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Posted (edited)

Good Day all together,

i wanted to create static and dynamic lod. Whatever i do, i can't check the boxes for static lod. Even if i disable the checkbox for Dynamic lod, the other boxes for static lod are greyed out.

I did some researches here and via google, but could not find useful information. Maybe someone can help me? TIA. :)

 

image.thumb.png.9a171085550b7071b3100f5b12be8770.png

Edited by sigi123
Posted
  On 1/11/2023 at 10:03 AM, sigi123 said:

Good Day all together,

i wanted to create static and dynamic lod. Whatever i do, i can't check the boxes for static lod. Even if i disable the checkbox for Dynamic lod, the other boxes for static lod are greyed out.

I did some researches here and via google, but could not find useful information. Maybe someone can help me? TIA. :)

 

image.thumb.png.9a171085550b7071b3100f5b12be8770.png

Expand  

Read the first post which log and debug log to upload when making posts.

You edited ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini as explained in https://dyndolod.info/Mods/Open-Cities-Skyrim and are at the second step to generate dynamic LOD only for a load order with Open Cities Skyrim.esp in the load order.

DynDOLOD should automatically open the advanced options and both Object LOD and Tree LOD should be disabled.
..
Remember to restore the settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini before generating LOD again later in case of an update.

Posted
  On 1/11/2023 at 8:45 AM, sheson said:

Zip large/many log files and use a file service as explained on the first post.

Check with xEdit which plugin(s) unset the Border flag of the record. Maybe more than one plugin is doing it. I would like to know all of them.
if the Border flag is unset for this record, the +Border setting does not match any cells.

For now you could set OcclusionMode_Tamriel=+TVDT for example.

Expand  

The only esp file editing the cell is Identity Crisis, and it did indeed unset the border flag, should I flag it back into that mod or remove the mod altogether? Also I'm going to need to regenerate dyndolod after doing either, right?

Posted
  On 1/11/2023 at 12:17 PM, mostwanted11 said:

The only esp file editing the cell is Identity Crisis, and it did indeed unset the border flag, should I flag it back into that mod or remove the mod altogether? Also I'm going to need to regenerate dyndolod after doing either, right?

Expand  

Just set OcclusionMode_Tamriel=+TVDT in the INI. You can just then load DynDOLOD with the current output installed and only check the Tamriel worldspace and Occlusion generation in the advanced option to update the existing Occlusion.esp. Also see https://dyndolod.info/Help/Occlusion-Data

You said you already generated Occlusion.esp for Tamriel with xLODGen, so just use that, same thing.

Future versions of DynDOLOD will automatically remove +Border from the options if the original option it didn't find any cells.
Not sure about other side effects unsetting the flag, but it seems better and easier to simply set bBorderRegionsEnabled=0 in the SkyimCustom.INI or [Pluginname].INI in.

Posted
  On 1/11/2023 at 11:17 AM, sheson said:

Read the first post which log and debug log to upload when making posts.

You edited ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini as explained in https://dyndolod.info/Mods/Open-Cities-Skyrim and are at the second step to generate dynamic LOD only for a load order with Open Cities Skyrim.esp in the load order.

DynDOLOD should automatically open the advanced options and both Object LOD and Tree LOD should be disabled.
..
Remember to restore the settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini before generating LOD again later in case of an update.

Expand  

Thanks alot Sheson. Due to a youtube video i tought, you can create to lod all together now. Thans again.

Posted
  On 1/11/2023 at 1:51 PM, sheson said:

Just set OcclusionMode_Tamriel=+TVDT in the INI. You can just then load DynDOLOD with the current output installed and only check the Tamriel worldspace and Occlusion generation in the advanced option to update the existing Occlusion.esp. Also see https://dyndolod.info/Help/Occlusion-Data

You said you already generated Occlusion.esp for Tamriel with xLODGen, so just use that, same thing.

Future versions of DynDOLOD will automatically remove +Border from the options if the original option it didn't find any cells.
Not sure about other side effects unsetting the flag, but it seems better and easier to simply set bBorderRegionsEnabled=0 in the SkyimCustom.INI or [Pluginname].INI in.

Expand  

Thanks so much for the help, cheers.

Posted

Thank you for the help. Also thanks Sheson for helping everyone so much in general. 

I'll try and look at the resources more carefully in future. 

I actually ended up getting more errors and found this config fix myself online just before reading this. I'll reply with my pastebin log (if that's helpful beyond just advising me) when my Dyndolod stops running, I don't want to upset it lol.

