufile.io/f/7ibvc Let me know what happens when using this test version https://mega.nz/file/sJgTUSYJ#YlmMfnHA4ClPqII38oPss9x4mR2m3yjEyvQXjjijrHs Test with UseMipmaps=0 and UseMipmaps=1 (default, same not being present in INI). Delete bugreport.txt and all files in the logs folder for each run.
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