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Posted (edited)

After everything worked fine I ran into some issues.
Villages like Old Hroldan, Kynesgrove, Shors Stone, Mixwater Mill etc., have this weird bug where Lod disappears and reappears after I move  ingame. The Game works but this is very strange. Can I send you any reports or will no logs be generated because of this? 

 

ScreenShot5.png

Some step further and everything is normal

ScreenShot6.png

I should mention that all these villages are overhauls. But non of them say no specific thing about load order or even LOD/DynDOLOD.
As a matter of fact, these Overhauls worked fine with the old DynDOLOD 0.39.

I saw you uploaded an Alpha - 0.43. Is it any different from the Dyndolod Version you send the other day? If so, maybe upgrading will fix it?

Edited by dashr
Posted
  On 9/18/2021 at 9:16 AM, dashr said:

After everything worked fine I ran into some issues.
Villages like Old Hroldan, Kynesgrove, Shors Stone, Mixwater Mill etc., have this weird bug where Lod disappears and reappears after I move  ingame. The Game works but this is very strange. Can I send you any reports or will no logs be generated because of this? 

 

ScreenShot5.png

Some step further and everything is normal

ScreenShot6.png

I should mention that all these villages are overhauls. But non of them say no specific thing about load order or even LOD/DynDOLOD.
As a matter of fact, these Overhauls worked fine with the old DynDOLOD 0.39.

I saw you uploaded an Alpha - 0.43. Is it any different from the Dyndolod Version you send the other day? If so, maybe upgrading will fix it?

Expand  

DynDOLOD does not change how the engine works.

The generated LOD is still the same as it was with older versions.

See the change log on the first post what was changed or fixed between versions.

The screenshots seem to show what happens if things are behind occlusion planes/boxes which are placed in the active cells. The screenshots seem to show full models disappearing, while LOD is still being shown.

If you believe this has anything to do with DynDOLOD, I suggest to disable its output and check the location without it.
In case there is a difference, generate a new LOD mod from scratch for the current load order.

  • Like 1
Posted
  On 9/18/2021 at 9:58 AM, sheson said:

DynDOLOD does not change how the engine works.

The generated LOD is still the same as it was with older versions.

See the change log on the first post what was changed or fixed between versions.

The screenshots seem to show what happens if things are behind occlusion planes/boxes which are placed in the active cells. The screenshots seem to show full models disappearing, while LOD is still being shown.

If you believe this has anything to do with DynDOLOD, I suggest to disable its output and check the location without it.
In case there is a difference, generate a new LOD mod from scratch for the current load order.

Expand  

Currently generating Dyndolod from scratch. Will report back, like always, thank you for your help. 

I think it could be "eFPS - Exterior FPS boost". Will check with the new version.

Posted
  On 9/18/2021 at 5:14 AM, sheson said:

Upload the debug log also as explained in the first post.

Are there any locations in Enderal where sun beams seem to come through terrain where an underside could help?

Expand  

Debug log is here: https://ufile.io/75hwq32r

I have seen a couple of areas by the coast where the sun does appear to be casting rays through mountains and showing glare reflection on water surface through mountains so wanted to try to generate an underside to see if it would help, but it appears it's generating it but then not finding the file generated.

Can any other Enderal players share their underside nifs in the meantime? Will it still work if I place the nif in the correct filepath if the generation failed?

Posted
  On 9/18/2021 at 2:42 PM, Zenball said:

Debug log is here: https://ufile.io/75hwq32r

I have seen a couple of areas by the coast where the sun does appear to be casting rays through mountains and showing glare reflection on water surface through mountains so wanted to try to generate an underside to see if it would help, but it appears it's generating it but then not finding the file generated.

Can any other Enderal players share their underside nifs in the meantime? Will it still work if I place the nif in the correct filepath if the generation failed?

Expand  

Thanks.

Put this test version of LODGenx64.exe into the Edit Script folder and run again DynDOLOD again.

It should hopefully generate the underside now.

Posted
  On 9/19/2021 at 1:51 PM, LucidAPs said:

Thank you, let me know if more info is needed. Disabling near grid upgrade fixes it.
bugreport.txtDynDOLOD_SSE_Textures_Used_Tamriel.txtDynDOLOD_SSE_Dynamic_LOD.txtDynDOLOD_SSE_Debug_log.txt

Expand  

Does the error happen consistently with the same record?

The debug log gets replaced with each start, so it does not contain the log from session with the error anymore.

If you can reproduce the error, upload that debug log and also the normal log as explained in the first post and teh new bugreport.txt

The Textures_Used and Dnamic_LOD files in the log folder are not needed.

Which version of JKs Skyrim.esp are you using?

Is any plugin overwriting 38009E5E?

Posted

Hey Sheson

 

I have no idea what would be blocking access to the folder for the texgen output and I'm more confused since it it happens mid process and not right away with the first textures. I'm seriously stumped and never had these issues before. It's getting pretty demoralizing. 

Posted
  On 9/20/2021 at 12:22 AM, Arrocito said:

Hey Sheson

 

I have no idea what would be blocking access to the folder for the texgen output and I'm more confused since it it happens mid process and not right away with the first textures. I'm seriously stumped and never had these issues before. It's getting pretty demoralizing. 

Expand  

Programs use standard OS function to read and write files. If the OS function fails it returns an error message. The program can only relay that message.
It is either the UAC or some the tied-in antivir or something is already accessing by another program etc.

In the process it is the first time that a texture is being copied from that data folder / BSA to the output folder. AntVirs also check the contents of data being written. One file might be fine, while another isn't.

Start xEdit with entire load order. Start the Asset Browser with CTRL+F3. Put the source filename into the filter field. The first listed container is the winning BSA or teh data folder for loose files. Right click and select Save As (from the winning container). See what happens.

Posted (edited)

Hey sheson! Thanks for all the latest improvements to DynDOLOD 3.0. The renderer for custom object and tree LOD textures is really something else, perfect match now! Having trees with normal maps in object LOD helps a lot too, once they are matched in terms of brightness of the diffuse, they blend well in every situation! Good stuff!

I still have issues with blending the damn glaciers, even with custom made LOD textures to match, their horrible UVs make it hard to make them look good. For mountains/unique, I used a suggestion of yours from a while ago, creating a ruleset that pushes certain LOD stages farther out. The LOD4 step of mountain LOD almost always uses the full mountainslab texture, so pushing that step out to LOD8 helps a lot. Could a similar thing be done with glaciers as well? Their LOD4 model already uses custom textures though. Maybe pushing the full model (they are not very complex in terms of shape) out to LOD4 or LOD8? Would that be possible with rules? Performance impact is a given of course.

Edited by Phlunder

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