FinalCraneFall Posted April 12, 2023 Posted April 12, 2023 How can I enable Large Reference Workaround? On https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds I don't see anything but installing DynDOLOD DLL. Excuse me English is not my 1st language.
sheson Posted April 12, 2023 Author Posted April 12, 2023 18 minutes ago, FinalCraneFall said: How can I enable Large Reference Workaround? On https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds I don't see anything but installing DynDOLOD DLL. Excuse me English is not my 1st language. As explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds, install DynDOLOD DLL NG and Scripts instead of the "normal" DynDOLOD DLL and Scripts and make sure it overwrite DynDOLOD Resources. Then start DynDOLOD and check the log for Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no) If that is the case, then there will be additional options available on the Advanced Mode as shown in the image at the top of the page. Check the Large reference bugs workarounds checkbox However, pay attention to https://dyndolod.info/Mods/Open-Exterior-Cities There is a known issue when using the large reference bugs workarounds. In cases a mod replaces vanilla large references with normal references the object LOD for them will have gaps. In that case do not use the large reference bugs workarounds for now. ATM to make both work together it probably requires to use an ESM version of the SR Exterior Cities and generate large references data for it. It is just an idea and I advice against this unless for testing purposes. I have not tested it myself. I am currently working/testing solutions that hopefully work with unmodified open/exterior cities mods.
FinalCraneFall Posted April 12, 2023 Posted April 12, 2023 1 hour ago, sheson said: As explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds, install DynDOLOD DLL NG and Scripts instead of the "normal" DynDOLOD DLL and Scripts and make sure it overwrite DynDOLOD Resources. Then start DynDOLOD and check the log for Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no) If that is the case, then there will be additional options available on the Advanced Mode as shown in the image at the top of the page. Check the Large reference bugs workarounds checkbox However, pay attention to https://dyndolod.info/Mods/Open-Exterior-Cities There is a known issue when using the large reference bugs workarounds. In cases a mod replaces vanilla large references with normal references the object LOD for them will have gaps. In that case do not use the large reference bugs workarounds for now. ATM to make both work together it probably requires to use an ESM version of the SR Exterior Cities and generate large references data for it. It is just an idea and I advice against this unless for testing purposes. I have not tested it myself. I am currently working/testing solutions that hopefully work with unmodified open/exterior cities mods. Is Season and Snow object or else?
Modderman21 Posted April 12, 2023 Posted April 12, 2023 Does anyone know how I go about merging two dyndolod outputs ? I always get the "out of memory" error when I try to generate grass lods so I was wondering if it is possible to generate one dyndolod outputfor all the object lods and one dyndolod output just for the grass lods and merge the two.
FinalCraneFall Posted April 12, 2023 Posted April 12, 2023 Im using SR Exterior. I generated Object and Tree without SREX, then duplicated Meshes and Textures into mod folder, then generated the rest with SREX, and move everything else but the Meshes and Textures into mod folder. I still didn't get Occulasion.esp.
sheson Posted April 13, 2023 Author Posted April 13, 2023 7 hours ago, Modderman21 said: Does anyone know how I go about merging two dyndolod outputs ? I always get the "out of memory" error when I try to generate grass lods so I was wondering if it is possible to generate one dyndolod outputfor all the object lods and one dyndolod output just for the grass lods and merge the two. Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts. https://dyndolod.info/Help/Grass-LOD#LODGen-takes-a-long-time-or-uses-a-lot-of-memory https://dyndolod.info/Help/Grass-LOD#Out-of-memory-while-generating-occlusion-data https://dyndolod.info/FAQ "High memory usage / Out of memory"
sheson Posted April 13, 2023 Author Posted April 13, 2023 19 hours ago, FinalCraneFall said: Im using SR Exterior. I generated Object and Tree without SREX, then duplicated Meshes and Textures into mod folder, then generated the rest with SREX, and move everything else but the Meshes and Textures into mod folder. I still didn't get Occulasion.esp. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum If you want to generate LOD Occlusion, check the options on Advanced Mode accordingly. https://dyndolod.info/Help/Advanced-Mode#Occlusion-Data and https://dyndolod.info/Help/Occlusion-Data#Generation
FinalCraneFall Posted April 13, 2023 Posted April 13, 2023 I still cannot get Occulation.esp. When I run Occulation only the output is DynDOLOD.esp.
sheson Posted April 13, 2023 Author Posted April 13, 2023 22 minutes ago, FinalCraneFall said: I still cannot get Occulation.esp. When I run Occulation only the output is DynDOLOD.esp. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum If you want to generate an Occlusion.esp, check the boxes Occlusion Data and Plugin on the Advanced Mode options accordingly. https://dyndolod.info/Help/Occlusion-Data#Generation and https://dyndolod.info/Help/Occlusion-Data.
