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Posted
  On 4/17/2022 at 11:58 PM, DarthVitrial said:

Update, seasons LOD generation reliably works just fine as long as I have SeasonsCombineAtlas=0 in the ini. If I set it to 1, those threading errors happen.

Do you want the logs from the successful run?

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I would be interested in the LODGen logs with the version included in Alpha-88 that prints the error with the NIF file name to the LODGen log, like it did in your first post 
"Error processing meshes\creationclub\eejsse001\architecture\eej_towerroof.nif Object reference not set to an instance of an object."

To see if it always happens with the same (few) NIFs or not.

Posted
  On 4/17/2022 at 10:59 PM, Zhunter5000 said:

Alpha 88 is consistently making all of my LOD files purple. Alpha 87 worked like a charm. I have generated it with the same settings as alpha 87 as well. Here is my log and INI's. (I also cleared my cache when re-generating to be safe).

EDIT: Apon further inspection, it seems Textgen is the culprit.. Not sure what changed in-between 87 and 88 to cause it.

ScreenShot0.png

DynDOLOD_SSE_log.txt 1.23 MB · 0 downloads DynDOLOD.ini DynDOLOD_SSE.ini 18.75 kB · 0 downloads TexGen_SSE.INI 2.52 kB · 0 downloads

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Read the first post which log and debug log from TexGen/DynDOLOD to upload when making posts.

Do not install the game or DynDOLOD into special Windows folders like Program Files to avoid file access issues with UAC or antivir.

Pay attention to the log message and the summary. Especially to file not found errors.

As you can see from https://dyndolod.info/Changelog, nothing changed in TexGen between Alpha-87 and Alpha-88. In fact, for object LOD textures it typically updates textures to replace their vanilla version shipping with the game or DynDOLOD Resources.

The screenshot looks like the object texture atlas was not installed. Install the output from the dedicated output folder as a mod and make sure none of its file missing or overwritten by other mods.

Posted

Is there anyway to have specific brightness for tree LODs? For example, I want my Tree Mod A to have 5 brightness but then have Tree Mod B to have 10 brightness? Thanks in advance for the help.

Posted
  On 4/18/2022 at 6:41 AM, Jakolanten said:

Is there anyway to have specific brightness for tree LODs? For example, I want my Tree Mod A to have 5 brightness but then have Tree Mod B to have 10 brightness? Thanks in advance for the help.

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No. It also doesn't seem to make sense. TexGen generates all tree LOD billboards textures from the full models and textures with the same direct and ambient settings.

If those same full models and textures are used in the game, then they are all affected by the same lightning conditions. Thus all tree LOD billboards should all be matching (or being off for that matter) the same way since they all receive the same lighting conditions in the game as well.

If there is a problem with TexGen generating matching billboards for specific full models / textures because of non common shader settings for example, then that needs to be reported and addressed.

  • Like 1
Posted
  On 4/18/2022 at 7:33 AM, sheson said:

Actually, see if this version reports something to the LODGen log.

https://mega.nz/file/0NJ3xYqC#umzsHLqWyV1hEqllZT7P_a2GvFy_21T8xeC2RaQNF-g

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Running it again now, but I suspect that the prior dyndolod link you sent me actually fixed it and I just needed to clear out the dyndolod cache (which I'd forgotten to do) because something invalid got cached.
I'll let you know how it works when it finishes running.

Posted
  On 4/18/2022 at 7:54 AM, DarthVitrial said:

Running it again now, but I suspect that the prior dyndolod link you sent me actually fixed it and I just needed to clear out the dyndolod cache (which I'd forgotten to do) because something invalid got cached.
I'll let you know how it works when it finishes running.

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The cache typically does not need any deleting. It contains the xEdit reference cache files (if crated code demand only) and large reference list.

The DynDOLODx64.exe from the post addresses access violation in DynDOLOD while processing base records.
It should affect any issues regarding the the combined atlas causing in LODGen.

Posted (edited)

So i've never bothered changing any settings in the tool. I hit Ultra and always let it do it's thing. What would be the impact of changing the LOD options below? So if I changed LOD Level 8 to say Level 1? 

