sheson Posted May 10, 2021 Author Posted May 10, 2021 28 minutes ago, z929669 said: @sheson I'm optimizing some mesh rules and am not finding (as per "Performance" sec in doc): Did the file name/location change for mesh counts? Perhaps it may be in ..\DynDOLOD-3.00\Edit Scripts\Export\LODGen_SSE_Export_{worldspace}.txt? 00000E07 00000000 71609.585938 64077.003906 2981.428223 11.459200 0.000000 63.025398 1.000000 RockL01Snow 00010800 Snow Meshes\landscape\rocks\rockl01.nif meshes\lod\rocks\rockl01_lod_0.nif 00000E08 00000000 71816.445312 64159.859375 2944.403564 34.377499 0.000000 325.622711 1.000000 RockL03Snow 00010800 Snow Meshes\landscape\rocks\rockl03.nif meshes\lod\rocks\rockl03_lod_0.nif 00000E09 00000000 72022.960938 64219.187500 2672.896973 18.178499 2.584900 354.035492 1.530000 RockL01Snow 00010800 Snow Meshes\landscape\rocks\rockl01.nif meshes\lod\rocks\rockl01_lod_0.nif 00000E0A 00000000 72097.328125 64461.078125 2582.655518 25.023399 323.743011 32.382000 1.000000 RockL01Snow 00010800 Snow Meshes\landscape\rocks\rockl01.nif meshes\lod\rocks\rockl01_lod_0.nif A used mesh list with or without count is not created anymore atm. The export file is the export file for LODGen. It has a line for every reference that has a static object LOD, obviously.
K4MI20L Posted May 10, 2021 Posted May 10, 2021 36 minutes ago, sheson said: Use tfc to make screenshots of LOD close up. Make all screenshots in daylight. Is there any difference compared to LOD generated by DynDOLOD 2.x? Read the first the post what log files to upload/page when making posts. TexGen/DynDOLOD do not change the snow LOD shaders, which is what is is applied onto the object LOD live in the game . Check in xEdit which plugins modify the material object shaders with form id 00050372 and 006AE38. TexGen updates object LOD textures from the currently installed full textures in the load order. The normal map might affect the snow shader. DynDOLOD uses whatever object LOD textures are currently installed in the load order to add them to the texture atlas. If normal maps are missing or are low res when TexGen generates object LOD textures or DynDOLOD adds textures to the LOD atlass, I could imagine how that might make the snow LOD shaders look bland. I don't remember of this issue with DynDOLOD v2.xx, didnt modded my game for a year. I checked in xEdit and the plugins which modify form id 00050372 and 006AE38, are Better Dynamic Snow 3.3 and Majestic Mountains. Is it a load order issue ? About the quality of textures installed and their normal maps, i'm using in this order (MO2 left panel) : Skyrim 2018 (by Pfuscher)/2019/2020 part I/Cleverchaff AIO 2K/ Skyrim 2020 part II and below : Majestic Mountains/Better Dynamic Snow 3.3/Hyperborean Snow more below : TB's Towers 4K (which is for bandits towers) So i think normal maps aren't that bad.
sheson Posted May 10, 2021 Author Posted May 10, 2021 4 minutes ago, K4MI20L said: I don't remember of this issue with DynDOLOD v2.xx, didnt modded my game for a year. I checked in xEdit and the plugins which modify form id 00050372 and 006AE38, are Better Dynamic Snow 3.3 and Majestic Mountains. Is it a load order issue ? About the quality of textures installed and their normal maps, i'm using in this order (MO2 left panel) : Skyrim 2018 (by Pfuscher)/2019/2020 part I/Cleverchaff AIO 2K/ Skyrim 2020 part II and below : Majestic Mountains/Better Dynamic Snow 3.3/Hyperborean Snow more below : TB's Towers 4K (which is for bandits towers) So i think normal maps aren't that bad. Make sure to carefully read how to set up those two mods together, The last plugin to overwrite wins. The last plugins set a model, which defines a texture. Those are the things to check. If there are error messages in the logs about missing normal map textures it means they might be substituted by the default flat normal. But it is more likely to be a problem with the mods modifying the shaders and the texture used by it.
