sheson Posted August 19, 2022 Author Posted August 19, 2022 On 8/19/2022 at 7:53 AM, ricojumpy said: Might have found something else in windows events log : Expand LODGenWin.exe was never used or accessed in this generation process of the logs you uploaded. You started the x64 version of the tools. If anything it uses LODGenx64Win.exe and testing it at the start of DynDOLOD passed without problem. External: C:\DynDOLOD\Edit Scripts\LODGenx64Win.exe, Version: 3.0.9.0, Date: 2022-05-18 08:00:00 On 8/19/2022 at 7:53 AM, ricojumpy said: As for the drivers, not sure what we can do. Expand As explained install the Adrenalin 22.5.1 Recommended (WHQL) and not one of the versions that are not recommended. On 8/19/2022 at 7:53 AM, ricojumpy said: Users do use the Radeon Software, there is not really a way to avoid that. Expand https://www.google.com/search?q=install+AMD+drivers+without+radeon+software There might be an option to disable whatever "optimization" it is trying to do that caused the reported problems.
ricojumpy Posted August 19, 2022 Posted August 19, 2022 (edited) --> Well, that got better as Dyndolod began generating meshes for Tamriel but it silently quit as it did so, leaving only a command window updating the lod that close once it finished and dyndolod stayed closed (and indeed, it looks like adrenalin software froze). I will try 22.5.1 later. Removing Radeon Software is like removing your driving wheel to me or at least the assisted direction, I won't do that. Thanks for trying to find a solution ! Will try to get a bit of fresh air and everything will magically work later. Edited August 19, 2022 by ricojumpy
sheson Posted August 19, 2022 Author Posted August 19, 2022 On 8/19/2022 at 8:23 AM, ricojumpy said: --> Well, that got better as Dyndolod began generating meshes for Tamriel but it silently quit as it did so, leaving only a command window updating the lod that close once it finished and dyndolod stayed closed (and indeed, it looks like adrenalin software froze). I will try 22.5.1 later. Removing Radeon Software is like removing your driving wheel to me. Nope. Thanks for trying to find a solution ! Will try to get a bit of fresh air and everything will magically work later. Expand The drivers are all that are required. You can uninstall crapware, test if there are any changes in behavior and then install it again if so desired. Or use a restore point if that seems more convenient. Maybe it has an option to disable any "optimizations" it promises to do.
ricojumpy Posted August 19, 2022 Posted August 19, 2022 I will try that. Found a weird thing with Texture conversion command-line tool being in suspended state in task manager too when I left for a while to look for my dog. Couldn't find the dog and dyndolod got stuck. Looks like a multi pronged computer stuff porcupine designed by architects to make you go crazy.
sheson Posted August 19, 2022 Author Posted August 19, 2022 On 8/19/2022 at 9:04 AM, ricojumpy said: I will try that. Found a weird thing with Texture conversion command-line tool being in suspended state in task manager too when I left for a while to look for my dog. Couldn't find the dog and dyndolod got stuck. Looks like a multi pronged computer stuff porcupine designed by architects to make you go crazy. Expand Texconv uses directx to convert textures. Maybe there is a problem or it can read/write textures files. DynDOLOD will wait for Texconv to complete. If you kill Texconv via task manager, DynDOLOD should continue with an related error.
