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Posted
  On 9/4/2023 at 3:24 PM, Ylikollikas said:

4th version did not cause freeze. Was something discovered that I should account for or fix in my next DynDOLOD run?

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Some 3D tree LOD models only used for winter set a wrong shader flag like "Cloud LOD". They also seem to miss the flags ZBufferWrite and maybe DoubleSided in case of crowns/leaves.

Since they have "passthru" in the filename and/or shape names, the shaders are used as is and not normalized.

You can check and change this with NifSkope. If you need help identifying them, let me know.

Posted
  On 9/4/2023 at 10:33 AM, Mousetick said:

https://dyndolod.info/Help/Child-Parent-Worldspace-Copies addresses references with object LOD, but doesn't mention dynamic LOD. So I'm assuming they're not supported. I'd appreciate it if you could clarify this point and hint at whether this is something you might try to address in the future.

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So far Parent > Child only copies references that have object LOD only.

Here is a test version that also copies references that have dynamic LOD https://mega.nz/file/gNJhlIpC#wYtntkA4Nw6hp9IBFv5tgF_L4ASrjmHDyptzeoS6qhE
Test for side effects in all 5 cities.

  On 9/4/2023 at 10:33 AM, Mousetick said:

View from Tamriel balcony | Harbor with Icerunner | LODs off

image.jpegimage.jpegimage.jpeg

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Those 2 screenshots should show more informative console. I assume this shows the full model xx0000C3A.

  On 9/4/2023 at 10:33 AM, Mousetick said:

View from Solitude balcony | Harbor with missing Icerunner | LODs off

image.jpegimage.jpegimage.jpeg

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We typically expect LOD to be turned off when the cells that references are placed into are attached. If you move backwards a cell, you should see the dynamic LOD for the ship.

  On 9/4/2023 at 10:33 AM, Mousetick said:

* By the way, do you know why the console shows the original ship [REFR:2E000C3A] is defined by DynDOLOD.esm? It's actually defined by SaveTheIcerunner.esp:

image.png ???

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The base record is defined by the last overwrite for the reference, so base defined shows DynDOLOD.esm. The base record itself is not overwritten, so base last changed is also DynDOLOD.esm. For the why, see https://dyndolod.info/DynDOLOD-Reference#17-Convert-enabled-references

  On 9/4/2023 at 10:33 AM, Mousetick said:

It's set to zero in DynDOLOD_SSE_childworld_SolitudeWorld.ini:

; set to 1 to not enable dynamic LOD in this child worldspace
NoDynamicLOD=0

So maybe there's a bug, or I'm not understanding what the effect of this setting is supposed to be.

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NoDynamicLOD=0 is what you normally want in order to see dynamic LOD when inside the child worldspace.

NoDynamicLOD=1 disables dynamic LOD when inside the child worldspace.

Posted
  On 9/4/2023 at 3:31 PM, sheson said:

You can check and change this with NifSkope. If you need help identifying them, let me know.

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That would be appreciated! I was able to find some from going through all the winter 3D lod models that I was able to find, but I don't know if I missed any. I fixed the flags in following models:

  Reveal hidden contents

 

Posted
  On 9/4/2023 at 3:38 PM, sheson said:

Those 2 screenshots should show more informative console. I assume this shows the full model xx0000C3A.

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Yes. Sorry forgot to include screenshot:

image.jpeg

  On 9/4/2023 at 3:38 PM, sheson said:

We typically expect LOD to be turned off when the cells that references are placed into are attached. If you move backwards a cell, you should see the dynamic LOD for the ship.

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Indeed:

image.jpegimage.jpeg

  On 9/4/2023 at 3:38 PM, sheson said:

The base record is defined by the last overwrite for the reference, so base defined shows DynDOLOD.esm. The base record itself is not overwritten, so base last changed is also DynDOLOD.esm. For the why, see https://dyndolod.info/DynDOLOD-Reference#17-Convert-enabled-references

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Yes, that is not questioned. Sorry if I wasn't clear - I wasn't talking about the base record, I was talking about the reference itself, which is defined in SaveTheIceRunner.esp, not in DynDOLOD.esm:

image.jpeg

  On 9/4/2023 at 3:38 PM, sheson said:

Here is a test version that also copies references that have dynamic LOD https://mega.nz/file/JVI2kKpQ#LFeiWGH74lL12ZljiPVctCLej_LH2_2UW3b8LSZG5m4
Test for side effects in all 5 cities.

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Ok, I'll give it a try. This will take a while...

Thanks.

Posted
  On 9/4/2023 at 4:47 PM, Mousetick said:

Yes. Sorry forgot to include screenshot:

image.jpeg

Indeed:

image.jpegimage.jpeg

Yes, that is not questioned. Sorry if I wasn't clear - I wasn't talking about the base record, I was talking about the reference itself, which is defined in SaveTheIceRunner.esp, not in DynDOLOD.esm:

image.jpeg

Ok, I'll give it a try. This will take a while...

Thanks.

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Did you actually flag the plugin as master?

Not sure why mfg sees what it seems. it probably has to do with how a master plugins overwrites other master plugins, which is different than non master.

Posted
  On 9/4/2023 at 4:03 PM, Ylikollikas said:

That would be appreciated! I was able to find some from going through all the winter 3D lod models that I was able to find, but I don't know if I missed any. I fixed the flags in following models:

  Reveal hidden contents
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Can you link to the mod on Nexus these files are from?

