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Posted

@AiElias

What I would do is set DynDOLODGrassMode=0 and define the grass distance to the appropriate distance for uGridsToLoad=7:

OverwriteGrassDistance=10240
OverwriteGrassFadeRange=15824

I believe NGIO works out all things to do with iGrassCellRadius automatically. You would set DynDOLOD to setting 1 on grass LOD generation since you are specifying only to render full grass to uGridsToLoad=7 and not the Large Ref distance.

Posted
  On 10/11/2021 at 10:00 PM, mattski123 said:

Hey, this mod called Skyrim Platform just released and it also has an easier way to convert .psc files to .ts files. Can you please update this to speed up the scripting processes?

Let me know! :)

Expand  

Explain how this is supposed to speed up anything.
The crucial parts for the large array data are already compiled SKSE DLL plugins.

Or the other way around, what part of the current scripting do you believe could be or needs speeding up?

  On 10/11/2021 at 10:52 PM, z929669 said:

@sheson Setting string to SphereNormals at BsTriShape node resolved!

SkyrimSE 2021-10-11 18-05-15-32.jpg

Expand  

That is fantastic. Good to know this works. I may add that it's done automatically for the cases where "crown" needs the face normal spell.

Posted
  On 10/12/2021 at 5:13 AM, sheson said:

Explain how this is supposed to speed up anything.
The crucial parts for the large array data are already compiled SKSE DLL plugins.

Or the other way around, what part of the current scripting do you believe could be or needs speeding up?

That is fantastic. Good to know this works. I may add that it's done automatically for the cases where "crown" needs the face normal spell.

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To be honest idk, I just saw that it said it speeds things up and went with that. Sorry.

  On 10/9/2021 at 6:24 AM, sheson said:

Also upload the log and debug log as explained tin the frst post.

Check the mentioned plugin with xEdit error check.

In case the record is being overwritten by another plugin error check that, too.

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Hey, here's the other logs: https://drive.google.com/file/d/1kOhiRz2mCbaa1L19UoNV5aRADx1Tq2rM/view?usp=sharing

also, when checking for errors these came up:

[00:00] ArnimaHammerWeaponMGEF "Hammer" [MGEF:1017ADC1]
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [1017ADC7] < Error: Could not be resolved >
[00:00] ArnimaRangerDirectionEnchantment "Direction Ench" [ENCH:1054817D]
[00:00]     ENCH \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF
[00:10] still checking for Errors in [10] arnima.esm
[00:21] still checking for Errors in [10] arnima.esm
[00:31] still checking for Errors in [10] arnima.esm
[00:41] still checking for Errors in [10] arnima.esm
[00:42] ArnimaDenizeQuestDVDenizeZenalta [DLBR:102CAD3C]
[00:42]     DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL

Not sure what they mean if anything, but doesn't look like anything to do with world spaces. But I'm not sure.

Posted
  On 10/12/2021 at 7:56 AM, mattski123 said:

Hey, here's the other logs: https://drive.google.com/file/d/1kOhiRz2mCbaa1L19UoNV5aRADx1Tq2rM/view?usp=sharing

also, when checking for errors these came up:

[00:00] ArnimaHammerWeaponMGEF "Hammer" [MGEF:1017ADC1]
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [1017ADC7] < Error: Could not be resolved >
[00:00] ArnimaRangerDirectionEnchantment "Direction Ench" [ENCH:1054817D]
[00:00]     ENCH \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF
[00:10] still checking for Errors in [10] arnima.esm
[00:21] still checking for Errors in [10] arnima.esm
[00:31] still checking for Errors in [10] arnima.esm
[00:41] still checking for Errors in [10] arnima.esm
[00:42] ArnimaDenizeQuestDVDenizeZenalta [DLBR:102CAD3C]
[00:42]     DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL

Not sure what they mean if anything, but doesn't look like anything to do with world spaces. But I'm not sure.

Expand  

Is that "Checking for errors failed" repeatable and always the same record REFR:1227A9C0 ?

Does it happen if you only select the ArnimaVoid worldspace?

Is any plugin overwriting 1227A9C0 ?

