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Posted (edited)

EDIT: Actually, let me update to the latest version before asking any more questions, I missed the December 15th update...

Edited by SuzanoSho
Posted
  On 12/17/2021 at 2:26 PM, SuzanoSho said:

*sigh*

Okay, maybe it's because it was late, but I thought for sure I read that they were supposed to be named "*XXXXXXXX_crown.nif". My mistake.

Expand  

It's like:

  • TreeFileName_CRC32_trunk.nif
  • TreeFileName_CRC32passthru_lod.nif

Personally, I use the supplied ..\DynDOLOD\docs\trees.ultra\tools\emptypassthru_lod.nif as the basis for both.

Posted

So... having dropped SSE for the last month, I've decided to give it another go but have forgotten something critical in compiling my LO.  I couldn't find an answer on here but if it exists... my apologies.  When generating TexGen or LODs with Dyndolod, should I have dynamic patches disabled in my LO?  (BDS xEdit patch, Smashed patch, etc)

Posted
  On 12/18/2021 at 6:49 PM, BrotherShamus said:

So... having dropped SSE for the last month, I've decided to give it another go but have forgotten something critical in compiling my LO.  I couldn't find an answer on here but if it exists... my apologies.  When generating TexGen or LODs with Dyndolod, should I have dynamic patches disabled in my LO?  (BDS xEdit patch, Smashed patch, etc)

Expand  

Keep them enabled.

Posted
  On 12/18/2021 at 6:49 PM, BrotherShamus said:

So... having dropped SSE for the last month, I've decided to give it another go but have forgotten something critical in compiling my LO.  I couldn't find an answer on here but if it exists... my apologies.  When generating TexGen or LODs with Dyndolod, should I have dynamic patches disabled in my LO?  (BDS xEdit patch, Smashed patch, etc)

Expand  

https://dyndolod.info/Generation-Instructions#Prerequisites

"Typically create all other patches first. Especially all patches affecting worldspaces should be done before generating LOD"

Posted

How do I get Ultra trees to generate with the regular leaf textures? 2.98 uses textures\landscape\trees\treepineforestbranchcomp.dds but 3.58 uses textures\dyndolod\lod\dyndolod_tamriel.dds which is low res lod textures

 

 

 

Posted
  On 12/19/2021 at 12:54 AM, soupdragon said:

How do I get Ultra trees to generate with the regular leaf textures? 2.98 uses textures\landscape\trees\treepineforestbranchcomp.dds but 3.58 uses textures\dyndolod\lod\dyndolod_tamriel.dds which is low res lod textures

Expand  

If a texture is added and used on the object LOD texture atlas depends on the UV of the model used for LOD.

Object LOD meshes should use the textures on the object LOD atlas as much as possible.

This has always been the case regardless of version.

Describe and ask about the actual problem instead.

Posted (edited)
[Main Instruction]
Unresolved FormID [650578F1]

[Content]
Error in TheScarlett.esp aaaBathMirrorActivatorDUPLICATE001 "Change Appearance" [ACTI:6502582C]

Is there any way to skip the script/plugin error checking? I get it, there's an error in one of the plugins in my load order. But why completely block LOD generation for that reason? Just updated to the latest Alpha 58 from Alpha 33 which did not have this step afaik.

Thanks in advance Sheson!

Edited by wdk
Change code markup
Posted
  On 12/19/2021 at 9:46 AM, wdk said:
[Main Instruction]
Unresolved FormID [650578F1]

[Content]
Error in TheScarlett.esp aaaBathMirrorActivatorDUPLICATE001 "Change Appearance" [ACTI:6502582C]

Is there any way to skip the script/plugin error checking? I get it, there's an error in one of the plugins in my load order. But why completely block LOD generation for that reason? Just updated to the latest Alpha 58 from Alpha 33 which did not have this step afaik.

Thanks in advance Sheson!

Expand  

No.

The patching process can not create a stable patch if there are errors.

Posted
  On 12/19/2021 at 10:00 AM, sheson said:

No.

