Shizof Posted October 3, 2023 Posted October 3, 2023 48 minutes ago, sheson said: Use xEdit to set the Has Distant LOD flag on the base record F0228ED6. That should fix it regardless of the uLargeRefLODGridSize setting. Yes. That fixes the issue too. Thanks!
Mousetick Posted October 3, 2023 Posted October 3, 2023 https://dyndolod.info/Help/Combine-Worldspaces-for-LOD Not a problem report. Asking for clarification. Are neverfades supported and if so how are they handled? For example, I'm trying to combine the Vvardenfell island from DLC2SolstheimWorld into the Tamriel LOD. In vanilla, the island is only represented by terrain (LAND records). There are no object references (as far as I can tell) except the lone volcano plume: VvardenfellPlume [REFR:040251B1] (places DLC2VvardenfellPlume [STAT:0401BBBD] in GRUP Cell Persistent Children of [CELL:040142EC] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800]) at 40,-22) This reference is flagged Persistent + Is Full LOD. The base object DLC2VvardenfellPlume [STAT:0401BBBD] is flagged Never Fades. Combining worldspaces with DynDOLOD results in this neverfade reference being ignored. The only mention of the reference or the base object in the debug log is this: [03:20] [BuildBaseRecords] <Debug: Looking for dlc2vvardenfellplume for Dragonborn.esm DLC2VvardenfellPlume [STAT:0401BBBD]> Result in-game (no plume): I'll submit a proper problem report depending on your response. Thanks.
sheson Posted October 3, 2023 Author Posted October 3, 2023 25 minutes ago, Mousetick said: https://dyndolod.info/Help/Combine-Worldspaces-for-LOD Not a problem report. Asking for clarification. Are neverfades supported and if so how are they handled? For example, I'm trying to combine the Vvardenfell island from DLC2SolstheimWorld into the Tamriel LOD. In vanilla, the island is only represented by terrain (LAND records). There are no object references (as far as I can tell) except the lone volcano plume: VvardenfellPlume [REFR:040251B1] (places DLC2VvardenfellPlume [STAT:0401BBBD] in GRUP Cell Persistent Children of [CELL:040142EC] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800]) at 40,-22) This reference is flagged Persistent + Is Full LOD. The base object DLC2VvardenfellPlume [STAT:0401BBBD] is flagged Never Fades. Combining worldspaces with DynDOLOD results in this neverfade reference being ignored. The only mention of the reference or the base object in the debug log is this: [03:20] [BuildBaseRecords] <Debug: Looking for dlc2vvardenfellplume for Dragonborn.esm DLC2VvardenfellPlume [STAT:0401BBBD]> Result in-game (no plume): I'll submit a proper problem report depending on your response. Thanks. The Combine Worldspace for LOD combines terrain, object and tree LOD. The plume does not have object LOD that could be combined. Only if references have tree or object LOD after LOD for their worldspace is generated can their LOD be combined.
SkyKatarsis Posted October 3, 2023 Posted October 3, 2023 Tell me please what's wrong with one lod in this mod? https://ibb.co/2kpz0H6 https://www.nexusmods.com/skyrimspecialedition/mods/65241 Problem in Set 5 and specificaly the LOD for TreePineforest05. Set 1, 2, 3, and 4 are working just fine just set 5 and just that model.
sheson Posted October 4, 2023 Author Posted October 4, 2023 6 hours ago, SkyKatarsis said: Tell me please what's wrong with one lod in this mod? https://ibb.co/2kpz0H6 https://www.nexusmods.com/skyrimspecialedition/mods/65241 Problem in Set 5 and specificaly the LOD for TreePineforest05. Set 1, 2, 3, and 4 are working just fine just set 5 and just that model. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots, also of the full model with more informative console. Make sure that none of the outputs are being overwritten by other mods.
SkyKatarsis Posted October 4, 2023 Posted October 4, 2023 1 час назад, Шесон сказал: Прочтите первое сообщение и/или https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs регистрируют и . , которые TexGen и DynDOLOD журнал отладки для загрузки при создании сообщений Прочтите https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots, . делать полезные скриншоты, в том консолью как числе полной модели с более информативной Убедитесь, что ни один из выходов не перезаписывается другими модами. I solved the problem with this lod by removing all the buggy lods of this tree from that mod itself, DynDOLOD generated them itself: https://ibb.co/hZsWkXJ Now I have a question about lods from another mod: https://www.nexusmods.com/skyrimspecialedition/mods/99083 https://imgbb.com/LSkC5WM I saw that you wrote there that DynDOLOD 3 support for replaced objects, but for some reason it does not work. I can't figure out what's wrong.There are no LODs in the mod itself, so the trick here won’t work like with that mod. I apologize for tormenting you, but it isn't easy for a non-native speaker and a girl to understand such an array of technical information.