Posted (edited)
  On 10/12/2021 at 8:46 AM, sheson said:

Is that "Checking for errors failed" repeatable and always the same record REFR:1227A9C0 ?

Does it happen if you only select the ArnimaVoid worldspace?

Is any plugin overwriting 1227A9C0 ?

Expand  

I tried re running texgen today and this error came up:

Can not copy resource textures\landscape\snow01.dds to D:\Mods\Mod packs\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\landscape\snow01.dds:

[Content]
The system cannot find the path specified.

I only changed 1 thing in the DynDOLOD folder and that was to run it with this mod: https://www.nexusmods.com/skyrimspecialedition/mods/56367/ (I changed Level32=1). I also ran it tiwce and do have BDS. Here's my modlist: https://modwat.ch/u/mattski123

Unfortunately I can't currently check whether or not it is a repeatable error. I do also have my UAC settings on never notify and I only have Windows Defender has my AV. How do I find the reference in xEdit? I tried by searching every form ID which was listed in the debug log but that didn't really help me. I managed to find it in the end and there's nothing overwriting it. This was it: [CELL:1005FCE8] (in ArnimaVoid "Scuttling Void" [WRLD:1005E764] at -5,-3) it's a placed object under: [10] arnima.esm (AAE5C2BB) \ Worldspace \ 1005E764 <ArnimaVoid> \ Block -1, -1 \ Sub-Block -1, -1 \ 1005FCE8 \ Temporary \ 1027A9C0 . Hope that helps. Here's a link to my texgen logs: https://easyupload.io/ba4ivr

Edited by mattski123
Posted
  On 10/12/2021 at 9:30 AM, mattski123 said:

I tried re running texgen today and this error came up:

Can not copy resource textures\landscape\snow01.dds to D:\Mods\Mod packs\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\landscape\snow01.dds:

[Content]
The system cannot find the path specified.

Expand  

Click the "Help for this message" link as explained on the first post.

The system cannot find the path specified typically means the OS, UAC, antivir or some other 3rd party crap ware is blocking write access to the mentioned destination path. Add an exception to whatever it is that is blocking access.
It is also possible another process or program is accessing the same folder or file and this preventing write access. In case closing other programs does not help, a reboot typically helps in these cases.
Remove old files from the destination/output path, which might prevent creating the new files because they are blocked by other programs etc

Search the forum for the error message as explained on the first post.
https://stepmodifications.org/forum/search/?&q=system cannot find path specified&search_and_or=and

 

  On 10/12/2021 at 9:30 AM, mattski123 said:

I also ran it tiwce and do have BDS.

Expand  

You have what? You mean BSD? Blues Screen of Death is caused by hardware, BIOS settings, OS, driver problems etc.

 

  On 10/12/2021 at 9:30 AM, mattski123 said:

How do I find the reference in xEdit?

Expand  

Load entire load order into xEdit. Enter the form ID into the FormID field top left and hit Enter.

Remember to adjust the first two digits to the load order ID shown for arnima.esm

Posted
  On 10/12/2021 at 9:43 AM, sheson said:

Click the "Help for this message" link as explained on the first post.

The system cannot find the path specified typically means the OS, UAC, antivir or some other 3rd party crap ware is blocking write access to the mentioned destination path. Add an exception to whatever it is that is blocking access.
It is also possible another process or program is accessing the same folder or file and this preventing write access. In case closing other programs does not help, a reboot typically helps in these cases.
Remove old files from the destination/output path, which might prevent creating the new files because they are blocked by other programs etc

Search the forum for the error message as explained on the first post.
https://stepmodifications.org/forum/search/?&q=system cannot find path specified&search_and_or=and

 

You have what? You mean BSD? Blues Screen of Death is caused by hardware, BIOS settings, OS, driver problems etc.

 

Load entire load order into xEdit. Enter the form ID into the FormID field top left and hit Enter.

Remember to adjust the first two digits to the load order ID shown for arnima.esm

Expand  

thank you! I have now gone and added the files and folders to my Windows Defender exceptions list. And as I said I don't have any other antivirus or anything. And my UAC settings are set to never notify if that's the right way to do it. No sorry BDS stands for better dynamic snow. And I actually didn't even know slash realize that the first two letters/numbers in X edit will literally the load order ID's. Thank you for telling me that! Because I didn't know that before.

