alliecat1031 Posted July 8, 2023 Posted July 8, 2023 On 7/3/2023 at 3:13 PM, sheson said: Try terminate all crapware that is installed with the AMD driver or install the graphics driver only to see if it makes a difference. If not change, test with RenderSingle=1 added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini If no change upload new logs, bugreport.txt if it exists. Adding RenderSingle=1 eliminated the OpenGL error for me as well. AMD Driver 23.7.1. Radeon 7900XTX and R7 5800X
sheson Posted July 8, 2023 Author Posted July 8, 2023 4 hours ago, alliecat1031 said: Adding RenderSingle=1 eliminated the OpenGL error for me as well. AMD Driver 23.7.1. Radeon 7900XTX and R7 5800X Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug and bugreport.txt to upload when making posts.
KatCut Posted July 10, 2023 Posted July 10, 2023 Hello! I've been a user of Dyndolod for a couple of years now, and recently I started using Dyndolod 3. I must say, I absolutely love the new tree LODs and grass LODs, especially with the added support for ENB and other features. Recently, I came across a mod on the Nexus that adds a settlement system to Skyrim, similar to the one in Fallout 4. However, I encountered a small issue. Since I've been using DynDOLOD, I've become accustomed to seeing my custom buildings from other mods visible in the unloaded distant terrain. So, here's my question for you: Is there a possibility that DynDOLOD will include a feature to render dynamically placed objects in the distance, as long as the models have LODs available? Given the mod makes this possible by using static building parts available in CK DynDOLOD could use LODs parts for these player made buildings. The mod even adds custom empty cells to build the inside of the buildings. I really recommend checking it out. Here's the link to the mod: Skyrim - Settlement Builder - Expansion Pack. I understand that there may be limitations due to the game engine, but I truly appreciate all the amazing work you've done for the community so far! Thank you! This post text was grammatically corrected with the help of AI. Original text: Spoiler "Hi. Been using dyndolod for a couple of years and started using dyndolod 3 a while back. Loving the new tree lods and grass lods with support for enb and stuff. I found a mod on the nexus that adds a settlement system to skyrim, similar to fallout 4 one. My only problem is that since I have been using dyndolod, I have grown acustomed to seing my custom buildings form other mods viewable in the unloaded distant terrain. My question for you is. How likely is it for dyndolod to have a feature for dinamically placed objects in the world to be rendered in the distance given the models have LODs to be used. Like a wall for a house. This mod in question uses existing static objects from CK used to build the buildings in skyrim. Anything u can use in the CK to do this u can use in the game dynamically contructing your own buildings with inner loaded cells to boot. Here is the link: Skyrim - Settlement Builder - Expansion Pack. I understand if this isn't possible due to engine limitations but I would love this to be a thing. Thanks for the awesome work you've done for the community!"
sheson Posted July 10, 2023 Author Posted July 10, 2023 4 hours ago, KatCut said: Hello! I've been a user of Dyndolod for a couple of years now, and recently I started using Dyndolod 3. I must say, I absolutely love the new tree LODs and grass LODs, especially with the added support for ENB and other features. Recently, I came across a mod on the Nexus that adds a settlement system to Skyrim, similar to the one in Fallout 4. However, I encountered a small issue. Since I've been using DynDOLOD, I've become accustomed to seeing my custom buildings from other mods visible in the unloaded distant terrain. So, here's my question for you: Is there a possibility that DynDOLOD will include a feature to render dynamically placed objects in the distance, as long as the models have LODs available? Given the mod makes this possible by using static building parts available in CK DynDOLOD could use LODs parts for these player made buildings. The mod even adds custom empty cells to build the inside of the buildings. I really recommend checking it out. Here's the link to the mod: Skyrim - Settlement Builder - Expansion Pack. I understand that there may be limitations due to the game engine, but I truly appreciate all the amazing work you've done for the community so far! Thank you! Just like with FO4 settlements, the placed references would need to be exported to a json file for example (like Transfer Settlements - Shareable Settlement Blueprints) and then converted to a plugin with an xEdit script for example (like Import Transfer Settlements blueprint to esp). Then this plugin is active only when generating LOD. That way static object LOD, dynamic LOD and tree LOD etc. could be generated as usual.
