sheson Posted April 1 Author Posted April 1 5 hours ago, vrnord said: hey thanks, that actually helped me figure out the problem! I'm not using HLT aspens, but a long time ago I tried them and had installed the 3d lods, and when I uninstalled the aspens I neglected to uninstall the 3d LOD files. That never mattered until I reran Dyndolod yesterday and it started looking for the HLT CRC32 texture files for the vanilla/RAT 3d lod trunks. Weird. Anyway, I manually changed the CRC32 names of the trunk textures to match what Dyndolod was looking for and it looks great again. No. That is not how it works. The CRC32 of the content of a file plus the full model filename is pretty much unique. Thus DynDOLOD does not look for wrong filenames. The point of using the CRC32 is that it always looks for the correct files regardless of other installed assets. The tree LOD now uses trunks that belong to another tree mod.
sheson Posted April 1 Author Posted April 1 9 hours ago, Althro said: Hey Sheson, Been encountering some kind of issue with the whgrayquarter_lod.nif rendering peaking out of the door to the docks. This occurs even when close to the door in the exterior but not in the interior worldspace (as in Windhelm City Cell). Logs attached here: https://drive.google.com/file/d/1eqRT-uRmMUjC1z37J56tVOfurnMhAVX5/view?usp=drive_link Let me know if you need more data. Check in xEdit if you have a plugin overwriting 0001F049 and let me know. In any case, replace ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_ChildworldMatches.txt and generate LOD again. That should fix that.
z929669 Posted April 2 Posted April 2 12 hours ago, vrnord said: hey thanks, that actually helped me figure out the problem! I'm not using HLT aspens, but a long time ago I tried them and had installed the 3d lods, and when I uninstalled the aspens I neglected to uninstall the 3d LOD files. That never mattered until I reran Dyndolod yesterday and it started looking for the HLT CRC32 texture files for the vanilla/RAT 3d lod trunks. Weird. Anyway, I manually changed the CRC32 names of the trunk textures to match what Dyndolod was looking for and it looks great again. As sheson mentioned, you don't want to rename the HLT LOD trunks, because that will yield HLT aspen trunks for the RAT aspens. This won't match the full trees. I maintain EVT, and if you install the latest version, you should have the proper LOD models for the install options you choose. EVT 2.2.2 Lush/Custom trees provide treeaspen02_353A9A39passthru_lod.nif and treeaspen02_353A9A39_trunk.nif, so these are what get installed if you choose the large RAT aspens in the installer. I recommend you remove all tree mods and reinstall EVT. Then check that the LODs mentioned are in your installed EVT. If they aren't, it's a FOMOD problem I will need to address. Installing the RAT large option should install (among others): treeaspen02.nif (with CRC32 = 353A9A39) treeaspen02_353A9A39_trunk.nif (only needed for the TexGen Render option to create billboard textures for DynDOLOD Billboard#) treeaspen02_353A9A39passthru_lod.nif (the LOD model referencing trunk textures TexGen creates from treeaspen02_353A9A39_trunk.nif)
Althro Posted April 2 Posted April 2 On 4/1/2024 at 2:44 PM, sheson said: Check in xEdit if you have a plugin overwriting 0001F049 and let me know. In any case, replace ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_ChildworldMatches.txt and generate LOD again. That should fix that. Nothing overwriting it. Will try the regeneration with that file and let you know. That's fixed it Thanks Sheson!
peterhabble Posted April 3 Posted April 3 Northern Roads has an issue with Dyndolod 169 where the solitude bridge will not load in the worldspace: https://postimg.cc/GHTXVP4X. From what I can tell, this issue is happening because Northern Roads is overriding the vanilla reference of the bridge with a new one in the persistent Tamriel Worldspace which is causing Dyndolod to never load the bridge. When I take the record and move it into a new mod that isn't overriding the vanilla bridge record, it works as expected. The editor ID of the offending reference is "COTN_SBridge01StoneRoad". Here is a picture of the record along with the hack I used to test: https://postimg.cc/1gfLqjkm I did test this using just skyrim with only dyndolod/requirements and northern roads but my logs from it were deleted because I wiped that whole instance once I saw the issue wasn't with my modlist(I found the work around in my main list that has 1k+ plugins). If it would be helpful I could find time to recreate it.
