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Posted
  On 11/3/2021 at 5:24 PM, z929669 said:

IIRC, you DO want to flag the water spray and such as large refs so that they get dynamic LOD (they move even in the higher LOD levels, which is more realistic but may cost a bit in performance). I also think we would want to tick "Upgrade large refs to near grid" option.

@sheson will correct me if I'm mistaken.

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Only thins that have dynamic LOD objects or rules will they have dynamic LOD. If they large references and are assigned to FarGrid or are assigned to NearGrid and the Upgrade NearGrid large references to FarGrid is checked.

  On 11/3/2021 at 5:44 PM, TechAngel85 said:

For a rule, perhaps. But updating the ESM with the new references and running the script worked perfectly. It will be fixed in the next release of RWT, as such. I haven't gotten around to a rule yet. The sprays from RWT are particles. Not sure how particle effects fit into this mix. I know they don't show in vanilla for the first level of LOD, nor do they using the ESM/script. Only the static part of them show.

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Full models are always full models. Large references are full models in the LOD area just like IsFullLOD/Persistent references that are disabled and unloaded  at the uLargeRefLODGridSize, which has no levels.  Dynamic LOD models included in DynDOLOD often have particles removed for optimization.

Posted
  On 11/3/2021 at 10:46 PM, Sandcom said:

Hey, so for some context I've been trying to resolve this issue I've been having since early January when I switched to SE modding, that is involved with my DynDOLOD 3 LODGen, and I've been too stubborn to ask for help here because I didn't want to bother any of you guys, and I've resolved 99% of my problems but I have a final one I just can't resolve, or i'm just too stupid to figure out and feel overwhelmed and frustrated from information overload.

I've been try to generate my Grass LOD, and I use Verdant for my grass mod inside MO2, it wasn't being recognized but I fixed that learning from an old 2020 thread stating I need to Recalc Bounds for the grass so that way TexGen recognizes it, bingo bango, did that, its recognized and working fine, processed in TexGen, but the problem came up when I went to try and Generate the LODGen DynDOLOD_Output, it does every other correctly all the way up to,
[tamriel] updating height map from terrain LOD meshes
[tamriel] updating height map from object LOD meshes

Once it gets there I end up freezing, over the last couple months i've followed alot of old threads where it states its a Hardware issue, so i've done the recommended of turning off my Overclocking, then I set Max Thread Limit in DynDOLOD_SSE.ini for both OcclusionMaxThreadsTerrainLOD=6 OcclusionMaxThreadsObjectLOD=6 since I have 16 Logical Processors (and make sure nothing else is running.). 

Important contextual information is that DynDOLOD LODGen would run fully prior to me Recalc Bounds for Verdant Grass to make it recognizes the grass mod, and from my understanding Verdant Grass works for many others just fine with DynDOLOD 3 so I don't think thats the case, and I think it might be a problem on my end, and I made sure to Recalc Bounds for everything inside the Verdant Grass listing for Object Menu in Creation Kit SSE version. 

Here's the only available Log generated from when it Freezes, and a picture I took of the screen when it freezes, its always the exact same last message shown before it does for me on screen. Sorry if poor quality, phone and all that since I couldn't screenshot.

Thank you so much for even just reading, you guys are absolutely great, and I apologize if this is something super obvious and I was just too stupid to realize from how overloaded my brain feels, and how frustrated I feel, I do not like the idea of wasting your guys time.

IMG_20211103_005047.jpg

LODGen_SSE_Tamriel_log.txt 39.45 kB · 0 downloads

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No idea what thread from 2020 you refer to, but the object bounds and to recalc them is explained in this thread and in the included documentation. For that grass mod, too IIRC.

Limit the max threads to reduce memory consumption as explained in these post or the INI. Start with 1:

https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-53/page/124/?tab=comments#comment-250521
https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-53/page/15/?tab=comments#comment-244301

https://www.take-a-screenshot.org/windows.html

Posted (edited)
  On 11/4/2021 at 6:28 AM, sheson said:

No idea what thread from 2020 you refer to, but the object bounds and to recalc them is explained in this thread and in the included documentation. For that grass mod, too IIRC.

