MisterMorden Posted October 8, 2023 Posted October 8, 2023 Sheson, I use a mod Called M.O.I.S.T which uses BOS to swap out some trees in the Morthal area for different ones and I noticed that some of the trees which the full models weren't swapped have lod for a different tree at a distance (treepineforestdead02 for example shows as only a trunk up close but has a lod for a much larger M.O.I.S.T-added marsh tree when far away). Here are my logs, I realize they are from alpha 153 but I don't think this was affected in the last update. Texgen log https://drive.google.com/file/d/1XTGMwf4cbKtEepvwYr_lAdtdPEXBYLb1/view?usp=sharing Texgen debug https://drive.google.com/file/d/1TAP5ul7OfmBhWNllqjAfYUjJwyFRaPj-/view?usp=sharing Dyndo log https://drive.google.com/file/d/1kIYXkVCLlQf1NWI_rmAkcZLECQYogBfE/view?usp=sharing Dyndo debug https://drive.google.com/file/d/1g6R35qtSVh-0pIHMFVbPmDHLSjOxnlFL/view?usp=sharing
ErikSteiner Posted October 9, 2023 Posted October 9, 2023 On 10/8/2023 at 8:10 AM, sheson said: Here is a diff of the customized texconv.cpp. texconv.cpp.7z 3.19 kB · 1 download Thank you. I will take a look at it. I am currently using the latest version of Texconv. You may have seen that I filed a bug report for Texconv. Texconv could not handle spaces in path names. I guess that your diff does not yet contain these changes, but your latest version of DynDOLOD does? I know your statement about "don't take other Texconv versions, but the one that comes with DynDOLOD." Don't be angry with me for that. I am currently on the trail of something where TexGen64 hangs after about an hour under Linux. As soon as I know more, I will provide logs etc. Maybe now you understand a bit my questions and my actions? In this respect, I would like to make as little work for you as possible.
sheson Posted October 9, 2023 Author Posted October 9, 2023 31 minutes ago, ErikSteiner said: Thank you. I will take a look at it. I am currently using the latest version of Texconv. You may have seen that I filed a bug report for Texconv. Texconv could not handle spaces in path names. I guess that your diff does not yet contain these changes, but your latest version of DynDOLOD does? I know your statement about "don't take other Texconv versions, but the one that comes with DynDOLOD." Don't be angry with me for that. I am currently on the trail of something where TexGen64 hangs after about an hour under Linux. As soon as I know more, I will provide logs etc. Maybe now you understand a bit my questions and my actions? In this respect, I would like to make as little work for you as possible. Support for spaces was added with DynDOLOD 2.74 in October 2019 already. Those changes can be removed from the diff. When using TexGen/DynDOLOD, TexConv should not be running for more than seconds, maybe a minute at most to complete converting a batch of textures. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Check-the-FAQ, https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures Test if adding LockTexconv=1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI changes anything.
sheson Posted October 9, 2023 Author Posted October 9, 2023 8 hours ago, MisterMorden said: Sheson, I use a mod Called M.O.I.S.T which uses BOS to swap out some trees in the Morthal area for different ones and I noticed that some of the trees which the full models weren't swapped have lod for a different tree at a distance (treepineforestdead02 for example shows as only a trunk up close but has a lod for a much larger M.O.I.S.T-added marsh tree when far away). Here are my logs, I realize they are from alpha 153 but I don't think this was affected in the last update. Texgen log https://drive.google.com/file/d/1XTGMwf4cbKtEepvwYr_lAdtdPEXBYLb1/view?usp=sharing Texgen debug https://drive.google.com/file/d/1TAP5ul7OfmBhWNllqjAfYUjJwyFRaPj-/view?usp=sharing Dyndo log https://drive.google.com/file/d/1kIYXkVCLlQf1NWI_rmAkcZLECQYogBfE/view?usp=sharing Dyndo debug https://drive.google.com/file/d/1g6R35qtSVh-0pIHMFVbPmDHLSjOxnlFL/view?usp=sharing Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots with more informative console or provide a reference form id in text. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt
MisterMorden Posted October 9, 2023 Posted October 9, 2023 5 hours ago, sheson said: Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots with more informative console or provide a reference form id in text. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt Ok apparently I was wrong about which trees were changing...it seems to be treereachtree01. Here are some screens and my tree report file. Tree report https://ufile.io/jb8lp2x8 Screenshots https://imgur.com/a/rCf5cxs Thank you!
sheson Posted October 9, 2023 Author Posted October 9, 2023 2 hours ago, MisterMorden said: Ok apparently I was wrong about which trees were changing...it seems to be treereachtree01. Here are some screens and my tree report file. Tree report https://ufile.io/jb8lp2x8 Screenshots https://imgur.com/a/rCf5cxs Thank you! Looks like the mod is not working and the full models are not being swapped. 000A9E65 and 0002D49F should be using the model Moist_RreachTree01.nif What are the changes made to the base record by DynDOLOD.esp?