QuantumToaster Posted May 10, 2021 Posted May 10, 2021 (edited) Recently swapped to DynDOLOD 3 to try out the new Grass LOD feature. TexGen seems to have run just fine but DynDOLOD keeps getting stuck after outputting Duplicates not allowed or something along those lines. I'm pretty new to the software as a whole so any help would be appreciated. Included DynDOLOD_SSE_Log.txt and bugreports.txt as instructed in the first post. If it matters I am using the medium preset which is what I used to use on the older versions. I read something about the multiple form id's and using the Creation Kit to resolve those, but if that's that's problem here I'm having trouble finding out what exactly needs to be opened and resaved. https://pastebin.com/KZgvYrwp Edited May 10, 2021 by QuantumToaster
gmahadhika91 Posted May 11, 2021 Posted May 11, 2021 7 hours ago, sheson said: Read the first post what log files to include when making reports. Sorry, here are the logs. I hope you can help me yet again. Thank you for your patience. https://drive.google.com/file/d/1lfZ5Wph1H1VBFi30leVoxpwg_CwpVtIs/view?usp=sharing
z929669 Posted May 11, 2021 Posted May 11, 2021 @sheson I'm testing presets/performance and want to confirm that SkyrimPrefs.ini setting fTreeLoadDistance only affects billboards and not statics. Is it accurate to say that this setting affects *.btt render distance and not *.bto?
sheson Posted May 11, 2021 Author Posted May 11, 2021 8 hours ago, QuantumToaster said: Recently swapped to DynDOLOD 3 to try out the new Grass LOD feature. TexGen seems to have run just fine but DynDOLOD keeps getting stuck after outputting Duplicates not allowed or something along those lines. I'm pretty new to the software as a whole so any help would be appreciated. Included DynDOLOD_SSE_Log.txt and bugreports.txt as instructed in the first post. If it matters I am using the medium preset which is what I used to use on the older versions. I read something about the multiple form id's and using the Creation Kit to resolve those, but if that's that's problem here I'm having trouble finding out what exactly needs to be opened and resaved. https://pastebin.com/KZgvYrwp Fix (Resave in CK or xEdit with the Clamp FormID expert option checked) or permanently remove the broken plugin with all the HITME errors. I will need to elevate that to a stop error. Check the load order for errors with xEdit. They should be fixed as much as possible. If the error still happens then, upload the new logs and bugreport,
sheson Posted May 11, 2021 Author Posted May 11, 2021 3 hours ago, z929669 said: @sheson I'm testing presets/performance and want to confirm that SkyrimPrefs.ini setting fTreeLoadDistance only affects billboards and not statics. Is it accurate to say that this setting affects *.btt render distance and not *.bto? The setting does what it says: It is loading distance for trees. See "How LOD works in Skyrim" in the DynDOLOD manual. The Settings page of the DynDOLOD Skyui MCM
sheson Posted May 11, 2021 Author Posted May 11, 2021 3 hours ago, gmahadhika91 said: Sorry, here are the logs. I hope you can help me yet again. Thank you for your patience. https://drive.google.com/file/d/1lfZ5Wph1H1VBFi30leVoxpwg_CwpVtIs/view?usp=sharing Also upload the DynDOLOD_SSE_log.txt which should contain both generations. Also would be good to have a debug of the first generation. Remember it gets replaced because it so large.
