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Posted
59 minutes ago, sheson said:

The debug log only contains the log from the last time DynDOLOD was started and closed properly. So the last action you did was starting it and then closing it without generation.
You would need to check/save the debug log after the second pass with Open Cities in the load, as that is what generated the dynamic LOD and the plugins, which would contain the updates for the banner.

What you would look for in  the log would be the message printed for the mesh rules / the NIF model maybe and the formid if the one banner in question. The debug log also contains the list of rules. So does the automatically saved preset in ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini (which would be the thing to upload instead of a screenshots of the DynDOLOD options window)

If a setting worked before and the DynDOLOD version did not change in the meantime, simply do the same setting again. If that doesn't work, it means you are not doing the same setting as before or maybe you have a new mod that changes the model of the banners.

I think I asked poorly. Yes the log I uploaded was to give you an insight whether I implemented my custom rules properly or not (regarding the banner). Here I uploaded the preset.

The screenshot of DynDOLOD options window was to show you that I've increased both fblockmaximumdistance and fsplitdistancemult but the problem (which in this case, the pops in/out of distant mountain) still persist.

So yeah I'm having two different problems of which I assume is not correlated to each other.

DynDOLOD_SSE_Default.ini

Posted
3 hours ago, spcarso said:

Hello Sheson - (Big fan - thanks for everything you do.)
I have a gap between the grass around me and the grass off in the distance.

The grass in uGridsToLoad looks great

The LOD grass in FarGrids looks great

No LOD/Grass in NearGrids.

My SkyrimPrefs.ini has uGridsToLoad at 7 and uLargeRefLODGridSize at 11

My question is, should I be adjust the SkyrimPrefs ini or am I doing something odd in the generation.

In the DynDOLOD_SSE.ini I have GrassLargeReference=0
Thanks so much.

NearGrid and FarGrid are concepts of dynamic LOD. Grass LOD is generated in static object LOD meshes for LOD Level 4.

Read the second post or ..\DynDOLOD\docs\help\GrassLOD.html

Set GrassLargeReference to 0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so grass LOD starts right beyond the active cells (uGridsToLoad, default = 5). Use this with DynDOLODGrassMode = 1 in ..\NetScriptFramework\Plugins\GrassControl.config.txt.

Set GrassLargeReference to 1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so grass LOD starts right beyond the large reference distance (uLargeRefLODGridSize, typically between 5 = off and 11). Use this with DynDOLODGrassMode = 2 in ..\NetScriptFramework\Plugins\GrassControl.config.txt.

If grass LOD was generated with GrassLargeReference=0, then set DynDOLODGrassMode=1 in GrassControl.config.txt.

Posted
3 hours ago, gmahadhika91 said:

I think I asked poorly. Yes the log I uploaded was to give you an insight whether I implemented my custom rules properly or not (regarding the banner). Here I uploaded the preset.

The screenshot of DynDOLOD options window was to show you that I've increased both fblockmaximumdistance and fsplitdistancemult but the problem (which in this case, the pops in/out of distant mountain) still persist.

So yeah I'm having two different problems of which I assume is not correlated to each other.

DynDOLOD_SSE_Default.ini 42.47 kB · 0 downloads

As I said the debug you uploaded did not contain the last generation. Hence neither you or I can check if it contains anything log lines about the banner or its form id to see what's up. You need to rerun it and the save/upload the debug log.

fsplitdistancemult  affects terrain LOD.
You are sure whatever goes away is not because of the max render distance.
Is there any change in its behavior is you change object LOD level 8 distance?
Obviously, troubleshoot which mountain rock model it is, get its base record form id and check the DynDOLOD\Logs\DynDOLOD_SSE_Object_LOD.txt if it has a LOD model for LOD Level 16 defined.

