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Posted
8 hours ago, Abbot said:

So this question shouldn't need any log since it is a GENERAL question.

DynDOLOD 3. Ultra Trees. Is there a way to change the "crown brightness" for the tree LODs relevant only to SPECIFIC tree models? Or in other words, is there a way to avoid changing the crown brightness for ALL tree lods at the same time? I want to change the crown brightness only for the LOD of a specific tree.

If a specific LOD asset does not match the full assets, then the LOD assets need to be updated/changed.

You are asking for a solution for a problem that should not really happen in the first place. To find the best/correct solution for a problem, it should be properly investigated first.

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Posted (edited)
3 hours ago, sheson said:

If a specific LOD asset does not match the full assets, then the LOD assets need to be updated/changed.

You are asking for a solution for a problem that should not really happen in the first place. To find the best/correct solution for a problem, it should be properly investigated first.

So, it is a fact that in the transition between the full model and the 3d tree lod, the tree tends to "flicker" color-wise, visually.

I found that darkening the tree LODs in many cases hide the flicker very well  (maybe it's because tree LODs do not have shadows and darkening them simulates the presence of a shadow? I don't know...)

But the problem is that if I edit the crownbrightness ini setting, than ALL the tree LODs darken, and in certain cases, for certain trees, the flickering is made WORSE by that.

So how can I darken the tree LODs only for the trees for which the transitioning between full model and LOD is made almost seamless by darkening the LODs?

I tried toying with the "Direct", "Ambient", "Left Right", "Front Back", "Top Bottom" settings in TexGen and then keeping only the textures for the trees I am interested to, but to no avail...

Edited by Abbot
Posted
19 minutes ago, Abbot said:

So, it is a fact that in the transition between the full model and the 3d tree lod, the tree tends to "flicker" color-wise, visually.

I found that darkening the tree LODs in many cases hide the flicker very well  (maybe it's because tree LODs do not have shadows and darkening them simulates the presence of a shadow? I don't know...)

But the problem is that if I edit the crownbrightness ini setting, than ALL the tree LODs darken, and in certain cases, for certain trees, the flickering is made WORSE by that.

So how can I darken the tree LODs only for the trees for which the transitioning between full model and LOD is made almost seamless by darkening the LODs?

I tried toying with the "Direct", "Ambient", "Left Right", "Front Back", "Top Bottom" settings in TexGen and then keeping only the textures for the trees I am interested to, but to no avail...

If you have shadows extend so far that they cover full model trees while they switch between full and LOD model, then I suggest to use ENB distant shadows or Screen-Space Shadows so that LOD also has shadows. And/Or consider flagging trees as large references so the switch happens further away.

Changing settings in TexGen is usually not going to affect any crowns of 3D tree LOD models, since they typically do not use textures generated/updated by TexGen.
In particular, the crowns do not use rendered LOD billboards.

As already explained, update/change the LOD assets. Typically darken the vertex colors of the crown in the 3D LOD model.

Posted
4 hours ago, sheson said:

If you have shadows extend so far that they cover full model trees while they switch between full and LOD model, then I suggest to use ENB distant shadows or Screen-Space Shadows so that LOD also has shadows. And/Or consider flagging trees as large references so the switch happens further away.

Changing settings in TexGen is usually not going to affect any crowns of 3D tree LOD models, since they typically do not use textures generated/updated by TexGen.
In particular, the crowns do not use rendered LOD billboards.

As already explained, update/change the LOD assets. Typically darken the vertex colors of the crown in the 3D LOD model.

Thanks!

But how do I flag trees as large references?

  • sheson changed the title to DynDOLOD 3.00 Alpha 170
Posted (edited)
4 hours ago, sheson said:

Use DynDOLOD DLL NG and Scripts

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Settings
In case Ultra is checked to generate ultra tree LOD, the Large checkbox can be checked to make the full model trees large references - if they are added by ESM flagged plugins.

What are the requirements for the Large checkbox, besides installing DynDOLOD DLL NG and Scripts and letting it override DynDOLOD Resources? The checkbox is greyed out for me...

Do I need to re-run TexGen after installing the DLL? That, I didn't do it (yet)...

Sorry, didn't check the large reference workaround checkbox, my bad.

Edited by Abbot
Posted

I could not add a disclaimer in the title without making it too long so i'll say it here as a preface.

This is in no way Dyndolod's fault.  I might have messed up things mightily by finalizing my load order, running Dyndolod and then making the stupid mistake of still adding a new mod to the mix (Glowtastic).