Guest Posted April 13, 2023 Posted April 13, 2023 Hello, I have an interesting problem. In Markarth, if I go to the Cidhna Mine entrance, walk towards the loading zone, then turn around back towards the city, I get this weird object blocking my view. Clicking on it in the console says it is Tamriel_Underside and created/edited by DynDOLOD. I haven't added any mods that change landscape or objects Here are screenshots: https://i.imgur.com/28BrmM2.png https://i.imgur.com/23CPGkn.png
sheson Posted April 14, 2023 Author Posted April 14, 2023 9 hours ago, dragsville said: Hello, I have an interesting problem. In Markarth, if I go to the Cidhna Mine entrance, walk towards the loading zone, then turn around back towards the city, I get this weird object blocking my view. Clicking on it in the console says it is Tamriel_Underside and created/edited by DynDOLOD. I haven't added any mods that change landscape or objects Here are screenshots: https://i.imgur.com/28BrmM2.png https://i.imgur.com/23CPGkn.png Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum After selecting the terrain underside and executing "disable" in the console everything is fine?
heheloveer Posted April 15, 2023 Posted April 15, 2023 I wrote a DynDOLOD 3 tutorial (sort of, not my proudest work) some time ago on a Chinese forum. Some Chinese players have been asking questions about DynDOLOD in that thread and I try my best to answer them. Yesterday someone encountered a strange visual glitch with lod trees which looked like this: According to them, these strange black blocks would turn to normal lod trees when seen up close with tfc, but at a distance they would look like this. This only happened to snow pines, not other trees, apparently. They also claimed they ran DynDOLOD several times (with changed load order) and that was the first time they ever saw this. I'm not sure what could have caused this, so I figured I should ask here. The link to the logs: https://anonfiles.com/A0e1zfl1zd/Logs_0415_rar
sheson Posted April 15, 2023 Author Posted April 15, 2023 32 minutes ago, heheloveer said: I wrote a DynDOLOD 3 tutorial (sort of, not my proudest work) some time ago on a Chinese forum. Some Chinese players have been asking questions about DynDOLOD in that thread and I try my best to answer them. Yesterday someone encountered a strange visual glitch with lod trees which looked like this: According to them, these strange black blocks would turn to normal lod trees when seen up close with tfc, but at a distance they would look like this. This only happened to snow pines, not other trees, apparently. They also claimed they ran DynDOLOD several times (with changed load order) and that was the first time they ever saw this. I'm not sure what could have caused this, so I figured I should ask here. The link to the logs: https://anonfiles.com/A0e1zfl1zd/Logs_0415_rar Looks like 3rd party billboard texture that does not have an alpha channel. Log shows that there are third party billboards installed. TexGen output should overwrite anything else. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game Screenshots ... When making screenshots of things in the game, open console and click the object in question to show its reference form ID. Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object. If making screenshots of the LOD area, also make screenshots of the close-up object as explained above. The base record form ID is part of the billboard filename. Check TexGen log if it generated a billboard for it. Could also be the trunk billboard for a 3D tree LOD model. Then look up the base record form id in DynDOLOD_SSE_Object_Report.txt ro see what 3D tree LOD model was used. Then check if/why TexGen did not generate that trunk billboard texture.
heheloveer Posted April 15, 2023 Posted April 15, 2023 22 minutes ago, sheson said: Looks like 3rd party billboard texture that does not have an alpha channel. Log shows that there are third party billboards installed. TexGen output should overwrite anything else. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game Screenshots ... When making screenshots of things in the game, open console and click the object in question to show its reference form ID. Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object. If making screenshots of the LOD area, also make screenshots of the close-up object as explained above. The base record form ID is part of the billboard filename. Check TexGen log if it generated a billboard for it. Well, I did tell them to remove all 3rd party billboards and to overwrite everything with TexGen output, though I'm not sure how much they listened. They said they didn't install the billboards provided on S3D Trees' page but I just found out the 3D lod resources on that page also contain billboards (with wrong file paths) for some unfathomable reason. In any case I just told them to find the form ID of that tree type and check it against the TexGen logs, though I'm not sure when they will reply. In the meantime I want to ask, if 3rd party billboards are typically overwritten by TexGen output, in what cases would the 3rd party billboards be used by DynDOLOD?
sheson Posted April 15, 2023 Author Posted April 15, 2023 42 minutes ago, heheloveer said: Well, I did tell them to remove all 3rd party billboards and to overwrite everything with TexGen output, though I'm not sure how much they listened. They said they didn't install the billboards provided on S3D Trees' page but I just found out the 3D lod resources on that page also contain billboards (with wrong file paths) for some unfathomable reason. In any case I just told them to find the form ID of that tree type and check it against the TexGen logs, though I'm not sure when they will reply. In the meantime I want to ask, if 3rd party billboards are typically overwritten by TexGen output, in what cases would the 3rd party billboards be used by DynDOLOD? MO2, right window, data tab, any files in textures\terrain\lodgen\ other than from TexGen Output should be removed. For any case there are 3rd party billboards for which TexGen does not automatically create billboards. Like shrubs, bushes, objects bounds too small etc.
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