sheson Posted April 4 Author Posted April 4 On 4/3/2024 at 10:41 PM, peterhabble said: Northern Roads has an issue with Dyndolod 169 where the solitude bridge will not load in the worldspace: https://postimg.cc/GHTXVP4X. From what I can tell, this issue is happening because Northern Roads is overriding the vanilla reference of the bridge with a new one in the persistent Tamriel Worldspace which is causing Dyndolod to never load the bridge. When I take the record and move it into a new mod that isn't overriding the vanilla bridge record, it works as expected. The editor ID of the offending reference is "COTN_SBridge01StoneRoad". Here is a picture of the record along with the hack I used to test: https://postimg.cc/1gfLqjkm I did test this using just skyrim with only dyndolod/requirements and northern roads but my logs from it were deleted because I wiped that whole instance once I saw the issue wasn't with my modlist(I found the work around in my main list that has 1k+ plugins). If it would be helpful I could find time to recreate it. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Make a useful screenshot with more informative console of the full model when it is not missing as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots The screenshot of xEdit shows a record not being touched by any DynDOLOD plugins. It shows that Northern Roads makes a record persistent. It shows a plugin that sets the ignore flag, which usually means whatever the overwrite plugin does to the record is ignored by the game engine. A reference being persistent or being made persistent by an overwrite is not the cause of the problem alone, obviously. The problem could probably related to a specific trigger of the large reference bugs that might only happens if the reference is persistent and also requires something else. It is the game that loads and renders objects. DynDOLOD does not do that. DynDOLOD may control enable/disable states of reference. Just because a reference is persistent does not cause the game to not load or render it under normal circumstances. Does the issue happen after starting a new game? You seem to indicate the issue is not happening with a load order that just has Northern Roads and DynDOLOD generated for it? Usurpingly the bridge shows for me with/without DynDOLOD just the same. So what else might be required for the issue to happen?
LORDSAVEXs Posted April 4 Posted April 4 Hello! There was a question with DynDOLOD 3.00 Alpha 169, I did not find the necessary information in the FAQ. For some reason, the currently created DynDOLOD plugins are Header Version 1.8, and not 1.71? It should be? I have Skyrim AE version 1.6.640 (Backported Extended ESL Support installed). Here's the log: DynDOLOD_SSE_Debug_log.zip
sheson Posted April 4 Author Posted April 4 2 hours ago, LORDSAVEXs said: Hello! There was a question with DynDOLOD 3.00 Alpha 169, I did not find the necessary information in the FAQ. For some reason, the currently created DynDOLOD plugins are Header Version 1.8, and not 1.71? It should be? I have Skyrim AE version 1.6.640 (Backported Extended ESL Support installed). Here's the log: DynDOLOD_SSE_Debug_log.zip The DynDOLOD plugins use the highest version found in plugins in the load order. Only came up once so far https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-169/?do=findComment&comment=276541 From the log: [00:00] 670 669 FE 231 ESL EE903CD7 1.8 Patch for Waterplants Verdant V1_8.esp
LORDSAVEXs Posted April 5 Posted April 5 33 minutes ago, sheson said: The DynDOLOD plugins use the highest version found in plugins in the load order. Only came up once so far https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-169/?do=findComment&comment=276541 From the log: [00:00] 670 669 FE 231 ESL EE903CD7 1.8 Patch for Waterplants Verdant V1_8.esp Thank you! You saved me!
The_Franks Posted April 8 Posted April 8 I am getting an integer overflow error. It occurs when running texgen for the first time on an completely unmodded Skyrim VR. All requirements are present so it is not completely unmodded, I have SKSEVR and DynDOLOD.dll and PapyrusUtil.dll, The Resources are installed and then the VR scripts over that. I ran XLODGEN first, then went to run textGen64 and I got the integer overflow error with no other explanation. Here is a link to logs and bugreport. dyndolod logs and bugreport - Pastebin.com I do not want to speculate what is causing this error. Please Help.
sheson Posted April 9 Author Posted April 9 8 hours ago, The_Franks said: I am getting an integer overflow error. It occurs when running texgen for the first time on an completely unmodded Skyrim VR. All requirements are present so it is not completely unmodded, I have SKSEVR and DynDOLOD.dll and PapyrusUtil.dll, The Resources are installed and then the VR scripts over that. I ran XLODGEN first, then went to run textGen64 and I got the integer overflow error with no other explanation. Here is a link to logs and bugreport. dyndolod logs and bugreport - Pastebin.com I do not want to speculate what is causing this error. Please Help. https://stepmodifications.org/wiki/SkyrimSE:SkyrimPrefs_INI/Display#iSize_H in C:\Users\jason\OneDrive\Documents\My Games\Skyrim VR\SkyrimPrefs.ini seems to be set to 0.