Posted (edited)
2 hours ago, sheson said:

As I said the debug you uploaded did not contain the last generation. Hence neither you or I can check if it contains anything log lines about the banner or its form id to see what's up. You need to rerun it and the save/upload the debug log.

fsplitdistancemult  affects terrain LOD.
You are sure whatever goes away is not because of the max render distance.
Is there any change in its behavior is you change object LOD level 8 distance?
Obviously, troubleshoot which mountain rock model it is, get its base record form id and check the DynDOLOD\Logs\DynDOLOD_SSE_Object_LOD.txt if it has a LOD model for LOD Level 16 defined.

OK I'll rerun it and get back to you. But was the file I uploaded (DynDOLOD_SSE_Default.ini) the correct one? I actually have an .ini file for my custom preset.

I beg your pardon, are you suggesting that I should change LOD level 8 distance as well?

It's so far away and it pops in/out. How do I determine its origin?

Edited by gmahadhika91
Posted
3 hours ago, sheson said:

If grass LOD was generated with GrassLargeReference=0, then set DynDOLODGrassMode=1 in GrassControl.config.txt.

Great!  I'll rerun with DynDOLODGrassMode=1  Thanks so much!

Posted

Hello,
I have a lod problem with two mod that i did not have with the previous version of dyndolod, before version 3.0 which allows to generate a grass lod which makes it really good.
For the Autumn of Whiterun v1.3.1 - NO LANTERNS mod(https://www.nexusmods.com/skyrimspecialedition/mods/10864) , the tree lod only appears in front, i no longer see it in the distance as with the previous version of dyndolod, what could have changed?
is there a way to override this?

The second problematic mod is Dark Forests of Skyrim - Solstheim Apocalypse(https://www.nexusmods.com/skyrim/mods/84511?tab=files), may be related to the generation of the grass lod.
I have some distant purple textures which i don t have when I generate the distant lod with the versions of dyndolod before 3.0.
I get around the problem by replacing the Dark Forests of Skyrim - Solstheim Apocalypse mod by Solstheim Genesis (https://www.nexusmods.com/skyrim/mods/82326?tab=files) and i no longer have a purple textures.
But i prefer dark forest, where can this problem come from?

I attach two pictures to show you the problem.

https://ibb.co/PDx9wzB
https://ibb.co/g4tzGSL
On the picture of whiterun, it is the front aspens trees of the mod autumn of whiterun that pop up.

I play on skyrim special edition.

Thanks

 

Posted
On 5/6/2021 at 11:42 PM, gmahadhika91 said:

OK I'll rerun it and get back to you. But was the file I uploaded (DynDOLOD_SSE_Default.ini) the correct one? I actually have an .ini file for my custom preset.

I beg your pardon, are you suggesting that I should change LOD level 8 distance as well?

It's so far away and it pops in/out. How do I determine its origin?

There reference formid rule is not the INI file you uploaded. But I haven't tested it yet while waiting for the debug log.

If LOD level 16 does not change how far this specific LOD shows, then it might be actually LOD Level 8.

To find the reference formid of an object you go close it to it until its full model loads and then open console and click it. Install More Informative Console so it also shows the base record formid so you do not have to look it up in xEdit. Then look for the base record formid in the object LOD report file so see what LOD models were found and assigned to which LOD levels.

Posted
7 hours ago, samaelxx46 said:

Hello,
I have a lod problem with two mod that i did not have with the previous version of dyndolod, before version 3.0 which allows to generate a grass lod which makes it really good.
For the Autumn of Whiterun v1.3.1 - NO LANTERNS mod(https://www.nexusmods.com/skyrimspecialedition/mods/10864) , the tree lod only appears in front, i no longer see it in the distance as with the previous version of dyndolod, what could have changed?
is there a way to override this?