But my meddling is probably the cause of the crash i experienced today when trying to enter Windhelm and the repeatable CTD i had when approaching Karthwasten (which i have no proof of because i was not using a Crash Logger at that time).  I'm not even sure of the latter because while consistent they do not happen each time i get near Karthwasten.

I only have a few simple questions before i take it from here.

Did i make a mess of Occlusion.esp by adding Glowtastic above it and so changing it's position in my load order?  Even though the mod contains no cell or worldspace records, only spells?

How far would i need to go if i wanted to update just Occlusion.esp to test if that makes the crashes go away?  Clean save method?  Starting the whole XlodGen and Dyndolod process from scratch?

This is probably not worth it's own thread but i only have two hours left before sleep and i wanted to get this screw up fixed before that.

Posted
On 5/26/2024 at 2:06 AM, PegasusKoga said:

I could not add a disclaimer in the title without making it too long so i'll say it here as a preface.

This is in no way Dyndolod's fault.  I might have messed up things mightily by finalizing my load order, running Dyndolod and then making the stupid mistake of still adding a new mod to the mix (Glowtastic).

But my meddling is probably the cause of the crash i experienced today when trying to enter Windhelm and the repeatable CTD i had when approaching Karthwasten (which i have no proof of because i was not using a Crash Logger at that time).  I'm not even sure of the latter because while consistent they do not happen each time i get near Karthwasten.

I only have a few simple questions before i take it from here.

Did i make a mess of Occlusion.esp by adding Glowtastic above it and so changing it's position in my load order?  Even though the mod contains no cell or worldspace records, only spells?

How far would i need to go if i wanted to update just Occlusion.esp to test if that makes the crashes go away?  Clean save method?  Starting the whole XlodGen and Dyndolod process from scratch?

This is probably not worth it's own thread but i only have two hours left before sleep and i wanted to get this screw up fixed before that.

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.
In case of CTD in the game, upload the crash log from .NET Script Framework or Crash Logger. Also see ..DynDOLOD\Docs\DynDOLOD-README.txt.

It is unlikely that the updated cell records in Occlusion.esp cause crashes.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
If you suspect Occlusion.esp being a problem, then obviously test without it being active.

See https://dyndolod.info/FAQ#ILS-or-CTD

If you believe the LOD patch generated by DynDOLOD is involved in the crashes, then generate a new LOD patch from scratch for the current load order. See https://dyndolod.info/Updating

Unless there is a problem with the terrain LOD meshes or textures from xLODGen, there is no reason to generate them again.

Posted (edited)

hello,

I need help to make the far grass lods less dark. I reran dyndolod many times with different settings but can't make it.

Ingame I tried to change the ENB grass settings to make it darker to match the far grasses but it wasn't possible. And it seems not to be an ENB problem as you can see when I disable it.

I put my latest settings in the image. I precise that I have pre cached my grass before rerunning Dyndolod. But it doesn't seems to be the problem as when I disable it, only the close grasses disappear until the limit to the far darker ones that are a problem.

Thank you in advance.

https://ibb.co/sQpvBqf

Edit: I thought it would have been more easier for you to get the situation with images than log texts. I was able to change it by increasings values very high. Thank you for mod.

Edited by delweyn
Posted
6 minutes ago, delweyn said:

hello,

I need help to make the far grass lods less dark. I reran dyndolod many times with different settings but can't make it.

Ingame I tried to change the ENB grass settings to make it darker to match the far grasses but it wasn't possible. And it's not an ENB problem and I put my latest settings in the image. 

I precise that I have pre cached my grass before rerunning Dyndolod. But it doesn't seems to be the problem as when I disable it, only the close grasses disappear until the limit to the far darker ones that are a problem.

Thank you in advance.

https://ibb.co/sQpvBqf

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.

Do not post screenshots of the tools, unless it is about visual issues with the tools. Do not post screenshot of text/INI files. The above logs contains the settings from the INI files. The above logs contain the settings from the interface and the INIs.  https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

See https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

Also make sure to read https://dyndolod.info/Help/Grass-LOD#Updating, how to test different TexGen or brightness INI settings more quickly.

Posted

My framerate has suddenly nosedived after a recent re-generation. Went from getting a good 50-90 fps to a consistent .7 fps, not even exagerating. I'm finding that DynDOLOD is generating all Grass LODs as it should, but the game is rendering every single Grass LOD in the entire game all at once, causing the frame rate to start at about 50 when first loaded, then quickly tank to an unreasonably low amount as LODs continue loading.

