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Posted

Let me start off with the obligatory "thanks" for making this mod a reality. 

My adventure in getting grasses in my game has been long and gruesome. It has first started as a "no compromises" LOD render for 4k, but it seems now that I may lack both the time and the system memory to do so.

I've been trying to get Veydosebrom Regions to work with grass LODs (requires rebounding the meshes using CK) but I have been unable to verify if I have done so correctly. After rebounding, DynDOLOD is now taking an absurdly long time to complete. Hopefully this is a sign that it's done correctly? However, I cant get passed Tamriel Occlusion rendering (set to Level 3) because of the incredible amounts of memory it now requires. I get "out of memory" errors at this point in the process.

In have run the game on safe mode (to minimize memory usage of other programs) using 16 GB of RAM with no luck. Memory tops out and Windows can't make paging files fast enough to keep up.

I've decided that maybe Level 3 is the culprit of my woes. As I am typing this message, I am a few hours into a rerun with Level 2. Is this incredible memory usage expected in this new Alpha? If so, I recommend adding a disclaimer.

Some other questions. Is there any capability to cache the result of LODGenx so that DynDOLOD doesn't regenerate it for each run? It would save a lot of time trying to fix my current issue. Also, when rebounding my grass I noticed that the file size from the output of TexGen did not change. Is this normal? Thanks again for all you do.

Posted
  On 10/20/2021 at 8:50 PM, sheson said:

The memory usage has nothing to do with this alpha but everything to do with large BTO files because of the grass LOD in them.

https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-51/?do=findComment&comment=250521

Expand  

This config change you linked should work perfectly with my memory constraints. Thanks! I assume my other questions are also ones that have been asked before. I will try to look more closely next time.

Posted
  On 10/18/2021 at 9:46 AM, sheson said:

Finalize the load order before generating LOD.  LOD and plugins are generated for the current load order. If the load order changes afterwards and there are visual issue either generate LOD for the new current load order or you will have to resolve conflicts in plugins manually.

LOD generation does not change how full or LOD water looks.

Create (landscape, terrain, exterior and related base records) patches before generating the LOD patch.

Expand  

What do you personally do with water seams? Seeing as DynDOLOD doesn't cover them.

Posted

I managed to resolve my issue with TexGen and the UAC blocking write access, thank goodness!

Also, is it normal for DynDOLOD to generate particular log files which are several MB in size?  It makes it impossible to upload them to any pastebin website.

 

Posted
  On 10/20/2021 at 9:24 PM, mattski123 said:

What do you personally do with water seams? Seeing as DynDOLOD doesn't cover them.

Expand  

As you know LOD generation does not change the look of full or LOD water. Whatever seams exist before LOD generation, they still exist all the same afterwards.

I  have no suggestions for mods or solutions for things that are not part of LOD generation atm.

Posted
  On 10/20/2021 at 9:36 PM, BrassDancer said:

I managed to resolve my issue with TexGen and the UAC blocking write access, thank goodness!

Also, is it normal for DynDOLOD to generate particular log files which are several MB in size?  It makes it impossible to upload them to any pastebin website.

 

Expand  

It's easiest to compress them with 7-zip before upload, as they compress to very small size.

Posted
  On 10/20/2021 at 9:36 PM, BrassDancer said:

I managed to resolve my issue with TexGen and the UAC blocking write access, thank goodness!

Also, is it normal for DynDOLOD to generate particular log files which are several MB in size?  It makes it impossible to upload them to any pastebin website.

Expand  

That is why the first post suggests and links a file service as well.

Posted (edited)

Hi sheson, the latest version Alpha-51 gives me the following error which is kind of weird, since I haven't changed anything in my LO and everything worked perfect in the previous versions.... Anyhoo, here goes: 

Debug and logs: https://ufile.io/f/6kmkq

Error-message: 

[Window Title]
DynDOLOD

[Main Instruction]
Texture resolution 1024x6144 not a power of 2.

