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Posted
  On 10/1/2021 at 5:35 PM, z929669 said:

I did, but again, it's not necessarily stating this:

I added this

Maybe no rules are read from anywhere, including mods without clicking low/medium/high in the GUI, but that would be a faulty implementation I believe. It's not foolproof. Loading a preset does not require clicking one of those buttons, so plugin-loaded rules would still need to be loaded.

Maybe I'm being dense ... wouldn't be the first time :confusion:

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The way rules are loaded with the low, medium and high buttons is the same since 7 years.

Clicking those buttons will remove any manually entered rules.

Clicking those buttons loads rules for the plugins which are currently in the load order. Logic implies there won't be any rules loaded for plugins that are currently not in the load order. This also means rules for a removed plugin won't be loaded anymore when clicking those buttons. Because it won't load rules for plugins that are currently not in the load order.

Not clicking those button does not load any rules.

Saving a preset saves the current state of all options, including the rules.

Loading a preset loads the saved state of all options, including the saved rules.

Posted
  On 10/1/2021 at 5:43 PM, sheson said:

The way rules are loaded with the low, medium and high buttons is the same since 7 years.

Clicking those buttons will remove any manually entered rules.

Clicking those buttons loads rules for the plugins which are currently in the load order. Logic implies there won't be any rules loaded for plugins that are currently not in the load order. This also means rules for a removed plugin won't be loaded anymore when clicking those buttons. Because it won't load rules for plugins that are currently not in the load order.

Not clicking those button does not load any rules (including plugin-loaded rules?).

Saving a preset saves the current state of all options, including the rules.

Loading a preset loads the saved state of all options, including the saved rules (including plugin-loaded rules?).

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This still doesn't answer my question explicitly ... I must assume/infer from your responses. I understand about plugin-loaded files (including INI definitions). I want to know: if I have a plugin with associated rules as described in the documentation, will my pligin-loaded rules be read and applied by DynDOLOD if the plugin is enabled in my load order, and ...

  1. I do not click a low/medium/high preset In DynDOLOD GUI and hit 'OK'?
  2. I load my own previously-saved preset In DynDOLOD GUI and hit 'OK'? (saved before I began using the plugin that is loading my NEW rules)

I completely understand that rules added into the rules grid in the GUI will be wiped out if I click on a preset or load a saved preset. That is intuitive and apparent. It is the rules conveyed by INI in the background I want to understand.

Follow-up question: Are plugin-loaded rules added to the preset and saved between runs just as those I add via the GUI rules grid?

 

Posted
  On 10/1/2021 at 6:26 PM, z929669 said:

This still doesn't answer my question explicitly ... I must assume/infer from your responses. I understand about plugin-loaded files (including INI definitions). I want to know: if I have a plugin with associated rules as described in the documentation, will my pligin-loaded rules be read and applied by DynDOLOD if the plugin is enabled in my load order, and ...

  1. I do not click a low/medium/high preset In DynDOLOD GUI and hit 'OK'?
  2. I load my own previously-saved preset In DynDOLOD GUI and hit 'OK'? (saved before I began using the plugin that is loading my NEW rules)

I completely understand that rules added into the rules grid in the GUI will be wiped out if I click on a preset or load a saved preset. That is intuitive and apparent. It is the rules conveyed by INI in the background I want to understand.

Follow-up question: Are plugin-loaded rules added to the preset and saved between runs just as those I add via the GUI rules grid?

 

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Rule config files are only loaded loaded when clicking low, medium, high. It will replace all rules with the ones for the current load order from the rule config files. Checking the notices printed to log shows which rule config files are being loaded.

Loading a preset loads a preset. Loading a preset does not do anything else. Loading a preset does not load any rule config files. Loading a preset restores the settings and rule listing from the time it was saved. It will replace all rules with the rules from the preset.

1. Not clicking low, medium or high does not change or load any rule config files. Clicking OK does not change or load any rules. Clicking OK does not change any options. Clicking OK starts the process with the current options and rules shown in the options.
2. Loading a preset restores the rules in the options and all other options saved in the preset. It does not do anything else. From here number 1. applies.

Clicking OK saves the current options, including the currently listed rules, to the default preset file. This default preset is loaded next time DynDOLOD is started to restore the settings, including the listed rules.

Posted
  On 10/1/2021 at 7:15 PM, sheson said:

Rule config files are only loaded loaded when clicking low, medium, high. It will replace all rules with ones for the currently load order from the rule config files. Checking the notices printed to log which which rule config files are loaded.

Loading a preset loads a preset. Loading a preset does not do anything else. Loading a preset does not load any rule config files. Loading a preset restores the settings and rule listing from the time it was saved. It will replace all rules with the rules from the preset.