Texgen ran very smoothly and after running arnimavoid ALONE it happily lets me save and exit. I will have to try to run the full dynDOLOD tomorrow. Incl other world spaces. Any other trobuleshooting tips?

Posted
  On 10/12/2021 at 3:47 AM, DoubleYou said:

What I would do is set DynDOLODGrassMode=0 and define the grass distance to the appropriate distance for uGridsToLoad=7:

OverwriteGrassDistance=10240
OverwriteGrassFadeRange=15824

I believe NGIO works out all things to do with iGrassCellRadius automatically. You would set DynDOLOD to setting 1 on grass LOD generation since you are specifying only to render full grass to uGridsToLoad=7 and not the Large Ref distance.

Expand  

Good call, I'll give this a go. I'm not entirely sure how the distance calculation is handled by the game but assuming fGrassStartFadeDistance and fGrassFadeRange are both distances in radius from the player, with uGrids 7, those can both be set to 12288? Or is it like uGrids because grass is also rendered in squares so fGrassStartFadeDistance == L/W == 28672? I don't really see a reason to use fade with grass LOD.

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

Good call, I'll give this a go. I'm not entirely sure how the distance calculation is handled by the game but assuming fGrassStartFadeDistance and fGrassFadeRange are both distances in radius from the player, with uGrids 7, those can both be set to 12288? Or is it like uGrids because grass is also rendered in squares so fGrassStartFadeDistance == L/W == 28672? I don't really see a reason to use fade with grass LOD.

Expand  

Grass is rendered in a radius. With uGridsToLoad=5, the iGrassCellRadius is 2. With uGridsToLoad=7, iGrassCellRadius is 3. 

NGIO is able to decouple the iGrassCellRadius from the uGridsToLoad, however, since its ExtendGrassDistance overrides the cell buffer to allow the farther distance. 

Shortest distance from player to edge of uGridsToLoad=7 is 2.5 cells x 4096 = 10240. Set fGrassStartFadeDistance to that value. Farthest distance possible is 4.5 hypotenuses x 5792 = 26064. Subtract the fGrassStartFadeDistance (10240) from that, result is 15824. Set the fGrassFadeRange onto that. Maximum grass draw distance is fGrassStartFadeDistance + fGrassFadeRange = 26064.

fGrassFadeRange is not a true fade. Check the difference in game and you will see this. 

bEnableGrassFade should be set to 0 to disable the grass fade effect. This has nothing to do with fGrassFadeRange. 

Posted
  On 10/12/2021 at 10:05 AM, mattski123 said:

thank you! I have now gone and added the files and folders to my Windows Defender exceptions list. And as I said I don't have any other antivirus or anything. And my UAC settings are set to never notify if that's the right way to do it. No sorry BDS stands for better dynamic snow. And I actually didn't even know slash realize that the first two letters/numbers in X edit will literally the load order ID's. Thank you for telling me that! Because I didn't know that before.

Texgen ran very smoothly and after running arnimavoid ALONE it happily lets me save and exit. I will have to try to run the full dynDOLOD tomorrow. Incl other world spaces. Any other trobuleshooting tips?

Expand  

Hey just got this when re-running in full (all mods selected):

[Main Instruction]
Checking for errors failed Access violation at address 000000000041928F in module 'DynDOLODx64.exe'.

[Content]
Read of address 0000000000000000 for arnima.esm [REFR:100892A0] (places Bucket02a "Bucket" [MISC:000747FB] in GRUP Cell Temporary Children of [CELL:1001DC47] (in arnimaDUPLICATE003 "The Reach" [WRLD:10000D62] at 20,-8))

Here's the logs: https://easyupload.io/dofki9
I checked the reference in xEdit and it's not conflicting with anything. Here's placement if this helps:

[10] arnima.esm (AAE5C2BB) \ Worldspace \ 10000D62 <arnimaDUPLICATE003> \ Block 0, -1 \ Sub-Block 2, -1 \ 1001DC47 \ Temporary \ 100892A0

Posted (edited)

Question. I tried searching this thread and the xLodgen one for a Fo4 guide, but couldn't find one. Could someone please help me with Object LOD settings? For the Terrain LOD I can inspire myself from the SSE WIP settings, but that guide doesn't have Objects LOD since it uses Dyndolod. The FNV guide only says to use 8192 as Alpha Size, and that's about it.