Posted (edited)

Hello. I was running DynDOLOD as I have dozens of times before, only now I keep getting an error that Bittercup - Tweaks and Enhancements is too high in the load order. I've tried moving it around, but I keep getting the error even if the esp is at the bottom of the load order. I've never had this happen before and searching for Bittercup here returns nothing. Any idea why this could be happening and how to fix it?

Here is the error and the logs requested: https://ufile.io/wgx40gp8

Edited by blackdragon128
Posted
  On 1/12/2023 at 10:44 PM, blackdragon128 said:

Hello. I was running DynDOLOD as I have dozens of times before, only now I keep getting an error that Bittercup - Tweaks and Enhancements is too high in the load order. I've tried moving it around, but I keep getting the error even if the esp is at the bottom of the load order. I've never had this happen before and searching for Bittercup here returns nothing. Any idea why this could be happening and how to fix it?

Here is the error and the logs requested: https://ufile.io/wgx40gp8

Expand  

The actual error is that the plugin is too high for a record to be copied into the DynDOLOD.esm. Which is correct, since Bittercup - Tweaks and Enhancements.esp is not a master file. It is a safeguard check to make sure nothing goes wrong. Will be fixed next alpha version.

Posted
  On 1/13/2023 at 8:50 AM, sheson said:

The actual error is that the plugin is too high for a record to be copied into the DynDOLOD.esm. Which is correct, since Bittercup - Tweaks and Enhancements.esp is not a master file. It is a safeguard check to make sure nothing goes wrong. Will be fixed next alpha version.

Expand  

I see. Do you think it is safe to ESMify this mod in this case or would that not be a good idea?

Posted

Hello Sheson,

I'm trying to generate Object, Grass and Tree LOD for my modlist. I'm running into some issues currently:

I have generated Terrain LOD with the latest version of SSE-Edit (I didn't use the latest beta of xLODGEN, let me know if it matters for this)

I have generated textures with TEXGEN (With Stitched Object LOD Textures, Rendered Object LOD Textures HD Grass, Trees, HD Trees and Rendered enabled)

image.thumb.png.bcbed0157655b71cec9e68be269b31ca.png

I have generated a Grass Cache with NGIO

I am trying to generate LOD with DynDOLOD but this is where I am running into some problems:

I am running it with a High preset with most settings enabled

image.thumb.png.eed7a32453358a82bf39f398d5ad1dfd.png

When I try to run with all worldspaces enabled, it never quites finishes. I originally thought that it hung but I learned later that it probably wasn't. I was also originally running these programs from a subdirectory of MO, so I moved it out and disabled my Antivirus and it seems to get further but I am running into some other issue now. When I am trying to generate LOD for Tamriel alone, Occlusion happens relatively quickly but then It says it errors out but there is no error in the log.

I included the log files from DynDOLOD. Let me know if you need anything else and thank you for all that you do!

PC Specs:
OS Name                            Microsoft Windows 11 Pro
Processor                          12th Gen Intel(R) Core(TM) i9-12900K, 3200 Mhz, 16 Core(s), 24 Logical Processor(s)
Graphics Card                      NVIDIA GeForce RTX 3080 Ti
Driver                             C:\WINDOWS\SYSTEM32\DRIVERSTORE\FILEREPOSITORY\NV_DISPI.INF_AMD64_F52C4B8723F8DD33\NVLDDMKM.SYS (31.0.15.2756, 55.31 MB (58,001,424 bytes), 12/28/2022 4:25 PM)
Installed Physical Memory (RAM)    32.0 GB

 

LODGen_SSE_Tamriel_log.txtFetching info... LODGen_SSE_Tamriel_WIN_log.txtFetching info...

I couldn't attach the DynDOLOD logs so I uploaded them to google drive: 

https://drive.google.com/file/d/1kRkS5KBehix6xYh55tAKdPU58E9cpkom/view?usp=sharing

https://drive.google.com/file/d/1vNAWBvMvwujs-IsmRWPCh-oAK9BLlxHV/view?usp=sharing

LODGen_SSE_Tamriel_log.txtFetching info... LODGen_SSE_Tamriel_log.txtFetching info... LODGen_SSE_Tamriel_WIN_log.txtFetching info...