1. Not clicking low, medium or high and then OK does not change or load any rules.
2. Loading a preset restores the rules and all other options saved in the preset. It does not do anything else. From here number 1. applies.

Saving the preset saves the current options, including the current listed rules.

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Thanks, I'm getting there ...

So if I have a saved preset with a bunch of custom rules I have painstakingly configured and ordered AND I have a new plugin from a mod that I created with a rules config file that I want added to my mesh processing rules, then the ONLY way to get everything from BOTH is to:

  1. Click low/medium/high - this loads all predefined rules that ship with DynDOLOD and also loads my new plugin rules (I finally understand this ... unless I don't :rolleyes:)
  2. Load my saved preset - this loads all of the custom rules I created previously but wipes out all of the rules applied via #1? (and my new plugin rules will still be there OR will be processed from my plugin-loaded INI?)

Is it impossible to get both?

Trying to find a foolproof method that will include all of the shipped rules AND all of my own 'global' rules AND all of my plugin rules

I do understand that if I somehow can get all rules I want into the GUI grid, I can save that and get it back whenever I load them in the future (and loaded rules will also be saved as 'default' for next run if I take none of these actions next run)

Posted
  On 10/1/2021 at 7:27 PM, z929669 said:

Thanks, I'm getting there ...

So if I have a saved preset with a bunch of custom rules I have painstakingly configured and ordered AND I have a new plugin from a mod that I created with a rules config file that I want added to my mesh processing rules, then the ONLY way to get everything from BOTH is to:

  1. Click low/medium/high - this loads all predefined rules that ship with DynDOLOD and also loads my new plugin rules (I finally understand this ... unless I don't :rolleyes:)
  2. Load my saved preset - this loads all of the custom rules I created previously but wipes out all of the rules applied via #1? (and my new plugin rules will still be there OR will be processed from my plugin-loaded INI?)

Is it impossible to get both?

Trying to find a foolproof method that will include all of the shipped rules AND all of my own 'global' rules AND all of my plugin rules

Expand  

Only way you can do that is use WinMerge or similar to add back in your custom rules. You cannot use a saved preset and apply mod added rules on top of it. 

Posted
  On 10/1/2021 at 7:27 PM, z929669 said:

Thanks, I'm getting there ...

So if I have a saved preset with a bunch of custom rules I have painstakingly configured and ordered AND I have a new plugin from a mod that I created with a rules config file that I want added to my mesh processing rules, then the ONLY way to get everything from BOTH is to:

  1. Click low/medium/high - this loads all predefined rules that ship with DynDOLOD and also loads my new plugin rules
  2. Load my saved preset - this loads all of the custom rules I created previously but wipes out all of the rules applied via #1? (and my new plugin rules will still be there OR will be processed from my plugin-loaded INI?)

Is it impossible to get both?

Trying to find a foolproof method that will include all of the shipped rules AND all of my own 'global' rules AND all of my plugin rules

Expand  

The way to add custom rules for the load order is to create rule config files for plugins in the data\DynDOLOD folder.
They are DynDOLOD version independent and are automatically applied when clicking low, medium, high.

In case you have no plugin to target, target skyrim.esm, update.esm

Posted
  On 10/1/2021 at 7:34 PM, DoubleYou said:

Only way you can do that is use WinMerge or similar to add back in your custom rules. You cannot use a saved preset and apply mod added rules on top of it. 

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  On 10/1/2021 at 7:34 PM, sheson said:

The way to add custom rules for the load order is to create rule config files for plugins in the data\DynDOLOD folder.
They are DynDOLOD version independent and are automatically applied when clicking low, medium, high.

In case you have no plugin to target, target skyrim.esm, update.esm

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Thanks both. This is now fully comprehended by yours truly.

Though both of these methods are plausible, I think it intuitively seems best (if practical programmatically) to implement what I call the 'layered' approach by which all rules are consolidated according to governing global/local/load-order prioritization and processed into a final rule set. This seems like a more foolproof way to effectively preserve user-created rules unbound to any plugin in the same manner as shipped rules are preserved.

Posted (edited)
  On 10/1/2021 at 2:25 PM, sheson said:

Read the first post, which explains to post any question or feedback in this DynDOLDO 3 alpha thread.

Read the first post what log files to upload when making posts.

If asking questions about mods, it would be nice to link to the mods.

If asking questions about a specific LOD asset file, it would be nice to actually provide the path/filename to that exact file in question. Or a screenshot of stuff in game, one for the LOD, one with the full model  and console open to show its form id.

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Sorry about that, home now. Using Ft Dawnguard HD which comes w/ DawnguardDoors.esp which changes the door's texture path from College of WH doors to the doors used by FT Dawnguard HD. The doors in the texture are def from my WH retexture though (Chantry's Winterhold) .Perhaps Dyndolod fixes this itself?

