sheson Posted June 13, 2023 Author Posted June 13, 2023 1 hour ago, bargalarkh said: Hey folks, quick question on generating LOD for Bruma. I'm aware that we can't generate object lod for the worldspace so I just want to generate tree LOD. The issue I'm having is that I cannot enable DynDoLod for the worldspace as it's greyed out as an option in the MCM. My understanding of this is that this occurs when DDL doesn't have dynamic lod setup for the worldspace. Going off this older post is tricky also as it mentions not selecting the Generate Static LOD box which must be from an older version as it's not visible in my current version of DDL. My guess is that it is probably now replaced by the Generate Dynamic LOD option, which I do have ticked. Despite this the option to activate in MCM still is greyed out for me, not too sure why. (I should also mention I removed BSHeartland from the list of worldspaces excluded from Dyndolods config scripts) Essentially I just want to use the original Bruma Object lod and generate Ultra tree lod to be used at the same time. Issue seems to arise from the inability to activate Dyndolod within the BSHeartland worldspace. Seems like this issue also results in Lod not unloading properly at times (even after using the Lod reload fix mod it still persists). Attaching the error log from my last generation as a .txt as I can't attach HTML. DynDOLOD_Index.txt 304 B · 0 downloads You did not upload any useful text file or log, just a frame parent that links to files on your drive. See https://dyndolod.info/Official-DynDOLOD-Support-Forum. See https://dyndolod.info/FAQ "Not seeing all worldspaces in the selection box" Some worlds added by plugins are filtered out by default, because generating LOD for them might not be useful or requires special attention. Remove the worldspace name from the filter file ..DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_[GAME MODE]_worldspace_ignore.txt. Search for the mod, plugin or the worldspace name on the official DynDOLOD support forum for more information. See https://dyndolod.info/Mods/Beyond-Skyrim-Bruma. The in game MCM is a result of the generated LOD mod and the selected options. It does not affect its creation. In DynDOLOD 3 Alpha the Generate static LOD is now just "Object LOD". Generate dynamic LOD is now just "Dynamic LOD" See https://dyndolod.info/Help/Advanced-Mode Only select Tree LOD in the advanced option and nothing else to generate tree LOD only for the selected worldspaces. 12 minutes ago, bargalarkh said: I am also using Seasons of Skyrim. I should also mention that in a previous version of DynDoLod I was able to get this working no problem without even having to try generate lod for the BSHeartland workspace and I was even able to see the object lod for A Clear Map of Skyrim, which I'm not able to see now. Not sure what I did then that worked but it was definitely possible to generate this LOD at one point despite the proper assets for lod gen not being present in the Bruma mod. Now if only I could remember what I did... DynDOLOD 3 should pretty much work the same as DynDOLOD 2 in regards to Bruma and what is discussed in the thread. Also read https://dyndolod.info/Help/Seasons and also https://dyndolod.info/Mods/Maps-And-Map-Mods In any case, it is not possible to generate LOD for data that does not exist or with LOD assets that are missing.
bargalarkh Posted June 13, 2023 Posted June 13, 2023 (edited) 47 minutes ago, sheson said: You did not upload any useful text file or log, just a frame parent that links to files on your drive. See https://dyndolod.info/Official-DynDOLOD-Support-Forum. Apologies, I attached one log and the other is too large for the forum and for Pastebin so I will share via Drive 47 minutes ago, sheson said: See https://dyndolod.info/FAQ "Not seeing all worldspaces in the selection box" Some worlds added by plugins are filtered out by default, because generating LOD for them might not be useful or requires special attention. Remove the worldspace name from the filter file ..DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_[GAME MODE]_worldspace_ignore.txt. Search for the mod, plugin or the worldspace name on the official DynDOLOD support forum for more information. I may have been unclear; this is what I was saying I did, the worldspace is removed from that file and I can select it in Dyndolod. 47 minutes ago, sheson said: The in game MCM is a result of the generated LOD mod and the selected options. It does not affect its creation. Sure, but the fact that I'm not able to activate Dyndolod for that worldspace using the MCM would imply to me that there is no dynamic lod despite me generating it and selecting the option for this when I generated it. I have read both the maps and seasons pages but they don't cover my issue exactly, as I am able to generate the lod correctly for Tamriel and other worldspaces. Essentially I believe the issue lies in the fact that DynDoLod does not activate in the Bruma worldspace, despite having generated object lod for it. The generation is running fine, it's just that Dyndolod won't activate when I move to that worldspace. Like I mentioned I have tried the LOD reload mod to see if that helps but it doesn't appear to be the issue. DynDOLOD_SSE_log.txt Edited June 13, 2023 by bargalarkh