vrnord Posted April 10 Posted April 10 Can I make a suggestion for a possible future feature tweak? Grass LODs are really awesome: having grass beyond the active cells is a whole other level of immersion because I don't have to tell my brain to ignore bald terrain that is often very visible. I will downgrade other things so I can keep my grass LODs. A challenge is that, to balance performance with visuals, I need to set a fairly low grass LOD density so Pine Forest and Fall Forest areas run smoothly. I can get away with that visually, because there is enough tree density and shadows in those regions to distract from or obscure the patchy LODs - you get a nice impression of distant grass detail but don't really focus on it. However that leaves the Tundra and Reach with patchy grass LODs too, where it is much more noticeable and distracting because of the lack of trees. The irony is that the lack of trees and other forest clutter means I could have afforded denser LODs there. I wonder if there could be an option to add a rule to Dyndolod to override the overall grass density for certain regions, maybe by landscape texture? So if the rule is Reach = 50 density (but overall density is 35), then Dyndolod knows Reach = Reachgrass01, Reachmoss01, Reachdirt01 and Reachmossyrocks01, and finds the corresponding grasses to override from the overall density setting: all other grass types would be 35. Alternately, is there a way to run Dyndolod by region "chunk"? That way I could output Dyndolod with 35 density, then change to a higher density to output just the Tundra and Reach mesh chunks and have that override the overall output in MO2. Thanks for all your work on this awesome tool!
Modslave Posted April 10 Posted April 10 So, sorry to bring this here but I'm kind of not clear on what's happened here and its very concerning. I recently updated Dyndolod and its resources to 3.0 Alpha 169 and over the last two days had some very concerning lodgen sessions with it. Prior Dyndolod sessions would take me around 13 to 20 minutes generating a file on the average of about 2.5gb in total compressed size. But yesterdays session generated a compressed Dyndolod Output of 11.2 GB in size and it took about an hour and a half. It was mostly fine in the general Tamriel worldspace and then I got near Whiterun and the giant fight at the farm and it was such a simulation slide show that even Aela was saying her lines well after they appeared on my screen. I have an insanely high spec PC running a 3080 Ti, 64GB of RAM on a 4.5ghz clocked I7-9700 running at 1440p on a Nvidia G-Sync monitor and surprisingly it all held together and eventually settled down enough for me to be able to walk again but it was really awful so something was obviously wrong cause normally I can run Skyrim with another game or app in the background without a problem. So I dug into my modlist and removed a few texture and mesh addon mods, specifically Traverse the Uvenwald and Wigfrids Trees (both mods I've had in my load order in the previous 2.5 GB outputs and have been in my mod list for months) and cut some base object swapper mods for farmhouses as well. Leaving my prior install shorter on details. And I just ran Dyndolod again and it took another hour and a half and this time the compressed Output file is literally 19.2 GB compressed and 39.4 GB uncompressed which is quite literally 3 times the size of the entire game unmodded. Something is dreadfully wrong here and I can't figure out what. The only changes I've made should have reduced the total mesh and texture load, not increased it, and the only custom rules I'm setting in the expert level config are the ACMOS default billboard setttings for tree and /, everything else is just default run on High as I've always done.
sheson Posted April 10 Author Posted April 10 2 hours ago, Modslave said: So, sorry to bring this here but I'm kind of not clear on what's happened here and its very concerning. I recently updated Dyndolod and its resources to 3.0 Alpha 169 and over the last two days had some very concerning lodgen sessions with it. Prior Dyndolod sessions would take me around 13 to 20 minutes generating a file on the average of about 2.5gb in total compressed size. But yesterdays session generated a compressed Dyndolod Output of 11.2 GB in size and it took about an hour and a half. It was mostly fine in the general Tamriel worldspace and then I got near Whiterun and the giant fight at the farm and it was such a simulation slide show that even Aela was saying her lines well after they appeared on my screen. I have an insanely high spec PC running a 3080 Ti, 64GB of RAM on a 4.5ghz clocked I7-9700 running at 1440p on a Nvidia G-Sync monitor and surprisingly it all held together and eventually settled down enough for me to be able to walk again but it was really awful so something was obviously wrong cause normally I can run Skyrim with another game or app in the background without a problem. So I dug into my modlist and removed a few texture and mesh addon mods, specifically Traverse the Uvenwald and Wigfrids Trees (both mods I've had in my load order in the previous 2.5 GB outputs and have been in my mod list for months) and cut some base object swapper mods for farmhouses as well. Leaving my prior install shorter on details. And I just ran Dyndolod again and it took another hour and a half and this time the compressed Output file is literally 19.2 GB compressed and 39.4 GB uncompressed which is quite literally 3 times the size of the entire game unmodded. Something is dreadfully wrong here and I can't figure out what. The only changes I've made should have reduced the total mesh and texture load, not increased it, and the only custom rules I'm setting in the expert level config are the ACMOS default billboard setttings for tree and /, everything else is just default run on High as I've always done. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size In particluar: Beware of mods adding or defining full models or not really well optimized LOD models for LOD. Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_ModelsUsed_[WORLDSPACE].txt for a list of meshes and their total contribution to the object LOD meshes file sizes. It is unclear what the actual content of the archive or the output folder is, you are just reporting the size. Checking the actual content and finding and reporting the largest folder and files might help to narrow it down, in particluar if textures are involved. Make sure the output folder is empty before generating new DynDOLOD output from scratch.
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