My billboards look amazing using the Happy Little Trees LOD file anyway but i'm just curious how these settings work, would they change the way you see that little transition between the game swapping to Level 4? Which has LOD 0 assigned? Or is that all just controlled by the distance settings in-game which I currently have setup as 70000, 120000 and 300000. Sorry for so many questions, you guys are the experts and i've learnt loads from asking in here when i'm unsure what the instractions and FAQ mean.

2022-04-18 (2).png

Alos, what are the implications of the following message after generation?

Warning: Texture resolution 2500x2500 not a power of 2 Texture textures\architecture\whiterun\wrcitywall01.dds Used by meshes\lod\imperial\impextblocks02_lod_0.nif DynDOLOD.esm XJKImpExtBlocks02_DynDOLOD_LOD [STAT:D4012A59]
Warning: Texture resolution 2500x2500 not a power of 2 Texture textures\architecture\whiterun\wrcitywall01_n.dds Used by meshes\lod\imperial\impextblocks02_lod_0.nif DynDOLOD.esm XJKImpExtBlocks02_DynDOLOD_LOD [STAT:D4012A59]
Edited by Gonzeh
Apology
Posted
  On 4/18/2022 at 7:59 AM, sheson said:

The cache typically does not need any deleting. It contains the xEdit reference cache files (if crated code demand only) and large reference list.

The DynDOLODx64.exe from the post addresses access violation in DynDOLOD while processing base records.
It should affect any issues regarding the the combined atlas causing in LODGen.

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Yeah, you're right, it failed again..
Logs: https://mega.nz/file/9s12SS7T#f56By4jxr03kS6zBj9RhHmS2qg1vyEIUU-q_HAWCCl0

.net crash (two of them this time, one for each of the failed seasons):

  Reveal hidden contents

 

DynDOLOD_WIN.iniFetching info...

Posted
  On 4/18/2022 at 8:03 AM, Gonzeh said:

So i've never bothered changing any settings in the tool. I hit Ultra and always let it do it's thing. What would be the impact of changing the LOD options below? So if I changed LOD Level 8 to say Level 1?

My billboards look amazing using the Happy Little Trees LOD file anyway but i'm just curious how these settings work, would they change the way you see that little transition between the game swapping to Level 4? Which has LOD 0 assigned? Or is that all just controlled by the distance settings in-game which I currently have setup as 70000, 120000 and 300000. Sorry for so many questions, you guys are the experts and i've learnt loads from asking in here when i'm unsure what the instractions and FAQ mean.

2022-04-18 (2).png

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Read https://dyndolod.info/How-LOD-Works, https://dyndolod.info/Help/Object-LOD, https://dyndolod.info/Help/Advanced-Mode, https://dyndolod.info/Help/Mesh-Mask-Reference-Rules and https://dyndolod.info/Help/Ultra-Tree-LOD

The last makes it obvious what will happen:

While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each which types of assets were found and used for the different LOD levels:
...
Level0: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Level1: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Level2: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Dynamic: Meshes\landscape\trees\treeaspen01.nif using textures...
LOD4: Level0
LOD8: Billboard1 using internal
LOD16: Billboard1 using internal

Typically there is only one set of 3D tree models, so Level1 and Level2 would define the same as Level0. Setting a 3D tree LOD model to a LOD level means that it will show the 3D tree LOD models (if available) instead of Billboards.

  On 4/18/2022 at 8:18 AM, DarthVitrial said:

Yeah, you're right, it failed again..
Logs: https://mega.nz/file/9s12SS7T#f56By4jxr03kS6zBj9RhHmS2qg1vyEIUU-q_HAWCCl0

.net crash (two of them this time, one for each of the failed seasons):

  Reveal hidden contents

 

 

DynDOLOD_WIN.ini 4.88 kB · 0 downloads

Expand  

Are you sure this is with the LODGenx64.exe and pdb from this post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/?do=findComment&comment=259086

Posted
  On 4/18/2022 at 8:18 AM, sheson said:

Read https://dyndolod.info/How-LOD-Works, https://dyndolod.info/Help/Object-LOD, https://dyndolod.info/Help/Advanced-Mode, https://dyndolod.info/Help/Mesh-Mask-Reference-Rules and https://dyndolod.info/Help/Ultra-Tree-LOD