sheson Posted June 13, 2023 Author Posted June 13, 2023 17 hours ago, bargalarkh said: Apologies, I attached one log and the other is too large for the forum and for Pastebin so I will share via Drive I may have been unclear; this is what I was saying I did, the worldspace is removed from that file and I can select it in Dyndolod. Sure, but the fact that I'm not able to activate Dyndolod for that worldspace using the MCM would imply to me that there is no dynamic lod despite me generating it and selecting the option for this when I generated it. I have read both the maps and seasons pages but they don't cover my issue exactly, as I am able to generate the lod correctly for Tamriel and other worldspaces. Essentially I believe the issue lies in the fact that DynDoLod does not activate in the Bruma worldspace, despite having generated object lod for it. The generation is running fine, it's just that Dyndolod won't activate when I move to that worldspace. Like I mentioned I have tried the LOD reload mod to see if that helps but it doesn't appear to be the issue. DynDOLOD_SSE_log.txt 696.9 kB · 1 download Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs. Also upload the debug log and the papyrus log as explained. The log you upload shows: Session started with existing DynDOLOD output and closed without doing anything. Session started with existing DynDOLOD output and closed without doing anything. Session started with existing DynDOLOD output and generating tree and dynamic LOD for BSHeartland with warnings about something missing from DynDOLOD.esp Session started with existing DynDOLOD output and generating tree and dynamic LOD for BSHeartland with warnings about something missing from DynDOLOD.esp There is no log for the initial generation that is being loaded. The error in the DynDOLOD.esp itself needs reporting and investigated. It is not really clear what the problem with the LOD generated for Tamriel is in regards with that missing record in the DynDOLOD.esp. Generate tree LOD for BSHeartland from scratch without loading any existing DynDOLOD output. Install that output. Make sure this output works as desired. Keep that log and debug log (which gets replaced with every session). In case there are issues report with those logs (and papyrus logs in case dynamic LOD was generated and does not activate). Make a backup of that output. Once that all works as desired, generate LOD for Tamriel as desired with the DynDOLOD output still active to add LOD for Tamriel to it. Merge both outputs, overwriting all older files form the first generation. If there are issues, upload that log and debug log in addition to the log and debug log from the first generation.
Nellie Posted June 13, 2023 Posted June 13, 2023 (edited) hi there! I am very new to this and I need some help. I have installed dynDOLOD etc exactly as instructed and ran texgen/LOD/dynDOLOD and everything went well. I tested it 3x with adding more textures and rerunning. I then added the rest of my mods and went to run it again to update it (deleted the outputs), and texgen can no longer find my skyrim. I haven't moved anything, only installed more texture mods. Please correct whatever I've done wrong or help me to help texgen find my skyirm. It is on my D Drive, which as I said, it found fine before. I am frustrated to the point of tears please help ---edit I found that I had to run actual skyrim.exe and not through skse. I don't know why it worked before and stopped but this fixed it for me. thank you for reading my post. Sorry for those who are familiar with this Edited June 13, 2023 by Nellie
sheson Posted June 14, 2023 Author Posted June 14, 2023 7 hours ago, Nellie said: hi there! I am very new to this and I need some help. I have installed dynDOLOD etc exactly as instructed and ran texgen/LOD/dynDOLOD and everything went well. I tested it 3x with adding more textures and rerunning. I then added the rest of my mods and went to run it again to update it (deleted the outputs), and texgen can no longer find my skyrim. I haven't moved anything, only installed more texture mods. Please correct whatever I've done wrong or help me to help texgen find my skyirm. It is on my D Drive, which as I said, it found fine before. I am frustrated to the point of tears please help ---edit I found that I had to run actual skyrim.exe and not through skse. I don't know why it worked before and stopped but this fixed it for me. thank you for reading my post. Sorry for those who are familiar with this Read the first post which log and debug log to upload when making posts. Also read https://dyndolod.info/Official-DynDOLOD-Support-Forum, in particular https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs See https://dyndolod.info/Messages/Windows-Registry-Key
bargalarkh Posted June 14, 2023 Posted June 14, 2023 Hey sheson, I was able to regenerate the object lod for Bruma and it's working now. One thing though, I would like to just generate the ultra tree lod and leave the rest of the original object lod alone. Is there some way I can specify this in DDL? Thanks for the help, enjoy my firstborn
sheson Posted June 14, 2023 Author Posted June 14, 2023 53 minutes ago, bargalarkh said: Hey sheson, I was able to regenerate the object lod for Bruma and it's working now. One thing though, I would like to just generate the ultra tree lod and leave the rest of the original object lod alone. Is there some way I can specify this in DDL? Thanks for the help, enjoy my firstborn https://dyndolod.info/Help/Ultra-Tree-LOD "Ultra tree LOD" or "LOD trees in object LOD" are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system. You can not use a feature that uses object LOD without updating object LOD.
bargalarkh Posted June 14, 2023 Posted June 14, 2023 (edited) Yeah I know, just checking to see if there was any way to do it only for trees. I would point out that the object LOD fix recommended on the Bruma page of the site is out of date, and doesn't work properly anymore so it might be worth updating the info there. Edited June 14, 2023 by bargalarkh
sheson Posted June 14, 2023 Author Posted June 14, 2023 23 minutes ago, bargalarkh said: Yeah I know, just checking to see if there was any way to do it only for trees. https://dyndolod.info/How-LOD-Works https://dyndolod.info/Help/Object-LOD An object LOD *.BTO at least covers 4x4 (8x8, 16x16) cells and can only contain representation/be created for/from existing references/base records and assets. What assets actually depict is irrelevant. Existing *.BTO are irrelevant for LOD generation.