Blackread Posted August 19, 2022 Posted August 19, 2022 After running DynDOLOD it reported several overwritten large references in the newest 3.0 version of Alternate Perspective, but when I went to check in xEdit, some of the overwritten references hadn't been edited by anything. Here's a list of all the false positives: Warning: Overwritten large reference in AlternatePerspective.esp [REFR:000C2C90] (places FXMistLow01Long [MSTT:0007776F] in GRUP Cell Temporary Children of HelgenExterior02 [CELL:0000982A] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-20)) Warning: Overwritten large reference in AlternatePerspective.esp [REFR:000C2CAE] (places FXMistLow01Long [MSTT:0007776F] in GRUP Cell Temporary Children of HelgenExterior02 [CELL:0000982A] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-20)) Warning: Overwritten large reference in AlternatePerspective.esp [REFR:000C3B92] (places BurntRubble04 [STAT:000C2CB5] in GRUP Cell Temporary Children of HelgenExterior02 [CELL:0000982A] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-20)) Warning: Overwritten large reference in AlternatePerspective.esp [REFR:000C3BAB] (places FXfireWithEmbersHeavySCALED [MSTT:00106112] in GRUP Cell Temporary Children of HelgenExterior02 [CELL:0000982A] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-20)) Warning: Overwritten large reference in AlternatePerspective.esp [REFR:000C3BAC] (places FXfireWithEmbersHeavySCALED [MSTT:00106112] in GRUP Cell Temporary Children of HelgenExterior02 [CELL:0000982A] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-20)) Warning: Overwritten large reference in AlternatePerspective.esp [REFR:000E248E] (places CollisionMarker [STAT:00000021] in GRUP Cell Temporary Children of HelgenExterior02 [CELL:0000982A] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-20)) Warning: Overwritten large reference in AlternatePerspective.esp [REFR:000F82AB] (places FXfireWithEmbersHeavySCALED [MSTT:00106112] in GRUP Cell Temporary Children of HelgenExterior02 [CELL:0000982A] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-20))
sheson Posted August 19, 2022 Author Posted August 19, 2022 On 8/19/2022 at 11:45 AM, Blackread said: After running DynDOLOD it reported several overwritten large references in the newest 3.0 version of Alternate Perspective, but when I went to check in xEdit, some of the overwritten references hadn't been edited by anything. Here's a list of all the false positives: Warning: Overwritten large reference in AlternatePerspective.esp [REFR:000C2C90] (places FXMistLow01Long [MSTT:0007776F] in GRUP Cell Temporary Children of HelgenExterior02 [CELL:0000982A] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-20)) Warning: Overwritten large reference in AlternatePerspective.esp [REFR:000C2CAE] (places FXMistLow01Long [MSTT:0007776F] in GRUP Cell Temporary Children of HelgenExterior02 [CELL:0000982A] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-20)) Warning: Overwritten large reference in AlternatePerspective.esp [REFR:000C3B92] (places BurntRubble04 [STAT:000C2CB5] in GRUP Cell Temporary Children of HelgenExterior02 [CELL:0000982A] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-20)) Warning: Overwritten large reference in AlternatePerspective.esp [REFR:000C3BAB] (places FXfireWithEmbersHeavySCALED [MSTT:00106112] in GRUP Cell Temporary Children of HelgenExterior02 [CELL:0000982A] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-20)) Warning: Overwritten large reference in AlternatePerspective.esp [REFR:000C3BAC] (places FXfireWithEmbersHeavySCALED [MSTT:00106112] in GRUP Cell Temporary Children of HelgenExterior02 [CELL:0000982A] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-20)) Warning: Overwritten large reference in AlternatePerspective.esp [REFR:000E248E] (places CollisionMarker [STAT:00000021] in GRUP Cell Temporary Children of HelgenExterior02 [CELL:0000982A] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-20)) Warning: Overwritten large reference in AlternatePerspective.esp [REFR:000F82AB] (places FXfireWithEmbersHeavySCALED [MSTT:00106112] in GRUP Cell Temporary Children of HelgenExterior02 [CELL:0000982A] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-20)) Expand Read the first post which log and debug log to upload when making posts. All these 7 vanilla references are overwritten by AlternatePerspective.esp [CRC32:1A18560E] from the Alternate Perspective 3.0 download archive.
Blackread Posted August 19, 2022 Posted August 19, 2022 On 8/19/2022 at 11:56 AM, sheson said: Read the first post which log and debug log to upload when making posts. All these 7 vanilla references are overwritten by AlternatePerspective.esp [CRC32:1A18560E] from the Alternate Perspective 3.0 download archive. Expand My bad Those 7 were ITMs which I had cleaned away in between running AP and going through the large ref bugs.
z929669 Posted August 19, 2022 Posted August 19, 2022 When I created the Aspens Ablaze tree LOD models, I distinctly remember having to add the following config file in order to get TexGen to create the custom tree billboards. I forget if it was because they were too small to meet the threshold or if it was because they were custom trees undefined but for the AA plugin: DynDOLOD_SSE_TexGen_Billboards_aspensablazeesp.txt After doing some experiments, I'm finding that this file no longer has any impact: TexGen creates the billboards, even though they are custom trees with small z (< 500 U). Has something changed in the last umpteen iterations? I forget what version I was using when I created those. Second question: Is there a way to prohibit a given tree from being added to the BTO mesh using a config file? So if I want TreeAspen06 and TreeAspen07 from Aspens Ablaze.esp to NOT have LOD on the atlas, can I do this with a config file?