sheson Posted October 4, 2023 Author Posted October 4, 2023 10 minutes ago, SkyKatarsis said: I solved the problem with this lod by removing all the buggy lods of this tree from that mod itself, DynDOLOD generated them itself: https://ibb.co/hZsWkXJ Now I have a question about lods from another mod: https://www.nexusmods.com/skyrimspecialedition/mods/99083 https://imgbb.com/LSkC5WM I saw that you wrote there that DynDOLOD 3 support for replaced objects, but for some reason it does not work. I can't figure out what's wrong.There are no LODs in the mod itself, so the trick here won’t work like with that mod. I apologize for tormenting you, but it isn't easy for a non-native speaker and a girl to understand such an array of technical information. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console.
2PHAZT Posted October 4, 2023 Posted October 4, 2023 Is it just me or is the latest xlodgenwin64.exe extraordinary slow? Usually dyndolod takes 25m but I aborted the run with v151 after 6 hours. V152 seems to be the same (running atm).
sheson Posted October 4, 2023 Author Posted October 4, 2023 1 hour ago, 2PHAZT said: Is it just me or is the latest xlodgenwin64.exe extraordinary slow? Usually dyndolod takes 25m but I aborted the run with v151 after 6 hours. V152 seems to be the same (running atm). Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire LODGen log and DynDOLOD log and debug log to upload when making posts. Test with LODGenx64.exe instead by renaming or moving LODGenx64Win.exe
2PHAZT Posted October 4, 2023 Posted October 4, 2023 51 minutes ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire LODGen log and DynDOLOD log and debug log to upload when making posts. Test with LODGenx64.exe instead by renaming or moving LODGenx64Win.exe This is the log where I aborted v152 after waiting 1.5 hours ============================================================ Skyrim/Fallout Object/Terrain LOD Generator 3.0.15.0 Created by Ehamloptiran and Zilav Updated by Sheson Log started at 14:22:53 .NET Version: 6.0.6 Game Mode: SSE Worldspace: Tamriel Fix Tangents: False, False, False, False Generate Tangents: True, True, True, True Generate Vertex Colors: True, True, True, True Merge Vertex Colors: True, True, True, True Merge Meshes: True Grouping: False Remove Faces under Terrain: True Remove Faces under Water: True Remove Faces Z-Shift: 10 Use HD Flag: True Ignore Materials: False Alpha DoubleSided: False Default Alpha Threshold: 128 Use Source Alpha Threshold: False Use Backlight Power: False Use Decal Flag: False Specific level: No Specific quad: No Max Level: 32 Output: C:\Tools\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\Tamriel\Objects\ Using UV Atlas: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt Using Flat Textures: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_FlatTextures.txt Using Alt Textures: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_AltTextures_Tamriel.txt Generating object LOD meshes for worldspace Tamriel Reading C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Terrain_Tamriel.bin -64,-64 to 64,48 Threads: 16 Concs: 8 Finished LOD level 4 coord [-4, 16] [20676/12456] Finished LOD level 4 coord [28, -28] [45722/29764] Finished LOD level 4 coord [8, -20] [31612/19461] Finished LOD level 4 coord [-20, 16] [26552/16418] Finished LOD level 4 coord [32, -20] [27682/17145] Finished LOD level 4 coord [32, -28] [40323/27694] Finished LOD level 4 coord [36, -20] [22373/15475] Finished LOD level 4 coord [-16, 12] [36742/19502] Finished LOD level 4 coord [36, -24] [38073/25016] Finished LOD level 4 coord [-8, 16] [19802/12013] Finished LOD level 4 coord [-8, -20] [59651/36890] Finished LOD level 4 coord [-20, 20] [50353/32010] Finished LOD level 4 coord [-32, -8] [39053/22266] Finished LOD level 4 coord [32, -24] [35368/23958] Finished LOD level 4 coord [12, -12] [47399/26901] Finished LOD level 4 coord [0, 20] [30649/18884] Finished LOD level 4 coord [0, 16] [44159/25098] Finished LOD level 4 coord [-20, 12] [38551/21258] Finished LOD level 4 coord [-4, 20] [25300/14269] Finished LOD level 4 coord [8, -16] [35476/21218] Finished LOD level 4 coord [16, 12] [48230/30565] Finished LOD level 4 coord [-12, -24] [43322/29696] Finished LOD level 4 coord [-8, 20] [23986/13278] Finished LOD level 4 coord [-32, 0] [39833/24956] Finished LOD level 4 coord [40, -28] [31085/19896] Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (4, -12): 0 statics Finished LOD level 4 coord [4, -12] [96305/72356] Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (-24, 16): 0 statics Finished LOD level 4 coord [-24, 16] [47037/28284] Finished LOD