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Posted
  On 12/26/2022 at 4:55 PM, z929669 said:

Even with the clarifications of the above responses, I'm still not entirely clear if vanilla tree replacers that include overrides to vanilla trees defined in the vanilla ESM are expected to yield their trees as large references when "Large" is ticked. But it would seem that "Large" should have no impact on mods like this (HLT, EVT, SRO, and most tree mods ... I am not aware of a single tree mod that uses ESM to define new trees, but I have never explicitly checked this either).

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If you want "big" trees to be made LRs, so that their full model (as opposed to their 3D LOD or Hybrid model) is rendered within the LR grid, you need to use DynDOLOD's 'Large' option. Tree replacers typically only override the base records (TREE signature), not the tree references (REFR signature) placed into the world, nor do they add new tree references to the world. So they have no "impact" on the 'Large' option, or vice-versa.

All the tree references created by the vanilla masters (ESMs) will be "promoted" to LR if they're "big" enough and all other conditions are satisfied (don't have non-ESM overwrites, or enable parents and are not initially disabled).

Counter-examples:

  • Aspens Ablaze moves/resizes/rotates ~7000 tree references, overriding the vanilla references.
  • Happy Little Trees 'All trees' version adds ~400 new tree references.

The aspens touched by AA, and the new trees added by HLT, can't become LRs with the 'Large' option, no matter how big they are, because the AA and HLT plugins are not ESM. A simple solution is to ESM-flag those plugins.

Hope this helps.

  • Like 1
Posted

Hello,

I am experiencing something weird.  As soon as I load my save, once Dyndolod has initialized, it changes the tent added by alternate start - live another life "Camping in the woods" start.  The tent looks fine after immediately loading the save, but then Dyndolod seems to turn it into this.  I am using the latest alpha.  I have attached logs below the screen shot.

20221228114225_1.jpg

https://drive.google.com/file/d/1EuH6eTUmbvkWawb8q_kz4UQ7QmaIStGp/view?usp=share_link

Posted
  On 12/29/2022 at 1:59 AM, Soulmancer said:

Hello,

I am experiencing something weird.  As soon as I load my save, once Dyndolod has initialized, it changes the tent added by alternate start - live another life "Camping in the woods" start.  The tent looks fine after immediately loading the save, but then Dyndolod seems to turn it into this.  I am using the latest alpha.  I have attached logs below the screen shot.

20221228114225_1.jpg

https://drive.google.com/file/d/1EuH6eTUmbvkWawb8q_kz4UQ7QmaIStGp/view?usp=share_link

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Looks like two tents, one with snow shader. Get their form ids and look them up in the plugins.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots with some information like getting the form id of the original reference.

See https://dyndolod.info/FAQ "Out of place or floating objects"

Posted
  On 12/29/2022 at 2:54 AM, afarabaugh said:

Hello - I have a problem with grey rock objects in game.  If I disable the generated DynDoLOD outputs mod the rocks appear "normal".  

Screenshot of problem attached, and logs here.  There is no bugreport.txt: https://drive.google.com/drive/folders/1hkp1rFrgCuI5_Wwy8qVNo2Y1ww8iy8q4?usp=share_link

Any ideas?

 

Screenshot 2022-12-28 184643.jpg

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This has nothing to do with DynDOLOD. If this only happens when enabling the LOD patch, generate LOD for the current load order so all updated/changed base records are carried forward into the DynDOLOD plugins.

It has to do with parallax meshes and/or single pass snow shaders.

The auto parallax SKSE plugin can help after the fact https://www.nexusmods.com/skyrimspecialedition/mods/79473

Posted (edited)
  On 12/29/2022 at 6:32 AM, sheson said:

Looks like two tents, one with snow shader. Get their form ids and look them up in the plugins.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots with some information like getting the form id of the original reference.

See https://dyndolod.info/FAQ "Out of place or floating objects"

Expand  

Oddly enough when using the more informative console I cannot click select the tent at all until dyndolod initiates.  I can click on and get data from literally everything else behind the tent, but cycling through with the mouse wheel never prompts the tent.  Once dyndolod initializes and the tent gets the inconsistent snow shader applied I can get a console click on it NP

https://imgur.com/a/6mkVO9q

edit: sorry, it appears I fixed the issue and likely due to me not following update instructions? I updated dyndolod and just loaded a save at the tent.  I can fix it by either setting dyndolod to inactive in the MCM and re-activating it... or simply loading the save in the abandoned prison... then after choosing the camping start I don't experience the issue when dyndolod initializes.

In the future you recommend deactivating the plugins and saving the game... isn't that ill advised?

 

Edited by Soulmancer
Posted
  On 12/30/2022 at 3:18 AM, Soulmancer said:

Oddly enough when using the more informative console I cannot click select the tent at all until dyndolod initiates.  I can click on and get data from literally everything else behind the tent, but cycling through with the mouse wheel never prompts the tent.  Once dyndolod initializes and the tent gets the inconsistent snow shader applied I can get a console click on it NP

https://imgur.com/a/6mkVO9q

edit: sorry, it appears I fixed the issue and likely due to me not following update instructions? I updated dyndolod and just loaded a save at the tent.  I can fix it by either setting dyndolod to inactive in the MCM and re-activating it... or simply loading the save in the abandoned prison... then after choosing the camping start I don't experience the issue when dyndolod initializes.