KatCut Posted July 10, 2023 Posted July 10, 2023 11 hours ago, sheson said: Just like with FO4 settlements, the placed references would need to be exported to a json file for example (like Transfer Settlements - Shareable Settlement Blueprints) and then converted to a plugin with an xEdit script for example (like Import Transfer Settlements blueprint to esp). Then this plugin is active only when generating LOD. That way static object LOD, dynamic LOD and tree LOD etc. could be generated as usual. Thank you for responding. I couldn't quite understand all you said as I'm not familiar to how this all works under the hood. Could you point me to where I could find more detailed digestible information on the topic?
sheson Posted July 10, 2023 Author Posted July 10, 2023 20 minutes ago, KatCut said: Thank you for responding. I couldn't quite understand all you said as I'm not familiar to how this all works under the hood. Could you point me to where I could find more detailed digestible information on the topic? You brought up FO4 settlements, so naturally I listed the two things which already exist to generate object LOD for them. Not sure if anybody does this, though. In any case, object LOD needs to be generated outside the game, so the placement data needs to be exported to a data file. This is probably best done by the mod that does the building/placement of objects, unless a generic mod exists for this already. That data file can then be used to create an actual game plugin like any other mod which LOD generators can load together with the rest of the entire load order to generate LOD for it as usual. I suppose to just show some things outside the active cells, the mod could set the Is Full LOD flag on (large) full models, at the risk of requiring a lot a performance. That might require the help/creation of a SKSE DLL. https://dyndolod.info/How-LOD-Works, https://dyndolod.info/Terminology and generally https://www.creationkit.com, https://tes5edit.github.io/docs/14-Scripting-Resources.html
ccaacc Posted July 13, 2023 Posted July 13, 2023 On 7/12/2023 at 11:40 PM, sheson said: 通常不需要更改亮度、对比度或伽玛。对所有 LOD 级别使用相同的设置,以便它们之间没有明显的差异。 设置 BC7 Max 而不是 BC7 Quick 通常只意味着更长的生成时间,而质量没有任何明显的变化。 对于 LOD 级别 500,将“看不见的优化”设置为 4 并没有实际意义。 在《天际》中为普通地图纹理生成 mipmap 是没有意义的,因为游戏不使用它们。它只是延长了生成时间。 游戏仅使用 LOD 4 漫反射纹理的 mipmap。 Rad第一篇文章,阅读Terrain-LOD-Readme.txt包含在下载存档中,阅读 https:// dyndolod.info/Help/xLODGen Grateful that the previous problem was solved, but had to ask for help again, the bare ground between the grass, I saw the same question on the Internet, but did not find the answer Version 1.5.97 has been downgraded and does not use (Grass Cache Fixes) Grass cache suffix .cgid
FinalCraneFall Posted July 13, 2023 Posted July 13, 2023 The similarity is those parts that are not working are also not able to selected by console in game. This is why I assume this might be an xLOD problem if they are actually in landscape form. Parts of these 2 bridges don't work for DynDOLOD. Those parts also cannot be selected by console.
sheson Posted July 14, 2023 Author Posted July 14, 2023 14 hours ago, ccaacc said: Grateful that the previous problem was solved, but had to ask for help again, the bare ground between the grass, I saw the same question on the Internet, but did not find the answer Version 1.5.97 has been downgraded and does not use (Grass Cache Fixes) Grass cache suffix .cgid Moved to the DynDOLOD 3 Alpha thread. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. https://dyndolod.info/Help/Grass-LOD#Settings With No Grass In Objects full grass can render past the active cells, so Grass LOD can either start right beyond the active exterior cells (uGridsToLoad) which equals to Mode/DynDOLODGrassMode=1 (better for performance) or beyond the large reference distance (uLargeRefLODGridSize) which equals to Mode/DynDOLODGrassMode=2. If No Grass In Objects is not used, set Mode to 1, obviously. Set the desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode in ..\NetScriptFramework\Plugins\GrassControl.config.txt. While the DynDOLODGrassMode can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes.