sheson Posted August 19, 2022 Author Posted August 19, 2022 On 8/19/2022 at 5:26 PM, z929669 said: When I created the Aspens Ablaze tree LOD models, I distinctly remember having to add the following config file in order to get TexGen to create the custom tree billboards. I forget if it was because they were too small to meet the threshold or if it was because they were custom trees undefined but for the AA plugin: DynDOLOD_SSE_TexGen_Billboards_aspensablazeesp.txt After doing some experiments, I'm finding that this file no longer has any impact: TexGen creates the billboards, even though they are custom trees with small z (< 500 U). Has something changed in the last umpteen iterations? I forget what version I was using when I created those. Expand Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. The default is MinTreeModelHeight=512 < z times TreeModelHeightMultiplier=1.7 and/or max scale of references using the tree. If you do not want TexGen to generate billboards it creates automatically, change the True to False the in config file as explained at https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Tree-Grass-LOD-Billboards On 8/19/2022 at 5:26 PM, z929669 said: Second question: Is there a way to prohibit a given tree from being added to the BTO mesh using a config file? So if I want TreeAspen06 and TreeAspen07 from Aspens Ablaze.esp to NOT have LOD on the atlas, can I do this with a config file? Expand Add a mesh mask rule setting all LOD Levels to None, just like the default rules at the top of the list but typically with VWD checked. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules
z929669 Posted August 19, 2022 Posted August 19, 2022 On 8/19/2022 at 5:49 PM, sheson said: Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. If you do not want TexGen to generate billboards it creates automatically, change the True to False the in config file as explained at https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Tree-Grass-LOD-Billboards Add a mesh mask rule setting all LOD Levels to None, just like the default rules at the top of the list but typically with VWD checked. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Expand Well, duh. I was overthinking ... EDIT: also note that linked URLs in your posts should be updated to omit the hash, so first link ... https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Tree-Grass-LOD-Billboards should be ... https://dyndolod.info/Help/Tree-Grass-LOD-Billboards Otherwise, they point to the root page (has string ignored)
Perdurabo Posted August 21, 2022 Posted August 21, 2022 Hi I received great help here in the past, so I hope I can turn to you again :-) I had a few weeks off from Skyrim during the summer weeks and decided to dive back in again with some new and updated mods. I also updated Dyndolod. However, when I generate dyndolod this time the lods are actually not loaded in-game. Lods do load on loading a save from the main menu (but not loading a save in-game), but the lods does not fade away when you approach, resulting in insane flickering. I also use "A clear map of Skyrim and other wolrds" and lods are not loaded unto the map, it is empty except for roads and lods do not appear after loading a save from the main menu. What am I doing wrong? I can’t figure it out Here are mye logs: DynDOLOD_SSE_Debug_log DynDOLOD_SSE_log LODGen_SSE_Tamriel_log DynDOLOD_SSE_Tree_LOD
sheson Posted August 21, 2022 Author Posted August 21, 2022 On 8/21/2022 at 7:10 PM, Perdurabo said: Hi I received great help here in the past, so I hope I can turn to you again :-) I had a few weeks off from Skyrim during the summer weeks and decided to dive back in again with some new and updated mods. I also updated Dyndolod. However, when I generate dyndolod this time the lods are actually not loaded in-game. Lods do load on loading a save from the main menu (but not loading a save in-game), but the lods does not fade away when you approach, resulting in insane flickering. I also use "A clear map of Skyrim and other wolrds" and lods are not loaded unto the map, it is empty except for roads and lods do not appear after loading a save from the main menu. What am I doing wrong? I can’t figure it out Here are mye logs: DynDOLOD_SSE_Debug_log DynDOLOD_SSE_log LODGen_SSE_Tamriel_log DynDOLOD_SSE_Tree_LOD Expand Read the answers for Object LOD shows in active exterior cells https://dyndolod.info/FAQ Sounds like map LOD is locked to object LOD level 32 without those files being in the load order.
Perdurabo Posted August 21, 2022 Posted August 21, 2022 On 8/21/2022 at 8:14 PM, sheson said: Read the answers for Object LOD shows in active exterior cells https://dyndolod.info/FAQ Sounds like map LOD is locked to object LOD level 32 without those files being in the load order. Expand Thank you good sir! It seems I had put an extra space or something when editing dyndolod ini (level32=1). I had not noticed that error, it works perfectly now.
DoubleYou Posted August 21, 2022 Posted August 21, 2022 I see on the 3D Tree LOD Model page, my custom 3D Trees LODs would need to adhere to the treeaspen01_XXXXXXXpassthru_lod.nif naming structure. However, what if I wanted to provide a lower quality option for users to use to gain more performance, or to be rendered out in LOD8? Is it supported naming convention to use treeaspen01_XXXXXXXpassthru_lod_0.nif and treeaspen01_XXXXXXXpassthru_lod_1.nif?
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