Limit the max threads to reduce memory consumption as explained in these post or the INI. Start with 1:

https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-53/page/124/?tab=comments#comment-250521
https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-53/page/15/?tab=comments#comment-244301

https://www.take-a-screenshot.org/windows.html

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Thank you so much for all your work Sheson, not just your help with me, i'll take a look over it and continue from there. Just having a lead gives me so much relief.

The old thread was just you explaining that overclocking can cause functional errors with LODGen as it causes the generator to misread, but its possible it was for /normal/ DynDOLOD or LE DynDOLOD, not sure but regardless it seemed smart to turn it off anyways just incase.

Edited by Sandcom
Posted
  On 11/4/2021 at 6:28 AM, sheson said:

No idea what thread from 2020 you refer to, but the object bounds and to recalc them is explained in this thread and in the included documentation. For that grass mod, too IIRC.

Limit the max threads to reduce memory consumption as explained in these post or the INI. Start with 1:

https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-53/page/124/?tab=comments#comment-250521
https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-53/page/15/?tab=comments#comment-244301

https://www.take-a-screenshot.org/windows.html

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IT WORKED! WOOOO! Setting it to 1 fixed everything, thanks a bunch!

Posted

I'm following the No Grass LOD Check List and I'm using vanilla grass but I have other grass mods. I have precached all the grass I need. Any extra errors don't seem relatable, and I've asked Mod Authors specifically to mod specific queries. Here's the logs + extras for mroe details: https://easyupload.io/i7lx0z

How do I fix these from the checklist:

1. I don't have any grass LOD billboards in TexGen Output.

2. My debug log doesn't contain <Notice: [Worldspace] Gathering grass data for object LOD> .

3. DynDOLOD_tamriel.dds doesn't contain any grass from TexGen (as I couldn't find anything in texgen).

4. LODGen_SSE_Export_Tamriel.txt doesn't contain GrassMap=.

5. I don't appear to have any LODGen_SSE_Grass_Map_[Worldspace].txt files.

6. I have a bunch of files in \Objects\[Worldspace].4.x.y.bto and I ran execute LODgen, checked the LODGen_SSE_Tamriel_log.txt and couldn't find any reference to grass.

7. I also have a warning saying FBlockLevel0Distance set to 60000. Should I be worried or concerned about this?

All of this is related to my post here:

 

Posted
  On 11/6/2021 at 12:12 AM, mattski123 said:

I'm following the No Grass LOD Check List and I'm using vanilla grass but I have other grass mods. I have precached all the grass I need. Any extra errors don't seem relatable, and I've asked Mod Authors specifically to mod specific queries. Here's the logs + extras for mroe details: https://easyupload.io/i7lx0z

How do I fix these from the checklist:

1. I don't have any grass LOD billboards in TexGen Output.

2. My debug log doesn't contain <Notice: [Worldspace] Gathering grass data for object LOD> .

3. DynDOLOD_tamriel.dds doesn't contain any grass from TexGen (as I couldn't find anything in texgen).

4. LODGen_SSE_Export_Tamriel.txt doesn't contain GrassMap=.

5. I don't appear to have any LODGen_SSE_Grass_Map_[Worldspace].txt files.

6. I have a bunch of files in \Objects\[Worldspace].4.x.y.bto and I ran execute LODgen, checked the LODGen_SSE_Tamriel_log.txt and couldn't find any reference to grass.

7. I also have a warning saying FBlockLevel0Distance set to 60000. Should I be worried or concerned about this?

All of this is related to my post here:

 

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If there are no grass LOD billboards generated, then you found the problem. There obviously is no point to do any checks beyond that point until that requirement has been met.

To generate grass LOD billboards with TexGen, check the Grass checkbox in the Tree/Grass LOD Billboards options. See ..\DynDOLOD\docs\help\TexGen.html

Read ..\DynDOLOD\docs\help\LogMessages.html to learn what log messages mean.

Posted (edited)
  On 11/6/2021 at 6:05 AM, sheson said:

If there are no grass LOD billboards generated, then you found the problem. There obviously is no point to do any checks beyond that point until that requirement has been met.