The patching process can not create a stable patch if there are errors.

Expand  

I don't understand why there's no way to skip it. I assume previous versions didn't check for errors and maybe making an unstable patch but that did not actually result in any ctd's or errors in thousand hours of gameplay. I can't even imagine how many errors most Wabbajack lists or other huge loadorders have in their plugins, even if they do their best to patch everything out, some things can't be fixed by themselves.

In case this change was not required by any changes in how Dyndolod creates its patch(es), why not give us the choice of skipping it? Afaik it was not present in earlier versions, or at least did not completely block the LOD generation process.

Usually I would simply revert to an earlier version of Dyndolod 3, but they are not available anymore.

Modding is all about choices, is it not?

Posted
  On 12/19/2021 at 10:38 AM, wdk said:

I don't understand why there's no way to skip it. I assume previous versions didn't check for errors and maybe making an unstable patch but that did not actually result in any ctd's or errors in thousand hours of gameplay. I can't even imagine how many errors most Wabbajack lists or other huge loadorders have in their plugins, even if they do their best to patch everything out, some things can't be fixed by themselves.

In case this change was not required by any changes in how Dyndolod creates its patch(es), why not give us the choice of skipping it? Afaik it was not present in earlier versions, or at least did not completely block the LOD generation process.

Usually I would simply revert to an earlier version of Dyndolod 3, but they are not available anymore.

Modding is all about choices, is it not?

Expand  

If you believe the choice is between a game containing easily fixable errors and using a program I happen to share and support publicly for free, I'd say your time is better spend learning proper modding practice and fixing your load order.

Since years everybody else checks and fixes these types of errors with xEdit long before generating LOD. Especially modding  guides or modlists.

I for one enjoy the reduced amount of support posts troubleshooting cryptic error messages in the patching process or issues people have in the game and believe are caused by DynDOLOD.

Posted
  On 12/19/2021 at 11:02 AM, sheson said:

If you believe the choice is between a game containing easily fixable errors and using a program I happen to share and support publicly for free, I'd say your time is better spend learning proper modding practice and fixing your load order.

Since years everybody else checks and fixes these types of errors with xEdit long before generating LOD. Especially modding  guides or modlists.

Expand  

I understand, time to dive into xEdit then.

Posted (edited)
  On 12/19/2021 at 11:09 AM, wdk said:

I understand, time to dive into xEdit then.

Expand  

What is the reason for some "Unresolved FormIDs error" - messages to not block the entire LOD generation? Some do, others don't. Is there a specific condition a error has to meet before it will block the generation?

Edited by wdk
clarity
Posted

Another issue I'm running into is how gruesomely slow my Dyndolod is. It barely uses any CPU, memory or disk yet it makes some aspects of Windows super slow, such as opening or closing programs.

As you can see below, it created only a few lods in only 7 minutes, and before it started creating them there was a stall of around 7 minutes. The error checking process (which I now passed successfully) also took 45 minutes. Below is just for the Tamriel worldspace, with many more worldspaces to come...

Any ideas as to what might be causing this? With Alpha 33 Dyndolod took about 30-40 minutes. Obviously now with the error check process I guess it will take longer, but the LOD generation itself does not seem to be performing as expected. I do notice it's spiking the GPU from time to time to 100%.

Quick spec list:

Ryzen 5 5600X

32GB (2x16) 3800CL16 RAM

All of my drives are SSD's.

RX 6800XT

[43:03] [Tamriel] Processing 729 child worldspace references
[43:03] [Tamriel] Generating object LOD
[50:38] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_shack_rooflod.dds
[52:48] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass02lod.dds
[53:45] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\treepineforestcutlod.dds
[54:05] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01snowlod.dds
[54:25] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffsediment01lod.dds
[54:43] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\pinebarklod.dds
[55:02] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_smelter_spoutlod.dds
[56:49] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadewood01snowlod.dds
[57:29] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass01lod.dds
[1:00:06] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_wood_mine_plankslod.dds
[1:00:08] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01lod.dds

 

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