The second problematic mod is Dark Forests of Skyrim - Solstheim Apocalypse(https://www.nexusmods.com/skyrim/mods/84511?tab=files), may be related to the generation of the grass lod.
I have some distant purple textures which i don t have when I generate the distant lod with the versions of dyndolod before 3.0.
I get around the problem by replacing the Dark Forests of Skyrim - Solstheim Apocalypse mod by Solstheim Genesis (https://www.nexusmods.com/skyrim/mods/82326?tab=files) and i no longer have a purple textures.
But i prefer dark forest, where can this problem come from?

I attach two pictures to show you the problem.

https://ibb.co/PDx9wzB
https://ibb.co/g4tzGSL
On the picture of whiterun, it is the front aspens trees of the mod autumn of whiterun that pop up.

I play on skyrim special edition.

Thanks

 

Read the first post. Also pay attention to which log files it says to post when making reports.

If the tree LOD distance is short, increase it in the DynDOLOD SkyUI MCM Settings page.

Update/create object LOD textures and tree LOD billboards by running TexGen and installing its output before running DynDOLOD
Check the DynDOLOD for warnings about missing textures.
LOD only looks and works correctly for the load order it was generated for. If you add/remove mods and the LOD does not match anymore, update or generate LOD from scratch.
Make sure that none of the  generated output is overwritten by other mods.

Posted
4 hours ago, sheson said:

There reference formid rule is not the INI file you uploaded. But I haven't tested it yet while waiting for the debug log.

If LOD level 16 does not change how far this specific LOD shows, then it might be actually LOD Level 8.

To find the reference formid of an object you go close it to it until its full model loads and the open console and click it. Install More Informative Console so it also shows the he base record formid so you do not have to look it up in xEdit. Then look fir the base record formid in the object LOD report file so see what LOD models were found and assigned to which LOD levels.

Sorry sheson, I haven't got the time. Work stuff, probably tommorow.

However I have to ask something quick, in case of generating grass cache, is it a good idea to include a smashed patch? Or should I do it without? The last time I generated it, it was without a smashed patch.

Posted
2 hours ago, gmahadhika91 said:

Sorry sheson, I haven't got the time. Work stuff, probably tommorow.

However I have to ask something quick, in case of generating grass cache, is it a good idea to include a smashed patch? Or should I do it without? The last time I generated it, it was without a smashed patch.

I have no idea what is that smashed patch.  If it contains grass or land records and they are not the same as the last overwrites before creating the patch, then the grass cache might be outdated. The grass cache is something that is part of No Grass In Objects, questions about it should be asked at its forum/comments.

Posted
13 hours ago, sheson said:

Read the first post. Also pay attention to which log files it says to post when making reports.

If the tree LOD distance is short, increase it in the DynDOLOD SkyUI MCM Settings page.

Update/create object LOD textures and tree LOD billboards by running TexGen and installing its output before running DynDOLOD
Check the DynDOLOD for warnings about missing textures.
LOD only looks and works correctly for the load order it was generated for. If you add/remove mods and the LOD does not match anymore, update or generate LOD from scratch.
Make sure that none of the  generated output is overwritten by other mods.

Hi, thanks for your reply.
I am doing everything correctly the only tree lod that doesn't work is the tree lod add by TheAutumnOfWhiterunRemastered.esp.
Here is the warning that i have in the log.
[04:35] <Warning: Warning: internal file FormID is a HITME: 0600FC90 (should be 0500FC90) TheAutumnOfWhiterunRemastered.esp [REFR: 5600FC90] (places TreeAspen05 [TREE: 0007614B] in GRUP Cell Temporary Children of WhiterunWindDistrictA02 [CELL: 0001BELL: 0001 ] (in WhiterunWorld "Whiterun" [WRLD: 0001A26F] at 5, -1))>
I repeat it on the old version of dyndolod (2.85) the tree lod of this mod works very well and could be seen from afar.

Tell me what you think.

Thanks.