sheson Posted July 14, 2023 Author Posted July 14, 2023 11 hours ago, FinalCraneFall said: The similarity is those parts that are not working are also not able to selected by console in game. This is why I assume this might be an xLOD problem if they are actually in landscape form. Parts of these 2 bridges don't work for DynDOLOD. Those parts also cannot be selected by console. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots. In particular: Note that tree LOD or object LOD does not have a form ID. To determine if something is LOD, toggle LOD on/off with tll in console. In that case, also walk close to an object, so its reference with the full model is loaded in order to get its form ID and provide that screenshot of the full model in addition to the screenshot of the LOD. https://dyndolod.info/FAQ#Something-does-not-have-LOD
Poncington Posted July 15, 2023 Posted July 15, 2023 On 7/2/2023 at 11:09 PM, sheson said: Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugrepost.txt (if it exists) to upload when making posts. Or enable the realtime log if no logs are created. By not generating certain group of textures you did not get anything to work. You just ignored the issue and did not generate certain textures. I finally got texgen and dyndolod to run with all options selected that I wanted. It was getting stuck each time on a file "alnus forest shrub 01" from nature of the wildlands. I went in sse edit and deleted the file and everything went smoothly. I'd like to have everything from the mod in the game but I guess something is wrong with that texture or something. Maybe I can fix it somehow and add it back in? Not sure.
sheson Posted July 15, 2023 Author Posted July 15, 2023 1 hour ago, Poncington said: I finally got texgen and dyndolod to run with all options selected that I wanted. It was getting stuck each time on a file "alnus forest shrub 01" from nature of the wildlands. I went in sse edit and deleted the file and everything went smoothly. I'd like to have everything from the mod in the game but I guess something is wrong with that texture or something. Maybe I can fix it somehow and add it back in? Not sure. Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt (if it exists) to upload when making posts. Or enable the realtime log if no logs are created and upload that as explained. By randomly removing records or deleting files the actual issues is ignored and certain LOD textures were not generated. Guessing that "something is wrong with that texture or something" is not really going to help to determine the actual cause of a problem. If you want to troubleshooting the actual issue, then do not ignore requests.
heheloveer Posted July 16, 2023 Posted July 16, 2023 A Chinese player encountered a visual problem most likely related to occlusion data. As shown in the screenshots they provided, part of the Red Mountain LOD was missing (first pic). The problem went away when they were seeing from somewhere higher up (second pic) or with Occlusion.esp disabled (third pic). Logs: https://anonfiles.com/r7ab392ez4/Logs_0716_rar
sheson Posted July 16, 2023 Author Posted July 16, 2023 1 hour ago, heheloveer said: A Chinese player encountered a visual problem most likely related to occlusion data. As shown in the screenshots they provided, part of the Red Mountain LOD was missing (first pic). The problem went away when they were seeing from somewhere higher up (second pic) or with Occlusion.esp disabled (third pic). Logs: https://anonfiles.com/r7ab392ez4/Logs_0716_rar https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots If making general screenshots of areas or worldspaces, provide information like the worldspace name and the cell coordinates. The DynDOLOD SkyUI MCM - You Are Here page provides the current cell coordinates of the player. Make sure terrain LOD meshes were generated with restored data xLODGen Resource - SSE Terrain Tamriel and that the geenrated LOD is active when generating occlusion. If that was the case, see https://dyndolod.info/Help/Occlusion-Data#Optional-Configuration For the settings below, edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini: OcclusionHeight - the algorithm uses the highest point of the heightmap or object LOD between two samples points. Since the player itself could be standing on the highest point, this can add a bit of additional height if required. There is no need to change the height unless holes can still be seen in the distance from a vantage point. Maybe try with 50 or 100. It could also help to recalculate the MHDT data of the cell with CK. The game uses that data to know when to not disable LOD in the distance.
FinalCraneFall Posted July 16, 2023 Posted July 16, 2023 On 7/14/2023 at 2:52 AM, sheson said: Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots. In particular: Note that tree LOD or object LOD does not have a form ID. To determine if something is LOD, toggle LOD on/off with tll in console. In that case, also walk close to an object, so its reference with the full model is loaded in order to get its form ID and provide that screenshot of the full model in addition to the screenshot of the LOD. https://dyndolod.info/FAQ#Something-does-not-have-LOD Both bridges' model cannot be selected by console like I said. They behave exactly like landscape.LODGen_SSE_Tamriel_log.txt This is the log. LODGen_SSE_Tamriel_log.txt
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