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Posted (edited)

I just used DynDOLOD 3.18 and the only thing I have to complain about (all other aspects were due to errors made of myself) is this:

If you're using Immersive Armors and decide to let the config spell being removed (via MCM menu), there are some records/entries inside the plugin 'deleted'
which leads to 'unresolved errors depending on [refID]'.

I relate to this (checked for errors via xEdit and also the same error why dyndolod will not work further)

  Reveal hidden contents



It may be the wrong way to get rid of the config spell, but as this is an 'intended' error, would it be possible that DynDOLOD can ignore this one?
I had to redownload the whole mod again, to get the plugin where the entries weren't already edited or it would not have been possible for me to create

the LODs at all.

 

Also, does the LOD generation longer in the background?
Everything seems finished (no plugins are in the output folder at the moment), but I think something got stuck?

9qgho3pw.jpg

 

 

eel8y3qe.jpg

 

 

st5iwf57.jpg

 

This is the picture I have since 30 minutes now (RAM usage was 11GB at and is fallen down to the value seen in the picture and is starting to get higher again)
 

Edit: As there were no Logs with any errors inside it beside 'aborter by user' as I closed the LODGEN64.exe, I start over and will do Tamriel worldspace alone and at first.

Edited by PRieST
Posted
  On 1/16/2021 at 3:22 PM, Soulmancer said:

Would compressing records of the ESP output to esl flag it be fine then? Thx

No. If the DynDOLOD.esp has less than 2048 new records something is probably wrong.

Posted

 

  On 1/16/2021 at 4:55 PM, PRieST said:

I just used DynDOLOD 3.18 and the only thing I have to complain about (all other aspects were due to errors made of myself) is this:

 

If you're using Immersive Armors and decide to let the config spell being removed (via MCM menu), there are some records/entries inside the plugin 'deleted'

which leads to 'unresolved errors depending on [refID]'.

 

It may be the wrong way to get rid of the config spell, but as this is an 'intended' error, would it be possible that DynDOLOD can ignore this one?

I had to redownload the whole mod again, to get the plugin where the entries weren't already edited or it would not have been possible for me to create

the LODs at all.

No.

 

  On 1/16/2021 at 4:55 PM, PRieST said:

Also, does the LOD generation longer in the background?

Everything seems finished (no plugins are in the output folder at the moment), but I think something got stuck?

 

This is the picture I have since 30 minutes now (RAM usage was 11GB at and is fallen down to the value seen in the picture and is starting to get higher again)

 

FAQ: LODGen.exe: Runs a long time / The LOD files generated are several GB in size

 

A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD.

 

A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer.

 

A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for.

 

If something is using CPU it is not stuck but working.

 

Do not post screenshots of logs. Post the logs. Without any information nobody knows if things are working as expected.

Posted (edited)

I'll run it again, in version 2.87 the command window of lodgen64.exe was running till the and, but now it seemed that there was no progress at all, so I got nervous. My bad :/

 

  On 1/16/2021 at 5:20 PM, sheson said:

No.

Ok, I still posted in the other one the error. For now I'll keep a 'clean' copy of the plugin from Immersive Armors for generating LODs as I won't change it for actual gameplay and as it never was a thing before version 3.

Edited by PRieST
Posted
  On 1/16/2021 at 5:25 PM, PRieST said:

I'll run it again, in version 2.87 the command window of lodgen64.exe was running till the and, but now it standed still, so I got nervous. My bad :/

 

Ok, I still posted in the other one the error. For now I'll keep a 'clean' copy of the plugin from Immersive Armors for generating LODs as I won't change it for actual gameplay and as it never was a thing before version 3.

Remove the defunct unresolved records or set them to zero form id. Whatever is appropriate as a default for the entry.

Posted (edited)
  On 1/16/2021 at 5:29 PM, sheson said:

Remove the defunct unresolved records or set them to zero form id. Whatever is appropriate as a default for the entry.

Ok, thanks, will try this out.

 

Another questions:

With version 2.87 it didn't matter if 'textures\terrain\lodgen\[worldspace]' was loose or packed in a .bsa archive.

With version 3 I got erros because of 'texturename_RefID.txt' was missing. After I unpacked the corresponding files everything worked as it should.

 

So, I think this is your intention, but I wanted to ask why (Now that I know, it's ok, so I let the files being unpacked)

Edited by PRieST
Posted (edited)
  On 1/16/2021 at 5:35 PM, PRieST said:

Ok, thanks, will try this out.