bargalarkh Posted June 14, 2023 Posted June 14, 2023 Gotcha, thanks. One last question - I am generating Seasons and was reading the wiki page where it said to check that there is a seasons identifier next to the worldspaces - all good there. However in the seasons of skyrim ini I also see listed these worldspaces: RiftenWorld SolitudeWorld WhiterunWorld These aren't available in the dropdown. I just want to be sure that this won't negatively affect the lod generation? I assume they are done as part of the Skyrim worldspace but I do see MarkarthWorld listed so wanted to double check.
sheson Posted June 14, 2023 Author Posted June 14, 2023 1 hour ago, bargalarkh said: Gotcha, thanks. One last question - I am generating Seasons and was reading the wiki page where it said to check that there is a seasons identifier next to the worldspaces - all good there. However in the seasons of skyrim ini I also see listed these worldspaces: RiftenWorld SolitudeWorld WhiterunWorld These aren't available in the dropdown. I just want to be sure that this won't negatively affect the lod generation? I assume they are done as part of the Skyrim worldspace but I do see MarkarthWorld listed so wanted to double check. Child worldspaces like Whiterun etc. use the parent world Tamriel for LOD. Markarth is the exception.
bargalarkh Posted June 14, 2023 Posted June 14, 2023 Got it. Im able to generate for all my individual workspaces correctly now but have memory issues (I think) when I try to do them all at once which is where my issues arise. I've read all your suggestions on the wiki and other threads which don't work for me (they help but it's hit and miss how often it works). My thoughts are to either try building texture atlas separately or to build for individual workspaces separately and merge. Wiki says this about generating atlas textures in expert mode: The button Rebuild Atlas updates the object LOD and tree LOD atlas textures depending on the Generate object LOD and Generate tree LOD checkboxes for the selected worldspaces based on the atlas map files of the last LOD generation process. Am i right in thinking then that this would only work if i previously had a working texture atlas? Or can I generate from scratch in this way and then generate lod separately and then merge the outputs. Or for separately generating worldspaces - i understand from the wiki and other posts that you should generate, copy the output into your output mod (enabling occlusion and the dyndolod plugins) and then updating these with subsequent runs of DDL. However I noticed that files in ./SKSE/plugins/ only reflect the worldspaces you just generated for, so I'm not sure how significant this is or how it would affect the game if o was copying and overwriting each time
sheson Posted June 14, 2023 Author Posted June 14, 2023 39 minutes ago, bargalarkh said: Got it. Im able to generate for all my individual workspaces correctly now but have memory issues (I think) when I try to do them all at once which is where my issues arise. I've read all your suggestions on the wiki and other threads which don't work for me (they help but it's hit and miss how often it works). My thoughts are to either try building texture atlas separately or to build for individual workspaces separately and merge. Wiki says this about generating atlas textures in expert mode: The button Rebuild Atlas updates the object LOD and tree LOD atlas textures depending on the Generate object LOD and Generate tree LOD checkboxes for the selected worldspaces based on the atlas map files of the last LOD generation process. Am i right in thinking then that this would only work if i previously had a working texture atlas? Or can I generate from scratch in this way and then generate lod separately and then merge the outputs. Or for separately generating worldspaces - i understand from the wiki and other posts that you should generate, copy the output into your output mod (enabling occlusion and the dyndolod plugins) and then updating these with subsequent runs of DDL. However I noticed that files in ./SKSE/plugins/ only reflect the worldspaces you just generated for, so I'm not sure how significant this is or how it would affect the game if o was copying and overwriting each time Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt (if it exists) to upload when making posts. See answers for High memory usage / Out of memory at https://dyndolod.info/FAQ See https://dyndolod.info/Help/Seasons#Out-of-Memory-errors See https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data When running different sessions for different worldspaces, the output needs to be installed/merged every time, overwriting all older files before starting a new session.
bargalarkh Posted June 14, 2023 Posted June 14, 2023 (edited) I've already followed all these steps. Can I take from your answer then that the ./skse/plugins/DynDOLOD_Worlds.txt and ./skse/plugins/DynDOLOD_Worlds.json files won't have any effect if they are overwritten? If generation 1 (for Skyrim worldspaces) gives me a file referencing Skyrim worldspaces and generation 2 (for Dragonborn worldspaces) gives me a file which references Dragonborn worldspaces, overwriting with the second generation will result in a DynDOLOD_Worlds.txt and DynDOLOD_Worlds.json which do not now reference Skyrim worldspaces. Will this have any effect at all? Alternatively, is it possible to just select Rebuild Atlas on the first run and then Execute LODGen on the second? Edited June 14, 2023 by bargalarkh
bargalarkh Posted June 14, 2023 Posted June 14, 2023 I just reran generation again for all worldspaces - the Taking Your Firstborn program closed itself without error message while one of the command line windows was still open. Here's the logs (no bugreport.txt) https://ufile.io/f/etyej
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