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Posted
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!

Posted

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):

FusD4a0.jpeg

I'll submit a proper problem report depending on your response.

Thanks.

Posted
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):

FusD4a0.jpeg

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.

Posted
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.

Posted
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.

Posted
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. 

Posted

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).

Posted
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

Posted
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]

 

Posted
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

Posted
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.

Posted

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

Posted

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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