DynDOLOD_SSE_log.rarDynDOLOD_SSE purple texture log dark forest of solstheim.rar

Edit:i put more log in zip on uptobox https://uptobox.com/tena369hjd4j

Posted (edited)

Hi sheson, sorry it took a while. Here's the log from my latest DynDOLOD generation. Please do tell me what to do if you found any issue regarding my custom rules. Thank you in advance.

https://drive.google.com/file/d/1rBkxeM6JBulxl_wnLyXjd3XziUnRllWp/view?usp=sharing

Edit: And here's the video of the flickering mountain. Maybe you'll understand why I dread it so much.

https://drive.google.com/file/d/14LVXreWP-eGMp-8SuLynK0afyyAzgUCn/view?usp=sharing

Edited by gmahadhika91
Posted
14 hours ago, samaelxx46 said:

Hi, thanks for your reply.
I am doing everything correctly the only tree lod that doesn't work is the tree lod add by TheAutumnOfWhiterunRemastered.esp.
Here is the warning that i have in the log.
[04:35] <Warning: Warning: internal file FormID is a HITME: 0600FC90 (should be 0500FC90) TheAutumnOfWhiterunRemastered.esp [REFR: 5600FC90] (places TreeAspen05 [TREE: 0007614B] in GRUP Cell Temporary Children of WhiterunWindDistrictA02 [CELL: 0001BELL: 0001 ] (in WhiterunWorld "Whiterun" [WRLD: 0001A26F] at 5, -1))>
I repeat it on the old version of dyndolod (2.85) the tree lod of this mod works very well and could be seen from afar.

Tell me what you think.

Thanks.

DynDOLOD_SSE_log.rar 93.28 kB · 1 download DynDOLOD_SSE purple texture log dark forest of solstheim.rar 125.66 kB · 1 download

Edit:i put more log in zip on uptobox https://uptobox.com/tena369hjd4j

Check the load order/plugins for errors with xEdit. Fix all errors as possible.

The plugin TheAutumnOfWhiterunRemastered.esp is broken and needs to be fixed. You can try fixing the plugin by loading/saving it in CK or maybe xEdit.

In regards to missing textures, always make sure nothing overwrite the output of TexGen or DynDOLOD.
Pay attention to the log messages that start like <Warning: Can not find file textures\...
Also, find out the base record form id of the object and look it up in ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt to check what it reports for it.

Posted
13 hours ago, gmahadhika91 said:

Hi sheson, sorry it took a while. Here's the log from my latest DynDOLOD generation. Please do tell me what to do if you found any issue regarding my custom rules. Thank you in advance.

https://drive.google.com/file/d/1rBkxeM6JBulxl_wnLyXjd3XziUnRllWp/view?usp=sharing

Edit: And here's the video of the flickering mountain. Maybe you'll understand why I dread it so much.

https://drive.google.com/file/d/14LVXreWP-eGMp-8SuLynK0afyyAzgUCn/view?usp=sharing

Test if the custom rule works if you save and then load the preset before generating.

The video shows typical engine behavior of Skyrim Special Edition while using tfc.
It is easy to change the 3 object LOD distances in the DynDOLOD SkyUI MCM Settings to see which one might have an affect on an object in the distance.
Lookup the the base record form id in ..\DynDOLOD3\Logs\DynDOLOD_SSE_Object_Report.txt to see which LOD Levels are defined for it.

Posted
55 minutes ago, sheson said:

Test if the custom rule works if you save and then load the preset before generating.

So I should generate DynDOLOD again but this time, load my preset as soon as I'm in the advanced mode?

 

56 minutes ago, sheson said:

The video shows typical engine behavior of Skyrim Special Edition while using tfc.

I assure you it does happen without tfc, albeit the flicker is not as fast as if using tfc.

 

57 minutes ago, sheson said:

Lookup the the base record form id in ..\DynDOLOD3\Logs\DynDOLOD_SSE_Object_Report.txt to see which LOD Levels are defined for it.

Again, how do I know the exact FormID of said mountain? Because when I clicked it from a distance, I always targeted a mist and it shows VolumetricMist.esp.

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