level 4 coord [0, -12] [47010/27176] Finished LOD level 4 coord [-8, -16] [30599/11145] Finished LOD level 4 coord [16, -12] [39213/22843] Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (20, -12): 0 statics Finished LOD level 4 coord [20, -12] [63781/40379] Finished LOD level 4 coord [-4, -16] [36271/18451] Finished LOD level 4 coord [-8, 24] [29392/17209] Finished LOD level 4 coord [44, -12] [22568/13540] Finished LOD level 4 coord [40, -20] [26851/20448] Finished LOD level 4 coord [-4, 12] [43665/26541] Finished LOD level 4 coord [-12, 24] [16463/7994] Finished LOD level 4 coord [-8, 12] [28292/18858] Finished LOD level 4 coord [12, 8] [27841/18405] Finished LOD level 4 coord [12, 4] [25124/13200] Finished LOD level 4 coord [8, 24] [38345/21337] Finished LOD level 4 coord [-4, -32] [9969/5911] Finished LOD level 4 coord [-8, 8] [38787/29708] Finished LOD level 4 coord [16, 4] [45009/29886] Finished LOD level 4 coord [4, 24] [28076/17814] Finished LOD level 4 coord [16, 8] [29852/17300] Finished LOD level 4 coord [28, -20] [20536/13887] Finished LOD level 4 coord [-4, -28] [27286/17099] Finished LOD level 4 coord [16, 0] [35951/17677] Finished LOD level 4 coord [-44, 4] [40848/24565] Finished LOD level 4 coord [12, 12] [30976/17590] Finished LOD level 4 coord [8, 8] [19815/11910] Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (0, -16): 0 statics Finished LOD level 4 coord [0, -16] [68463/40889] Finished LOD level 4 coord [44, -8] [16986/11641] Finished LOD level 4 coord [40, -12] [36972/24652] Finished LOD level 4 coord [-16, 16] [36183/25851] Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (24, -12): 0 statics Finished LOD level 4 coord [24, -12] [66093/40588] Finished LOD level 4 coord [-36, 0] [41617/25627] Finished LOD level 4 coord [24, -24] [50665/32899] Finished LOD level 4 coord [40, -8] [33788/20851] Finished LOD level 4 coord [-32, 4] [59206/36056] Finished LOD level 4 coord [8, 4] [32295/21230] Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (-40, 4): 0 statics Finished LOD level 4 coord [-40, 4] [69779/40347] Finished LOD level 4 coord [-28, 28] [33598/24367] Finished LOD level 4 coord [24, -20] [37901/24077] Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (16, -20): 0 statics Finished LOD level 4 coord [16, -20] [27434/16886] Finished LOD level 4 coord [-32, 28] [22517/13791] Finished LOD level 4 coord [-32, 24] [26749/17307]
sheson Posted October 4, 2023 Author Posted October 4, 2023 26 minutes ago, 2PHAZT said: This is the log where I aborted v152 after waiting 1.5 hours Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire (whatever you have) DynDOLOD log and debug log to upload when making posts. Test if installing the latest .NET 7 runtime makes a difference. https://dotnet.microsoft.com/en-us/download/dotnet/7.0 If that makes no difference, test with LODGenx64.exe instead by deleting or moving LODGenx64Win.exe
2PHAZT Posted October 4, 2023 Posted October 4, 2023 16 minutes ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire (whatever you have) DynDOLOD log and debug log to upload when making posts. Test if installing the latest .NET 7 runtime makes a difference. https://dotnet.microsoft.com/en-us/download/dotnet/7.0 If that makes no difference, test with LODGenx64.exe instead by renaming or moving LODGenx64Win.exe Finished the build with lodgen64.exe without problems.
SkyKatarsis Posted October 4, 2023 Posted October 4, 2023 Thanks for the view of the Markarth suburbs from the city: https://ibb.co/6N5PLM0
leostevano Posted October 5, 2023 Posted October 5, 2023 Sheson, the new alpha seems to take longer time to generate files. I have followed your suggestion to update .NET 7 runtime to the latest one, but it takes approximately 2 times longer than usual. I haven't tried to use Lodgenx64.exe though. But no issues other than that. Here's my logs : https://ufile.io/uw3fk82o
Mousetick Posted October 5, 2023 Posted October 5, 2023 Not a problem report. Yet more questions... I searched https://dyndolod.info/ and this topic before. Among the BTO meshes created by LODGen, some are "empty". When opened in NifSkope, they only contain one NiNode named 'obj[0]' with what appears to be all default property values. Is this normal, and if so, what is their purpose? When opening a BTO mesh in NifSkope, the textures contained in individual files are displayed correctly, but the textures from the object LOD atlas are seemingly not found (shown as purple), even though the atlas is in NifSkope's Resources path. Is this a limitation of NifSkope, or is there a trick to make it work? Thanks.
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