This link is a screenshot using TFC to show grass loaded all the way at Markarth (my character was just outside the Whiterun gates).  The screenshot was taken with a LOD generated with DynDOLOD 3.0 Alpha 159. But updating to DynDOLOD 3.0 Alpha 170 (current version) produced the same result. All LODs were created correctly (troubleshooting through the Grass LOD DynDOLOD page) with no errors and I used density setting 40 in Mode 1 because I'm using a pre-warmed Vedogolt Grass Cache from the Nexus on current patch AE.

I was hoping that it was some weird setting I changed in DynDOLOD for grass to render this far, but it doesn't seem to be the case. When I updated to Alpha 170, I deleted all DynDOLOD files except for the empty TexGen and DynDOLOD Output folders.

This is my Drive folder with my plugins.txt as well as a LazyListExporter file.

Posted
13 hours ago, gerg90 said:

My framerate has suddenly nosedived after a recent re-generation. Went from getting a good 50-90 fps to a consistent .7 fps, not even exagerating. I'm finding that DynDOLOD is generating all Grass LODs as it should, but the game is rendering every single Grass LOD in the entire game all at once, causing the frame rate to start at about 50 when first loaded, then quickly tank to an unreasonably low amount as LODs continue loading.

This link is a screenshot using TFC to show grass loaded all the way at Markarth (my character was just outside the Whiterun gates).  The screenshot was taken with a LOD generated with DynDOLOD 3.0 Alpha 159. But updating to DynDOLOD 3.0 Alpha 170 (current version) produced the same result. All LODs were created correctly (troubleshooting through the Grass LOD DynDOLOD page) with no errors and I used density setting 40 in Mode 1 because I'm using a pre-warmed Vedogolt Grass Cache from the Nexus on current patch AE.

I was hoping that it was some weird setting I changed in DynDOLOD for grass to render this far, but it doesn't seem to be the case. When I updated to Alpha 170, I deleted all DynDOLOD files except for the empty TexGen and DynDOLOD Output folders.

This is my Drive folder with my plugins.txt as well as a LazyListExporter file.

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 when making posts.

https://dyndolod.info/Help/Grass-LOD
Grass LOD is generated for LOD level 4 only.

If you do not see LOD meshes rapidly cycling through their LOD levels and still see LOD Level 4 meshes with grass LOD further away when using tfc, it probably means you have set the object LOD distance INI settings to insanely high values.

See https://dyndolod.info/Help/Object-LOD#Settings and https://dyndolod.info/Help/Mod-Configuration-Menu#Settings to check/change the settings.
You can also use the game launcher or BethINIs to set sane defaults.

Posted

I'll upload the logs and INIs as soon as I get back home from work, but I can say that I've already used BethINI to set INI settings and have double checked the grass mod INI as well. I tried going though every INI file in the Data page of MO2 to make sure there was nothing else overwriting the LOD level 4 draw distance, grass density, etc.

Posted
16 hours ago, 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 and debug log to upload when making posts.

https://dyndolod.info/Help/Grass-LOD
Grass LOD is generated for LOD level 4 only.

If you do not see LOD meshes rapidly cycling through their LOD levels and still see LOD Level 4 meshes with grass LOD further away when using tfc, it probably means you have set the object LOD distance INI settings to insanely high values.

See https://dyndolod.info/Help/Object-LOD#Settings and https://dyndolod.info/Help/Mod-Configuration-Menu#Settings to check/change the settings.
You can also use the game launcher or BethINIs to set sane defaults.

I have got the necessary DynDOLOD and TexGen logs uploaded as well as Skyrim.ini, SkyrimPrefs.ini, and Veydogolt - Regions.ini. My fBlockLevel0Distance is just over 16000 (around where BethINI Low puts it).

Posted
5 minutes ago, gerg90 said:

I have got the necessary DynDOLOD and TexGen logs uploaded as well as Skyrim.ini, SkyrimPrefs.ini, and Veydogolt - Regions.ini. My fBlockLevel0Distance is just over 16000 (around where BethINI Low puts it).

I have become the very thing I swore to destroy, the person who overlooks one thing and bothers the mod maker about a user error. I have found the issue. DynDOLOD's own MCM did indeed have values WAY too high and that's all it was. I'm sorry to bother you and thank you for pointing out my stupidity, haha.

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