Posted
  On 9/4/2023 at 5:23 PM, Ylikollikas said:

Its 3D lods for NotW made by from decimating and hand-tuning the models in blender. It also includes winter variants. I haven't yet gotten reply from original author to upload on Nexus.

 

But anyway, Here they are

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Download and run this test version https://mega.nz/file/gNJhlIpC#wYtntkA4Nw6hp9IBFv5tgF_L4ASrjmHDyptzeoS6qhE
Only select a single small worldspace like Blackreach, so it goes through everything quick.
Once its done, search the debug log for "Cloud_LOD" to find loglines like 
<Debug: Meshes\dyndolod\lod\trees\*passthru_lod.nif Scene Root:5 Shader Flags 2: ZBuffer_Write | Double_Sided | EnvMap_Light_Fade | Cloud_LOD | ... >

I did not find any in the archive, but I am not sure I have the right mod that actually requires all those files. It only checks NIFs that are actually used.

I have a few additional comments:
Static LOD models should not have BSX flags like Havok, Complex or Articulated. If no BSX flags are set the block can be removed. You can search the debug log for "LOD model BSX Flags" and if you see a 3D tree LOD model listed, the block can most likely be removed. LOD models are can be used in the game directly, so wrong, unnecessary flags can cause problems.
For 3D tree LOD models, the shapes that depict crowns should have "Crown" in the shape name. Trunks should have "Trunk" in the shape name. That will allow to apply distinct brightness setting. See https://dyndolod.info/Help/3D-Tree-LOD-Model#Combining-Trunks-and-Crowns-Leaves-and-Branches
Like the vanilla game, mods should always use unique filenames (for textures in this case). There shouldn't be duplicate filenames with different data in different folders.

Posted (edited)

Candlehearth Hall is misaligned inside of the city when I am in the parent world space, I don't know how to fix this to where DynDOLOD 3 doesn't generate Windhelm child lod in the exterior.
It's also causing major clipping at the main gate... Yes that's part of the same mesh, my Argonian is standing under that just outside the city.

20230904163757_1.jpg

Edited by StrayHALO_MAN
Additional info
Posted
  On 9/4/2023 at 3:22 PM, sheson said:

Moved to the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts.

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Apologies, clearly I hadn't looked enough. 
Below is a google drive with the logs of both TexGen and DynDOLOD, along with their debugs;
https://drive.google.com/file/d/18TwcPu_Mytgkc79SYI-3Vzs8JqKOn1Ed/view?usp=sharing

Posted
  On 9/4/2023 at 9:40 PM, StrayHALO_MAN said:

Candlehearth Hall is misaligned inside of the city when I am in the parent world space, I don't know how to fix this to where DynDOLOD 3 doesn't generate Windhelm child lod in the exterior.
It's also causing major clipping at the main gate... Yes that's part of the same mesh, my Argonian is standing under that just outside the city.

20230904163757_1.jpg

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Moved to the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.

Lookup the reference form id in xEdit to find out its editor id which shows the source for which the reference was added as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

The land and building should be two separate references and using two different LOD models. 

Posted
  On 9/5/2023 at 2:09 AM, Onyxeagle171 said:

Apologies, clearly I hadn't looked enough. 
Below is a google drive with the logs of both TexGen and DynDOLOD, along with their debugs;
https://drive.google.com/file/d/18TwcPu_Mytgkc79SYI-3Vzs8JqKOn1Ed/view?usp=sharing

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Generate with this test version instead https://mega.nz/file/AAo1EZSI#Ww2_BpQ63EggdX7KYPWeovJ4shgyhnVPQOwS8eEMfpc

It should run through. If not, upload new log and debug log.

Posted
  On 9/4/2023 at 4:59 PM, sheson said:

Did you actually flag the plugin as master?

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Yes that is correct, I did ESM-flag the SaveTheIcerunner.esp plugin.

  On 9/4/2023 at 4:59 PM, sheson said:

Not sure why mfg sees what it seems. it probably has to do with how a master plugins overwrites other master plugins, which is different than non master.

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That console display inaccuracy bothers me greatly so I decided to investigate. I tried to reproduce the issue from scratch using test plugins manually created in xEdit. One 'master' plugin defining a new reference, one 'override' plugin overriding that reference. This is a rabbit hole of mind-boggling permutations but I think I managed to narrow it down:

  • The 'master' plugin must be ESM. Either .esm or ESM-flagged .esp.
  • The reference override in the 'override' plugin must have an enable parent.

Notes:

  • Console display problem doesn't happen if 'master' plugin is not ESM.
  • It doesn't matter if 'override' plugin is ESM or not.
  • It doesn't matter if the reference in the 'master' plugin has an enable parent or not. Only the enable parent in the override triggers the incorrect display.
  • It doesn't matter what changes the override makes to the reference. It can be simply an ITM + enable parent.
  • It doesn't matter whether 'master' or 'override' plugins are ESL-flagged or not.

Weird, huh?

I don't know if this is a bug in More Informative Console or yet another engine quirk or a side-effect of low-level SKSE plugins (such as SSE Engine Fixes).

Sorry for veering off-topic but I think this is pertinent as it affects DynDOLOD reporting and troubleshooting. The true origin of the reference cannot be determined by looking at the console in those cases, one must go look into xEdit. I'd be interested if others could confirm my observations.

Thanks.

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