From TexGEN I get: https://imgur.com/9sweX0o

Edited by EazyH
Posted

Logs: https://mega.nz/file/wAZVFKQJ#zVFg24z5BYjqWxY1myLBm89LruZDh1IuMhZ9nVlo6jg

I generated DynDOLOD and zipped the output successfully. I then left the zip file in the folder, but renamed it from DynDOLOD_Output.zip to DynDOLOD_Output_Low.zip (I was going to install this later to test and compare the two). After generating successfully and zipping the new output, DynDOLOD_Output_Low.zip was deleted. I had expected that it would only remove the file DynDOLOD_Output.zip if it existed, and that it wouldn't delete the older file since I had renamed it.

Posted
  On 10/1/2021 at 11:20 PM, EazyH said:

Sorry about that, home now. Using Ft Dawnguard HD which comes w/ DawnguardDoors.esp which changes the door's texture path from College of WH doors to the doors used by FT Dawnguard HD. The doors in the texture are def from my WH retexture though (Chantry's Winterhold) .Perhaps Dyndolod fixes this itself?

From TexGEN I get: https://imgur.com/9sweX0o

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If a mod changes the vanilla textures of vanilla objects that is exactly what is supposed to happen to the rendered LOD texture.

If a mod places new (door) meshes and LOD for them is desired, a LOD mesh or a mesh mask rule should be added for the door to have LOD. So that in the game the LOD for it will cover the part of the LOD model for the building.

With the vanilla game the player is never going to see LOD for that part of the castle, though.

If you want the pre-generated texture to use different non vanilla textures, a custom of the special NIF should be placed in the data\dyndolod\render... folder. See ..\DynDOLOD\docs\help\TexGenConfiguration.html

Posted
  On 10/2/2021 at 12:53 AM, DoubleYou said:

Logs: https://mega.nz/file/wAZVFKQJ#zVFg24z5BYjqWxY1myLBm89LruZDh1IuMhZ9nVlo6jg

I generated DynDOLOD and zipped the output successfully. I then left the zip file in the folder, but renamed it from DynDOLOD_Output.zip to DynDOLOD_Output_Low.zip (I was going to install this later to test and compare the two). After generating successfully and zipping the new output, DynDOLOD_Output_Low.zip was deleted. I had expected that it would only remove the file DynDOLOD_Output.zip if it existed, and that it wouldn't delete the older file since I had renamed it.

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Yes, that is how it is supposed to work. The zip function packs the relevant files from the DynDOLOD output into the archive, then cleans the output folder and moves the generated zip file into it.

Posted
  On 10/2/2021 at 5:31 AM, sheson said:

If a mod changes the vanilla textures of vanilla objects that is exactly what is supposed to happen to the rendered LOD texture.

If a mod places new (door) meshes and LOD for them is desired, a LOD mesh or a mesh mask rule should be added for the door to have LOD. So that in the game the LOD for it will cover the part of the LOD model for the building.

With the vanilla game the player is never going to see LOD for that part of the castle, though.

If you want the pre-generated texture to use different non vanilla textures, a custom of the special NIF should be placed in the data\dyndolod\render... folder. See ..\DynDOLOD\docs\help\TexGenConfiguration.html

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Thank you, I will keep this in mind! Talking to a few folks we came to the conclusion I would likely never see LOD for the door anyway, but good to know in the future.

Posted
  On 10/2/2021 at 5:48 AM, sheson said:

Yes, that is how it is supposed to work. The zip function packs the relevant files from the DynDOLOD output into the archive, then cleans the output folder and moves the generated zip file into it.

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OK. I just thought this must be a bug and that only specific files/folders would be removed.

Posted

Hello, I'm having an issue with the grass on the latest dyndolod release, the grass lod does not match the grass plugin I have. I'm using Folkvangr mod. I created a texgen, chcked grass, created the grass cache then finally used dyndolod. https://ibb.co/8m6DGjR Here's a demonstration of the issue. Also, I'm using jedi trees but the lods don't look good imo. Is there something I can tweak to improve how it looks? thanks.

Posted
  On 10/3/2021 at 12:54 AM, mostwanted11 said:

I created a texgen, chcked grass, created the grass cache then finally used dyndolod.

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"Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD. TexGen can be used to automatically generate the grass LOD billboards.

Grass LOD generation requires a warmed precache from No Grass In Objects for the current load order. It uses the *.CGID files found in the ..\Data\Grass\ folder."

Grass cache needs to be made Before running texgen, maybe you should read the first page.

:thumbsup:

No idea about the trees though :confusion:

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