If it matters, I am using vanilla trees, I have already installed higher quality assets for xLodgen from Luxor HD overhaul and the resources in the OP here. Here is what I am starting from:

Screenshot_1.jpg

Thank you

Edited by Stefan
Posted
  On 10/13/2021 at 5:13 AM, Stefan said:

Question. I tried searching this thread and the xLodgen one for a Fo4 guide, but couldn't find one. Could someone please help me with Object LOD settings? For the Terrain LOD I can inspire myself from the SSE WIP settings, but that guide doesn't have Objects LOD since it uses Dyndolod. The FNV guide only says to use 8192 as Alpha Size, and that's about it.

If it matters, I am using vanilla trees, I have already installed higher quality assets for xLodgen from Luxor HD overhaul and the resources in the OP here. Here is what I am starting from:

Screenshot_1.jpg

Thank you

Expand  

The defaults are perfectly fine.

Using anything but BC5 for normal and specular textures does not really make any sense.

The diffuse format of the vanilla single object LOD textures is typically DXT5. There won't be any visual improvements by using BC7 max over BC7 quick over using DXT5.

If vertex colors are checked there can be issues with interiors using the LOD from parent worldspaces.

As you can see from the screenshots on the first post, using backlight power helps with tree LOD lighting.

Increasing the alpha threshold will make LOD for trees and other objects using transparency appear to be thinner.

  • Like 1
Posted

I've been testing the new alpha on Enderal LE, on a new vanilla test profile. So far, almost everything seems fine. I ran into two issues, one of them I hopefully already identified. The first is that there is an incorrect LOD stone mesh packaged with Enderal, its base ID is 8e844. It has been assigned very different shaped, sized, and textured LOD mesh found here: "meshes\enderal\lod\rocks\rock02_lod_1.nif"

In the screen its also visible that the LOD mesh of the building has a different shape, but I guess that's because its a vanilla Riften house (RTMeadery01 [STAT:0008C018]), with just a certain part reused in Enderal? Comparison screens are in the spoiler: 

  Reveal hidden contents

The other issue is a bit harder to grasp for me. Certain tree types (haven't identified them all, one is _00E_NOaktree08 [TREE:001130D4]) have very weird visual artifacts when transitioning from object LOD to full model. I'm using the high preset and ultra trees, which means for Enderal trees in object LOD with normals. Textures have been freshly generated with TexGen beforehand. Here's a screenshot of the issue:

  Reveal hidden contents

Thanks again for your continued work and dedication on DynDOLOD and xLODGen!

Posted (edited)

Thank you very much. I will redo the LOD per your recommendations and OP. And a general LOD question. Does it make sense to have LOD levels bigger than this?

Screenshot_2.thumb.jpg.338165948a6d8c96d4e6415f1811e3dd.jpg

I am referring to L4, L8, etc. Or adding more distance doesn't add anything to the eye.

Thanks again.

PS: I have done the LOD and it's excellent, before I could easily see when LOD changed levels while getting closer, now I can see minimal differences only if I am very very focused on the LOD, and not all the time. Thanks!

Edited by Stefan
Posted
  On 10/13/2021 at 9:19 AM, Stefan said:

Thank you very much. I will redo the LOD per your recommendations and OP. And a general LOD question. Does it make sense to have LOD levels bigger than this?

Screenshot_2.thumb.jpg.338165948a6d8c96d4e6415f1811e3dd.jpg

I am referring to L4, L8, etc. Or adding more distance doesn't add anything to the eye.

Thanks again.

PS: I have done the LOD and it's excellent, before I could easily see when LOD changed levels while getting closer, now I can see minimal differences only if I am very very focused on the LOD, and not all the time. Thanks!

Expand  

Which settings are the "best" depends on the game, load order, setup, performance and personal preference. So as I always, I suggest to make screenshots and compare different settings yourself.

Or refer to a modding guide and/or a comparisons made by users who play/mod the game.

  • Like 1

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