To generate grass LOD billboards with TexGen, check the Grass checkbox in the Tree/Grass LOD Billboards options. See ..\DynDOLOD\docs\help\TexGen.html

Read ..\DynDOLOD\docs\help\LogMessages.html to learn what log messages mean.

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I see. But how do I fix my grass and landscape which you saw in my original post? I wanna have the primest setting suggested for those distances and to load grass from that far away. Also, do I need a grass mod??? other than what I already have.

Edited by mattski123
Posted
  On 11/6/2021 at 6:12 AM, mattski123 said:

I see. But how do I fix my grass and landscape which you saw in my original post? I wanna have the primest setting suggested for those distances and to load grass from that far away. Also, do I need a grass mod??? other than what I already have.

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Use xLODGen to generate terrain LOD meshes and textures to improve terrain LOD in the LOD area.

Generate grass LOD with DynDOLOD to have grass LOD in the LOD area.

See the first and second post to see the requirements and instructions how to generate grass LOD.

Posted
  On 11/6/2021 at 6:18 AM, sheson said:

Use xLODGen to generate terrain LOD meshes and textures to improve terrain LOD in the LOD area.

Generate grass LOD with DynDOLOD to have grass LOD in the LOD area.

See the first and second post to see the requirements and instructions how to generate grass LOD.

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According to the instructions, the reason the option is disabled is because the requirements aren't met. And I've been generating the object LODs fine. So, how do I fix this grass issue? When I precached grass I had it set to: DynDOLODGrassMode = 1. And all the rest is correct. It found 27807 grass cache files.

Posted
  On 11/6/2021 at 6:35 AM, mattski123 said:

According to the instructions, the reason the option is disabled is because the requirements aren't met. And I've been generating the object LODs fine. So, how do I fix this grass issue? When I precached grass I had it set to: DynDOLODGrassMode = 1. And all the rest is correct. It found 27807 grass cache files.

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As explained on the second post and answered to the earlier question, grass LOD billboards need to be generated with TexGen and installed in the load order in order to be able to generate grass LOD.

DynDOLODGrassMode in NGIO does not affect the pre-caching of grass. It is a distance setting that defines how far full grass renders.

Posted
  On 11/6/2021 at 6:45 AM, mattski123 said:

But I've done all that. All is done. What am I doing wrong?

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The files you uploaded show that the Grass checkbox under Tree/grass LOD Billboard options was not checked when TexGen was run. Hence it creates no grass LOD billboards.

Posted
  On 11/6/2021 at 6:47 AM, sheson said:

The files you uploaded show that the Grass checkbox under Tree/grass LOD Billboard options was not checked when TexGen was run. Hence it creates no grass LOD billboards.

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I stand corrected. I am very sorry for the inconvenience. Thank you for telling me.

Posted

So I'm using the latest Dyndolod 3 alpha and I've run into an issue (or simply something I don't understand).

It looks awesome, but when I try to adjust the tree render distance via ''ftreeloaddistance'' it doesn't do anything. Whether I set it to 75.000, 10.000 or just 0, the tree loading distance stays the same. The only way to change the tree loading distance seems to be via the Statis Object LOD sliders (but of course that adjusts any distant objects, not just trees).

This is with: Ultra trees, standard high settings, no manual changes. I have no billboards or any tree mods installed.

Is this intentional behaviour or am I missing something / did I do something wrong?

Posted
  On 11/6/2021 at 3:18 PM, Tagek said:

So I'm using the latest Dyndolod 3 alpha and I've run into an issue (or simply something I don't understand).

It looks awesome, but when I try to adjust the tree render distance via ''ftreeloaddistance'' it doesn't do anything. Whether I set it to 75.000, 10.000 or just 0, the tree loading distance stays the same. The only way to change the tree loading distance seems to be via the Statis Object LOD sliders (but of course that adjusts any distant objects, not just trees).

This is with: Ultra trees, standard high settings, no manual changes. I have no billboards or any tree mods installed.

Is this intentional behaviour or am I missing something / did I do something wrong?

Expand  

As explained in the manual or while hovering the mouse over the Ultra checkbox, ultra tree LOD means LOD for trees in done in object LOD.

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