Posted
  On 1/13/2023 at 8:28 PM, MinhazMurks said:

Hello Sheson,

I'm trying to generate Object, Grass and Tree LOD for my modlist. I'm running into some issues currently:

I have generated Terrain LOD with the latest version of SSE-Edit (I didn't use the latest beta of xLODGEN, let me know if it matters for this)

I have generated textures with TEXGEN (With Stitched Object LOD Textures, Rendered Object LOD Textures HD Grass, Trees, HD Trees and Rendered enabled)

image.thumb.png.bcbed0157655b71cec9e68be269b31ca.png

I have generated a Grass Cache with NGIO

I am trying to generate LOD with DynDOLOD but this is where I am running into some problems:

I am running it with a High preset with most settings enabled

image.thumb.png.eed7a32453358a82bf39f398d5ad1dfd.png

When I try to run with all worldspaces enabled, it never quites finishes. I originally thought that it hung but I learned later that it probably wasn't. I was also originally running these programs from a subdirectory of MO, so I moved it out and disabled my Antivirus and it seems to get further but I am running into some other issue now. When I am trying to generate LOD for Tamriel alone, Occlusion happens relatively quickly but then It says it errors out but there is no error in the log.

I included the log files from DynDOLOD. Let me know if you need anything else and thank you for all that you do!

PC Specs:
OS Name                            Microsoft Windows 11 Pro
Processor                          12th Gen Intel(R) Core(TM) i9-12900K, 3200 Mhz, 16 Core(s), 24 Logical Processor(s)
Graphics Card                      NVIDIA GeForce RTX 3080 Ti
Driver                             C:\WINDOWS\SYSTEM32\DRIVERSTORE\FILEREPOSITORY\NV_DISPI.INF_AMD64_F52C4B8723F8DD33\NVLDDMKM.SYS (31.0.15.2756, 55.31 MB (58,001,424 bytes), 12/28/2022 4:25 PM)
Installed Physical Memory (RAM)    32.0 GB

 

LODGen_SSE_Tamriel_log.txt 4.03 kB · 0 downloads LODGen_SSE_Tamriel_WIN_log.txt 1.94 kB · 0 downloads

I couldn't attach the DynDOLOD logs so I uploaded them to google drive: 

https://drive.google.com/file/d/1kRkS5KBehix6xYh55tAKdPU58E9cpkom/view?usp=sharing

https://drive.google.com/file/d/1vNAWBvMvwujs-IsmRWPCh-oAK9BLlxHV/view?usp=sharing

LODGen_SSE_Tamriel_log.txt 4.03 kB · 0 downloads LODGen_SSE_Tamriel_log.txt 4.03 kB · 0 downloads LODGen_SSE_Tamriel_WIN_log.txt 1.94 kB · 0 downloads

Expand  

The google links just show LODGen_SSE_Tamriel_WIN_log.txt and LODGen_SSE_Tamriel_log.txt and no DynDOLOD log, debug log.

In any case read https://dyndolod.info/FAQ "Long running time or output several GB in file size" and "High memory usage / Out of memory",  especially these:
If too many concurrent LODGen processes running at the same time consume all available memory while generating seasons, limit their number per worldspace by changing the MaxLODGenPerWorldspace setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI.
If too many concurrent LODGen processes running at the same time consume all available memory, limit their total number by changing the MaxLODGen setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI.
If a single LODGen process uses a lot of memory, set LODGenThreadSplit in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI to a higher number. Set to the number of virtual cores for lowest possible memory usage. Since terrain LOD meshes are used to optimize object LOD, consider not enabling high resolution terrain LOD meshes (so it uses vanilla terrain meshes) while generating object LOD.

Also read the similar/related explanations at https://dyndolod.info/Help/Seasons#Out-of-Memory-errors and https://dyndolod.info/Help/LODGen#Out-of-Memory

Posted (edited)

Thanks a lot for your reply!

Oops wrong links sorry: 

https://drive.google.com/file/d/19vEvF3V1EAIdSOBBKRP2EefYMwF_Xtz1/view?usp=share_link

https://drive.google.com/file/d/1bydob-ATzpbQNQq8uJOtQpFch1aTdqFb/view?usp=share_link

I did read the part about the memory, and I'm ok with high memory usage and waiting. Usually memory usage is about max for me (90%+) but the cpu usage usually is under 15% which is what I'm confused about a little bit. It seems to me that something is preventing it from running as fast as it could, is this cpu usage normal? And do you have any other suggestions for what I could try? 

 

  DynDOLOD_SSE.iniFetching info... DynDOLOD.ini

Edited by MinhazMurks

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