 

Another questions:

With version 2.87 it didn't matter if 'textures\terrain\lodgen\[worldspace]' was loose or packed in a .bsa archive.

With version 3 I got erros because of 'texturename_RefID.txt' was missing. After I unpacked the corresponding files everything worked as it should.

 

So, I think this is your intention, but I wanted to ask why (Now that I know, it's ok, so I let the files being unpacked)

LODGen will be able to read the txt from BSA in a future update.

 

However, the workflow is to create billboards with TexGen and install its output last.

The instructions do not say to make BSA out of the outputs from TexGen or DynDOLOD and as the FAQ explains, it is not supported (because overwrite orders need to be ensured).

Edited by sheson
Posted

Those were files from HD LODs Textures SE, for example. And some other mods, but it's ok, I leave these files unpacked.

Thanks for your answers. I'll let DynDOLOD work again.

I don't wanted nor have I packed files from TexGEN Output or DynDOLOD itself.

Posted (edited)
  On 1/16/2021 at 8:17 AM, sheson said:

DynDOLOD 3 is doing a lot of things more efficiently including additional error and sanity checks.

 

I am asking myself the same question. I do not really know if doing this with references might be causing problems in the game or not.

 

If CK allows it and it works in-game it might be fine. However, it just seems cleaner to disable them and add new references instead. That maybe just a personal preference.

 

There is a dozen references in Solitude Skyway SE + BluePalaceTerrace [PATCH - LoTD] (STD).esp that are moved to the interior cell.

xx0029FE, xx017602, xx018C1B, xx0242DA, xx029490, xx03DB38, xx06B5BA, xx084B15, xx084B16, xx084B17, xx0D0929, xx0D092A

 

DynDOLOD can be made to ignore them silently, ignore them with a warning message or stop with an error. Whatever we deem suitable.

For the next alpha version, DynDOLOD will just ignore them with a "Notice" - which only shows in the debug log with default settings.

 

OK thankyou Sheson. I will inform the individual that originally brought this to my attention. I probably will slowly disable these references and create my own from scratch in a non-rush fashion. From a "looking thru a rearview mirror perspective" at these modules, YES. I should have made new base objects but at the time of me making them, it just didn't happen that way. I agree fully; its cleaner which is how I like things personally and yeah, its a preference most likely that we both share but we are talking about over 10 modules from the Modular PatchXPress Page and right now is just bad timing for me to do 10 of them. Was this intentional; yes but didn't even consider the idea of it at the time as being wrong. 

 

Leontristain's area here in their module Modular Blue Palace Terrace and Solitude Patches is pretty much identical to mine using tamriel child references and reusing them for the same interior cell. Its probably not up to their attention yet from the folk that DynDOLOD throws these errors using his/her stuff but eventually; it will raise their eyebrow from the community asking them. I don't know all the mods out their but I am sure their is more that have done this or were put in a situation where it made some kind of sense to reuse the references for the situation at hand from one space to another; although it most certainly isn't that common but I can see it happening

Edited by KhrysINXS
Posted
  On 1/16/2021 at 6:44 PM, KhrysINXS said:

OK thankyou Sheson. I will inform the individual that originally brought this to my attention. I probably will slowly disable these references and create my own from scratch in a non-rush fashion. From a "looking thru a rearview mirror perspective" at these modules, YES. I should have made new base objects but at the time of me making them, it just didn't happen that way. I agree fully; its cleaner which is how I like things personally and yeah, its a preference most likely that we both share but we are talking about over 10 modules from the Modular PatchXPress Page and right now is just bad timing for me to do 10 of them. Was this intentional; yes but didn't even consider the idea of it at the time as being wrong. 

 

Leontristain's area here in their module Modular Blue Palace Terrace and Solitude Patches is pretty much identical to mine using tamriel child references and reusing them for the same interior cell. Its probably not up to their attention yet from the folk that DynDOLOD throws these errors using his/her stuff but eventually; it will raise their eyebrow from the community asking them. I don't know all the mods out their but I am sure their is more that have done this or were put in a situation where it made some kind of sense to reuse the references for the situation at hand from one space to another; although it most certainly isn't that common but I can see it happening

If it is already done by plugins/mods since a while and no users reported problems with these plugins in normal game play, then the next DynDOLOD 3 alpha version just silently ignoring references that were moved out of the worldspace for which LOD is generated seems to be the right thing to do for now.