The last makes it obvious what will happen:

While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each which types of assets were found and used for the different LOD levels:
...
Level0: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Level1: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Level2: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Dynamic: Meshes\landscape\trees\treeaspen01.nif using textures...
LOD4: Level0
LOD8: Billboard1 using internal
LOD16: Billboard1 using internal

Typically there is only one set of 3D tree models, so Level1 and Level2 would define the same as Level0. Setting a 3D tree LOD model to a LOD level means that it will show the 3D tree LOD models (if available) instead of Billboards.

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Thank you. Judging by how good my game looks using Level 4 - LOD 0 and then Level 8 and 16 as Billboard 1 I guess I shouldn't mess with the current setup. I'd probably only lower performance if I changed it from that.

Posted
  On 4/18/2022 at 8:18 AM, sheson said:

Read https://dyndolod.info/How-LOD-Works, https://dyndolod.info/Help/Object-LOD, https://dyndolod.info/Help/Advanced-Mode, https://dyndolod.info/Help/Mesh-Mask-Reference-Rules and https://dyndolod.info/Help/Ultra-Tree-LOD

The last makes it obvious what will happen:

While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each which types of assets were found and used for the different LOD levels:
...
Level0: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Level1: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Level2: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Dynamic: Meshes\landscape\trees\treeaspen01.nif using textures...
LOD4: Level0
LOD8: Billboard1 using internal
LOD16: Billboard1 using internal

Typically there is only one set of 3D tree models, so Level1 and Level2 would define the same as Level0. Setting a 3D tree LOD model to a LOD level means that it will show the 3D tree LOD models (if available) instead of Billboards.

Are you sure this is with the LODGenx64.exe and pdb from this post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/?do=findComment&comment=259086

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Yeah, positive.

Posted (edited)
  On 4/17/2022 at 6:34 AM, sheson said:

See https://dyndolod.info/Help/Grass-LOD#Performance
Use Skyrim Performance Monitor and/or the task manager to track usage of memory. 

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Thanks. So I did check the task manager while playing. My memory was at 64% usage and CPU was at 50% usage. 

Would this mean my GPU is at fault here? I know a gtx 1050 ti with 8 gbs of ram isn't amazing but it can do things like overwatch at 120 fps on ultra 1080p so I figured I could run Skyrim with mods like skyland, etac, dyndolod 3.0 and ngio grass lod at 1080p. It's just this constant stutter that shows up every 5 seconds or so. I just don't understand why it doesn't drop frames, I'd so much rather have that than the constant stuttering. I'll be running at a solid 60 fps and it will stutter like crazy out of nowhere. 

I apologize if this isn't related to dyndolod. I just am frustrated at how poorly my Skyrim has been performing for the last few months. 

Edited by NBBEAST
Posted
  On 4/18/2022 at 9:01 AM, NBBEAST said:

Thanks. So I did check the task manager while playing. My memory was at 64% usage and CPU was at 50% usage. 

Would this mean my GPU is at fault here? I know a gtx 1050 ti with 8 gbs of ram isn't amazing but it can do things like overwatch at 120 fps on ultra 1080p so I figured I could run Skyrim with mods like skyland, etac, dyndolod 3.0 and ngio grass lod at 1080p. It's just this constant stutter that shows up every 5 seconds or so. I just don't understand why it doesn't drop frames, I'd so much rather have that than the constant stuttering. I'll be running at a solid 60 fps and it will stutter like crazy out of nowhere. 

I apologize if this isn't related to dyndolod. I just am frustrated at how poorly my Skyrim has been performing for the last few months. 

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Adding mods with assets that require lots of more resources being constantly loaded when moving around in a large map where new cells attach is very different from a game with a fixed map where everything is most likely constantly loaded.

Use default INIs with BethINI. Try using lower settings. Use sane texture resolutions/sizes and settings. Rendering full grass and Grass LOD is very demanding. Reduce density and distance as explained in the performance section.
If there is a performance issue at regular intervals without moving around or doing anything, then something is probably running at said interval, could be in-game or external.

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