[Content]
Texture textures\landscape\trees\treepineforestbarkcomp_n.dds

Used by Meshes\landscape\trees\sfo1treepineforestsnowheavy03.nif The Flora of Skyrim Trees SSE.esp SFO1TreePineForestSnow03 [TREE:BA000802]

Help for this message

[Exit DynDOLOD]

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Edit: didnt notice the latest version Alpha-52, I will try a new generation with this version and see if thats solves the problem.

Edit: Nope, same problem. I guess I have to check the textures then, even though this error has never occured before...

Edited by TheDude
Posted

Hi there, I'm getting a strange warning when using dyndolod while generating lod with the last few alphas that says:

<Warning: File not found. textures\ used by Meshes\landscape\trees\srg_treepineforestdeadsnow02.nif Enhanced Vanilla Trees SSE.esp TreePineForestSnow02Dead [TREE:000EF5A4]>

I've attached the requested files.  Any help with this would be greatly appreciated.  I'm not seeing any problems in game with this tree lod, but I find it weird that the texture path is not defined in the warning text (just says textures\).

Many thanks in advance.

Texgen/Dyndolod SSE Log

https://ufile.io/f/h2sjn

Texgen/Dyndolod SSE debug log

https://ufile.io/f/vdyfy

No Bugreport.txt was generated that I can find.

Posted

Hi again, I don't know whats going on but Im getting errors with Alpha-52 too (just as with 51). And this time for different textures which has never been a problem before (I haven't changed a thing in my LO and every LOD-generation worked perfect until Alpha-51...)

[Window Title]
DynDOLOD

[Main Instruction]
Texture resolution 132x256 not a power of 2.

[Content]
Texture textures\landscape\trees\improvedsrg_pine04_alt.dds

Used by meshes\dyndolod\lod\trees\gkbcyrodil4_6b470123passthru_lod.nif Treeswinedave.esp gkbcyrodil05 "GKB Cyrodil 05" [TREE:FE0BAA54]

Help for this message

[Exit DynDOLOD]

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Logs: https://ufile.io/f/93av5

 

 

Posted
  On 10/20/2021 at 11:14 PM, TheDude said:

Hi sheson, the latest version Alpha-51 gives me the following error which is kind of weird, since I haven't changed anything in my LO and everything worked perfect in the previous versions.... Anyhoo, here goes: 

Debug and logs: https://ufile.io/f/6kmkq

Error-message: 

[Window Title]
DynDOLOD

[Main Instruction]
Texture resolution 1024x6144 not a power of 2.

[Content]
Texture textures\landscape\trees\treepineforestbarkcomp_n.dds

Used by Meshes\landscape\trees\sfo1treepineforestsnowheavy03.nif The Flora of Skyrim Trees SSE.esp SFO1TreePineForestSnow03 [TREE:BA000802]

Help for this message

[Exit DynDOLOD]

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Edit: didnt notice the latest version Alpha-52, I will try a new generation with this version and see if thats solves the problem.

Edit: Nope, same problem. I guess I have to check the textures then, even though this error has never occured before...

Expand  

Click the Help for this message link for further explanations.

Are the models with these textures used in the game? Does it not crash?

What are the texture compression formats?

What mods are the textures from?

  On 10/21/2021 at 12:28 AM, tnicko said:

Hi there, I'm getting a strange warning when using dyndolod while generating lod with the last few alphas that says:

<Warning: File not found. textures\ used by Meshes\landscape\trees\srg_treepineforestdeadsnow02.nif Enhanced Vanilla Trees SSE.esp TreePineForestSnow02Dead [TREE:000EF5A4]>

I've attached the requested files.  Any help with this would be greatly appreciated.  I'm not seeing any problems in game with this tree lod, but I find it weird that the texture path is not defined in the warning text (just says textures\).

Many thanks in advance.

Texgen/Dyndolod SSE Log

https://ufile.io/f/h2sjn

Texgen/Dyndolod SSE debug log

https://ufile.io/f/vdyfy

No Bugreport.txt was generated that I can find.

Expand  

The NIF seems to define a texture that does not seem to be a valid filename but also not empty.

This won't affect tree LOD but the full model tree. It is possible it is not the diffuse texture and thus the missing texture is not resulting in a noticeable visual issue.