MisterMorden Posted October 9, 2023 Posted October 9, 2023 (edited) 7 minutes ago, sheson said: Looks like the mod is not working and the full models are not being swapped. 000A9E65 and 0002D49F should be using the model Moist_RreachTree01.nif What are the changes made to the base record by DynDOLOD.esp? I'll look at them in xedit when I get home this evening and get screenshots Edit - Ahhh, I'm now recalling that I made a change in the swap file for this mod because some of the trees were clipping but since I didn't edit the esp dyndolod must still be creating those lods...I notice in one of my screenshots another tree has different lod than it should and you saying the mod wasn't working sparked the memory. I'm going to try reinstalling M.O.I.S.T. and regenerating as well and see if things change. Edited October 9, 2023 by MisterMorden
EnderProtix Posted October 9, 2023 Posted October 9, 2023 On 10/7/2023 at 1:24 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 LODGen log and DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Forum#Use-Search See posts above how to delete or move LODGenx64Win.exe so that LODGenx64.exe is used instead. https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-152/?do=findComment&comment=274757 Hey, sorry for the delayed response on this, was sick the past few days and just got a chance to check it. I thought I had attached the logs, but it was fairly late when I made the post, so I must have forgotten, sorry about that. As for the generation issue, switch to LODGenx64.exe remedied the problem. Thanks for your help!
MisterMorden Posted October 10, 2023 Posted October 10, 2023 (edited) 10 hours ago, sheson said: Looks like the mod is not working and the full models are not being swapped. 000A9E65 and 0002D49F should be using the model Moist_RreachTree01.nif What are the changes made to the base record by DynDOLOD.esp? Ok, I did modify the swap file but the trees with the issue were not the ones I edited so I don't think that's the issue. It doesn't look like dyndolod.esp makes any changes to the base record unless I just missed it: https://imgur.com/a/UeWsjP1 Edit - And apparently it's not all of these that don't use the M.O.I.S.T. model...the ones directly around Morthal stay how they should but as you extend further out into the swamp the big dead tree lods start turning into small reach trees. This mod uses a swap file with a Location ID to limit the changes to the swamp...could this not be done correctly? Edited October 10, 2023 by MisterMorden
sheson Posted October 10, 2023 Author Posted October 10, 2023 6 hours ago, MisterMorden said: Ok, I did modify the swap file but the trees with the issue were not the ones I edited so I don't think that's the issue. It doesn't look like dyndolod.esp makes any changes to the base record unless I just missed it: https://imgur.com/a/UeWsjP1 Edit - And apparently it's not all of these that don't use the M.O.I.S.T. model...the ones directly around Morthal stay how they should but as you extend further out into the swamp the big dead tree lods start turning into small reach trees. This mod uses a swap file with a Location ID to limit the changes to the swamp...could this not be done correctly? With the vanilla swap file the two provided trees should be swapped as the containing cells belong to the 000C5855 WeatherTundraMarsh region. DynDOLOD sets the Has Distant LOD flag in the screenshot of xEdit you provided, but typically this should not happen. It is unclear at the moment if that is related.
MisterMorden Posted October 10, 2023 Posted October 10, 2023 6 hours ago, sheson said: With the vanilla swap file the two provided trees should be swapped as the containing cells belong to the 000C5855 WeatherTundraMarsh region. I see. Understood. 5 hours ago, sheson said: DynDOLOD sets the Has Distant LOD flag in the screenshot of xEdit you provided, but typically this should not happen. It is unclear at the moment if that is related. Ah yea I thought maybe that was supposed to happen so I didn't mention it. I have been setting the "make large trees large references" box, but I guess that showed in the logs and probably wouldn't matter for this case?
sheson Posted October 10, 2023 Author Posted October 10, 2023 2 hours ago, MisterMorden said: I see. Understood. Ah yea I thought maybe that was supposed to happen so I didn't mention it. I have been setting the "make large trees large references" box, but I guess that showed in the logs and probably wouldn't matter for this case? Ah bingo. I should have noticed that option being checked as well. Seems like making them large references makes BOS not swap them anymore. Curious. I suppose I will have to add a check to not make trees large references if the base record is swapped with Cells/Locations/Region condition. 1
Baby_Face Posted October 10, 2023 Posted October 10, 2023 (edited) I would like to generate grasslod with dyndolod 3.0. Unforunatelly it takes ways too much time. I tried different grass setups, but it takes almost the same. Lodgenx64.exe start to generate object lod for tamriel. The first 10 level is takes 5 mins to generate /level but later every level even slows down. One level can be an hour. So i can not wait that long but maybe it is normal, i do not know. Is there any way to speed it up? Or can i change someting in the settings? I followed the guise from here. I would appreciate any help. Edited October 10, 2023 by Baby_Face
sheson Posted October 10, 2023 Author Posted October 10, 2023 6 minutes ago, Baby_Face said: I would like to generate grasslod with dyndolod 3.0. Unforunatelly it takes ways too much time. I tried different grass setups, but it takes almost the same. Lodgenx64.exe start to generate object lod for tamriel. The first 10 level is takes 5 mins to generate /level but later every level even slows down. One level can be an hour. So i can not wait that long but maybe it is normal, i do not know. Is there any way to speed it up? Or can i change someting in the settings? I followed the guise from here. I would appreciate any help. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which LODGen log and DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size https://dyndolod.info/Help/Grass-LOD#Settings
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