In the future you recommend deactivating the plugins and saving the game... isn't that ill advised?

 

Expand  

Follow the clean save instructions https://dyndolod.info/Help/Clean-Save when updating.

The steps can be done at any time to reset the current data (e.g. script instances)

Posted
  On 12/29/2022 at 6:42 AM, sheson said:

This has nothing to do with DynDOLOD. If this only happens when enabling the LOD patch, generate LOD for the current load order so all updated/changed base records are carried forward into the DynDOLOD plugins.

It has to do with parallax meshes and/or single pass snow shaders.

The auto parallax SKSE plugin can help after the fact https://www.nexusmods.com/skyrimspecialedition/mods/79473

Expand  

Thanks for the suggestions.  I regenerated LOD, including TexGen and occlusion in DynDOLOD, and the problem is not fixed.

I also tried installing the auto parallax plugin, with no noticeable effect - problem still exists.

Do you have any other suggestions for things I should try?  I am considering disabling snow and mountain mods from the STEP guide and trying again, unfortunately LOD takes ~1 hr to regen each time if have to do texgen and occlusion each time I try something.  

Posted
  On 12/30/2022 at 4:00 PM, afarabaugh said:

Thanks for the suggestions.  I regenerated LOD, including TexGen and occlusion in DynDOLOD, and the problem is not fixed.

I also tried installing the auto parallax plugin, with no noticeable effect - problem still exists.

Do you have any other suggestions for things I should try?  I am considering disabling snow and mountain mods from the STEP guide and trying again, unfortunately LOD takes ~1 hr to regen each time if have to do texgen and occlusion each time I try something.  

Expand  

This is caused by mods containing NIFs that use the parallax shader or plugins changing the snow shader.
Remove these mods until you find the culprit, then make sure to carefully read its installation instructions and requirements.

As example, check which mod contains rockcliff03.nif from the screenshot via MO2 right data tab.
If there is no loose rockcliff03.nif may be it is in an BSA, in that case use the xEdit Assets Browser (CTRL+F3) to find out which BSA other then Skyrim Meshes1.BSA contains it.

Also lookup the base record 0005B56A in xEdit and check the DNAM material. In vanilla it usually is 0002871B. If a plugin changes it check its installation instructions and requirements.

When the LOD patch is generated, DynDOLOD might overwrite the base record. It should have the same DNAM material as the winning plugin before it, hence the instruction to make sure to generate LOD for the current load order.

See more here https://www.nexusmods.com/skyrimspecialedition/mods/52111

Posted

Hello, I am wondering what files/folders I should add to the exclusions of Windows Defender, so that it won't keep scanning while generating LOD?

I have already excluded the DynDOLOD folder and the output folder, but in task manager I can still see windows defender actively scanning when generating LOD, which causes my system to run out of memory (16GB) and freeze. Turning off the real-time protection solved this problem, but I'd like to set up the exclusion list so that I can forget about the extra steps of turning off and on the real-time protection.

Posted
  On 12/30/2022 at 6:33 PM, w740su said:

Hello, I am wondering what files/folders I should add to the exclusions of Windows Defender, so that it won't keep scanning while generating LOD?

I have already excluded the DynDOLOD folder and the output folder, but in task manager I can still see windows defender actively scanning when generating LOD, which causes my system to run out of memory (16GB) and freeze. Turning off the real-time protection solved this problem, but I'd like to set up the exclusion list so that I can forget about the extra steps of turning off and on the real-time protection.

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Typically I would assume the folder and subfolders where you installed DynDOLOD, the game and where the mod manager stores all mods.

I suggest to white list file extensions, like BSA, NIF, DDS, BTO, BTR, BTT, TXT, INI, JSON etc.

Also see "High memory usage / Out of memory" at https://dyndolod.info/FAQ to reduce memory usage of the tools.

Posted
  On 12/30/2022 at 7:54 PM, sheson said:

Typically I would assume the folder and subfolders where you installed DynDOLOD, the game and where the mod manager stores all mods.

I suggest to white list file extensions, like BSA, NIF, DDS, BTO, BTR, BTT, TXT, INI, JSON etc.

Also see "High memory usage / Out of memory" at https://dyndolod.info/FAQ to reduce memory usage of the tools.

Expand  

Thank you!

Unfortunately, after whitelisted all these folders and file extensions, windows defender still takes almost 20% of my CPU usage during generation. I guess that's something with Windows Defender and I'll just keep it off while generating LOD. 

Posted
  On 12/30/2022 at 10:20 PM, w740su said:

Unfortunately, after whitelisted all these folders and file extensions, windows defender still takes almost 20% of my CPU usage during generation.

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I don't use Windows Defender so this may not be applicable or relevant, but have you tried whitelisting the executables so that they are "trusted" and not monitored?

[...]\DynDOLOD\DynDOLOD.exe
[...]\DynDOLOD\DynDOLODx64.exe
[...]\DynDOLOD\TexGen.exe
[...]\DynDOLOD\TexGenx64.exe
[...]\DynDOLOD\Edit Scripts\LODGen.exe
[...]\DynDOLOD\Edit Scripts\LODGenWin.exe
[...]\DynDOLOD\Edit Scripts\LODGenx64.exe
[...]\DynDOLOD\Edit Scripts\LDGenx64Win.exe
[...]\DynDOLOD\Edit Scripts\Texconv.exe
[...]\DynDOLOD\Edit Scripts\Texconvx64.exe

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