Posted
  On 10/21/2021 at 12:53 AM, TheDude said:

Hi again, I don't know whats going on but Im getting errors with Alpha-52 too (just as with 51). And this time for different textures which has never been a problem before (I haven't changed a thing in my LO and every LOD-generation worked perfect until Alpha-51...)

[Window Title]
DynDOLOD

[Main Instruction]
Texture resolution 132x256 not a power of 2.

[Content]
Texture textures\landscape\trees\improvedsrg_pine04_alt.dds

Used by meshes\dyndolod\lod\trees\gkbcyrodil4_6b470123passthru_lod.nif Treeswinedave.esp gkbcyrodil05 "GKB Cyrodil 05" [TREE:FE0BAA54]

Help for this message

[Exit DynDOLOD]

[Footer]
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Logs: https://ufile.io/f/93av5

Expand  

Did you look up the reported tree model and texture in NifSkope?

It's kind of obvious that the diffuse texture for the tree trunk is not the correct one in addition to not having a power of 2 resolution. The normal map texture seems to be for branches...

gkbcyrodil4_6b470123passthru_lod.png

Posted (edited)
  On 10/21/2021 at 6:55 AM, sheson said:

Did you look up the reported tree model and texture in NifSkope?

It's kind of obvious that the diffuse texture for the tree trunk is not the correct one in addition to not having a power of 2 resolution. The normal map texture seems to be for branches...

gkbcyrodil4_6b470123passthru_lod.png

Expand  

Yeah, but I'm a huge noob when it comes to NifSkope, so I cant tell what is wrong with the textures....
image.thumb.png.ebe16dde5dd1a99ece1dbc8bc3f18572.png

Also the errors seems to generates from these mods: 

https://www.nexusmods.com/skyrimspecialedition/mods/20336?tab=files (first error, reported on previous page, solved by deleting mod)
https://www.nexusmods.com/skyrimspecialedition/mods/22053?tab=files (new error)

Which, as I said, is really weird since they have NEVER shown any errors in previous versions of the Alpha. Im going to revert to v 50 in order to try to fix this.
 

Edited by TheDude
Posted
  On 10/21/2021 at 8:16 AM, TheDude said:

Yeah, but I'm a huge noob when it comes to NifSkope, so I cant tell what is wrong with the textures....
image.thumb.png.ebe16dde5dd1a99ece1dbc8bc3f18572.png

Also the errors seems to generates from these mods: 

https://www.nexusmods.com/skyrimspecialedition/mods/20336?tab=files (first error, reported on previous page, solved by deleting mod)
https://www.nexusmods.com/skyrimspecialedition/mods/22053?tab=files (new error)

Which, as I said, is really weird since they have NEVER shown any errors in previous versions of the Alpha. Im going to revert to v 50 in order to try to fix this.
 

Expand  

As you can see from my screenshot the texture for the trunk is a billboard texture instead of the bark. That LOD asset with those textures is pretty useless and should be fixed or removed.

Reverting to older version in order to ignore errors is not fixing the errors. 
Ignoring errors means there are visual problems or even having to troubleshoot CTD etc in the game later.
I suppose people rather troubleshoot issues later, so next version will just report that type of error in the log.

Posted
  On 10/21/2021 at 8:26 AM, sheson said:

As you can see from my screenshot the texture for the trunk is a billboard texture instead of the bark. That LOD asset with those textures is pretty useless and should be fixed or removed.

Reverting to older version in order to ignore errors is not fixing the errors. 
Ignoring errors means there are visual problems or even having to troubleshoot CTD etc in the game later.
I suppose people rather troubleshoot issues later, so next version will just report that type of error in the log.

Expand  

OK, thanks for info! Interesting, I'll have a closer look of why theres a billboard texture instead of bark. It could actually be a previous user-error from my part since I manually replaced a low resolution bark-texture in the mod Myrklvior with a higher quality one from the mod Tree bark in High definition. I have re-installed every tree and barkmod now though and will try to do another attempt at Lod-generation with Alpha-52. To be continued...  

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