gmahadhika91 Posted May 11, 2021 Posted May 11, 2021 40 minutes ago, sheson said: Also upload the DynDOLOD_SSE_log.txt which should contain both generations. Also would be good to have a debug of the first generation. Remember it gets replaced because it so large. Here are both of the files you requested. Thank you again. https://drive.google.com/file/d/1fPJVAtPFDeMOuTgJU-qyf9DI0doci26Z/view?usp=sharing
sheson Posted May 11, 2021 Author Posted May 11, 2021 6 minutes ago, gmahadhika91 said: Here are both of the files you requested. Thank you again. https://drive.google.com/file/d/1fPJVAtPFDeMOuTgJU-qyf9DI0doci26Z/view?usp=sharing Remove all patches for open cities as well when doing the first pass. E.g. notice board - open cities patch.esp
gmahadhika91 Posted May 11, 2021 Posted May 11, 2021 2 minutes ago, sheson said: Remove all patches for open cities as well when doing the first pass. E.g. notice board - open cities patch.esp Ooh OK, I'll get back to you. Thank you.
z929669 Posted May 11, 2021 Posted May 11, 2021 6 hours ago, sheson said: The setting does what it says: It is loading distance for trees. See "How LOD works in Skyrim" in the DynDOLOD manual. The Settings page of the DynDOLOD Skyui MCM Yes, I read that section several times and looked elsewhere. Nothing explicitly mentions that this setting only has an impact when "Generate tree LOD" is ticked. Just confirming that it is implicit, given how LOD works with tree billboards and *.btt files. When trees are all rendered as object LOD in LOD 4 zone, fTreeLoadDistance can be 0 or 500000 and there is no difference. Otherwise, it works as expected.
sheson Posted May 11, 2021 Author Posted May 11, 2021 2 minutes ago, z929669 said: Yes, I read that section several times and looked elsewhere. Nothing explicitly mentions that this setting only has an impact when "Generate tree LOD" is ticked. Just confirming that it is implicit, given how LOD works with tree billboards and *.btt files. When trees are all rendered as object LOD in LOD 4 zone, fTreeLoadDistance can be 0 or 500000 and there is no difference. Otherwise, it works as expected. From "How LOD works": "Skyrim separates the LOD into 3 different types, the landscape and (large) bodies of water in the *.btr files, the objects in the *.bto files and trees in the *.btt files." "The landscape *.btr and the object *.bto files are actually nif meshes. The tree *.btt files are an index of x, y, z positions and tree type index numbers. The tree type index numbers point to data in the *.lst file." "The *.lst file contains the positions and dimensions of tree billboards on the tree LOD atlas texture. The tree LOD system uses this data to build 2 rectangular planes for the 2D billboard tree LOD." From Terminology: "Static object LOD generated by LODGen.exe are objects that do not change and are not animated, like buildings or landscape features like mountains and rocks." "Tree LOD generated by xLODGen for Trees LOD (or CK) are so-called billboard trees that uses two simple 2-sided rectangular models using the gams engine to display traditional tree LOD." "Tree LOD in static Object LOD is LOD trees done as static object LOD. This can be 3D static trees, billboards or a mixture of both - hybrid LOD trees." From the ultra tree LOD manual: "This will turn off traditional tree LOD generation in DynDOLOD.exe and create an empty OUTPUT PATH\Meshes\Terrain\Tamriel\Trees\Tamriel.lst file. This file causes the game to disable all tree traditional billboard tree LOD. Alternatively set fTreeLoadDistance=0 in SkyrimPrefs.ini or the DynDOLOD MCM Settings page." Of course fTreeLoadDistance does not affect object LOD. The fBlock* settings affect object LOD.
QuantumToaster Posted May 11, 2021 Posted May 11, 2021 8 hours ago, sheson said: Fix (Resave in CK or xEdit with the Clamp FormID expert option checked) or permanently remove the broken plugin with all the HITME errors. I will need to elevate that to a stop error. Check the load order for errors with xEdit. They should be fixed as much as possible. If the error still happens then, upload the new logs and bugreport, I removed the TNFVanillaHomes.esp which was the one causing the HITME errors and originally it didn't work after rebooting my computer and trying again in the morning DynDOLOD ran properly using the same settings. I had already checked my modlist for errors but I decided to run DynDOLOD before going in and fixing the ones I knew how to fix and it worked without having to fix the errors, I'll test further and give any relevant updates. These are the xEdit errors I found some of which I intended to fix if it still didn't work. https://pastebin.com/6mFgXhkx
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