Posted (edited)

I think I found a texture bug in a mod but wanted to be sure before sending to the Nexus. Using your alpha 19, my DyndoLOD64 object LOD creation was failing with this error on every WRLD:

Output: J:\OmegaLoTD\DynDOLOD.v3\DynDOLOD_Output\Meshes\Terrain\Vuldur\Objects\
Using UV Atlas: J:\OmegaLoTD\DynDOLOD.v3\Edit Scripts\Export\LODGen_SSE_Object_Atlas_Map_Vuldur.txt
Using Flat Textures: J:\OmegaLoTD\DynDOLOD.v3\Edit Scripts\Export\LODGen_SSE_Flat_Textures.txt
J:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\textures\terrain\lodgen\jehanna.esp\treeaspen01_red_002eef35.txt not found
Log ended at 3:20:03 PM (0:3)
Code: 404 

Tracked this back into TexGen64 failing with these errors:

[03:10] <Error: Can not find file textures\terrain\kirkmore\trees\kirkmoretreelod_red.dds used by Meshes\plants\treeaspen01_lod_flat_red.nif Jehanna.esp HaafstadTreeAspen01LOD [TREE:11662F4E]>
[03:10] <Error: Can not find file textures\terrain\tamriel\trees\TamrielTreeLOD_N.dds used by Meshes\plants\treeaspen01_lod_flat_red.nif Jehanna.esp HaafstadTreeAspen01LOD [TREE:11662F4E]>
[03:10] <Error: Error processing Meshes\plants\treeaspen01_lod_flat_red.nif Jehanna.esp HaafstadTreeAspen01LOD [TREE:11662F4E]>
 

I found a file in the Jehanna.esp mod called kirkmoretreelod.dds and copied it to kirkmoretreelod_red.dds, and TexGen64 now gives a shorter list of errors and does not block DyndoLOD object LOD generation in other workspaces.

[02:56] <Error: Can not find file textures\terrain\tamriel\trees\TamrielTreeLOD_N.dds used by Meshes\plants\treeaspen01_lod_flat_red.nif Jehanna.esp HaafstadTreeAspen01LOD [TREE:11662F4E]>

My only q re the alpha build whether it's expected that apparently unrelated WRLDs have their object LOD broken due to this missing texture in the suspect mod. Mostly though, I just want to confirm that my reading of the logs is OK before heading to Nexus to report to mod author.

 

Thanks for all the hard work on the update and the toolchain in general - it's great.

Edited by SteveTownsend
Posted
  On 1/16/2021 at 5:08 PM, sheson said:

No. If the DynDOLOD.esp has less than 2048 new records something is probably wrong.

1786... but Dyndolod completed this most recent time with successfully with no error prompts or failures... where could I look in the log for more specific info on this? thanks

Posted (edited)

I know this may be a dumb complain, because I don't have the logs anymore.
I wanted to test the new grass LOD feature with DynDOLOD 3.19, everything went through and I got no errors, these are the steps I did:

1. Tested on a New Game (coc command from mainmenu), to be sure whatever is in my savegames, doesn't matter

2. Genereted Grass Cache from 'No Grass in Objects' with following settings

  Reveal hidden contents

3. Genereted LODs with TexGen64 with these Settings:

b3ooksc6.jpg

4. I made the following Settings inside the DynDOLOD_SSE.ini

  Reveal hidden contents

5. I let DynDOLOD do it's work with following settings (loaded 'High' rules):

sqf6zc93.jpg

6. I generated Occlusion with LodGen

 

After these steps I teleportet from mainmenu to 'coc whiteriverwatchexterior03' and I just have this result:

nsfvilqk.png
If I change the setting in 'No grass in objects' to DynDOLODGrassMode = 1 I get this:

6lolulko.png

 

With set this to 0 I have the normal grass fading.

I know I know, I can't give you the logs, but if I would do this all over again, which logs do you need, to see what happened, that I don't have any grass LODs (in the Texgen output I have the grass/tree billboards)

Edited by PRieST
Posted

Hello, 

First of all stunning work.

 

Recently I tried creating 1024k texture resolution toggled in every dyndolod settings area and it seems to start creating LOD up to 8192x8192

It took over 2 hours and I ran out of memory, started lagging so I stopped. 

I used to run DynDOLOD quite often and it took me a hour or so before, but this time it started to eat memory like crazy.

 

Well it doesn't matter, but I wanted to ask can I force gpu on Dyndolod somehow? My gpu only use mod organizer and everything else (ram and cpu) use dyndolod.

Or is that mod organizer issue?

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