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Posted
  On 8/11/2023 at 11:15 PM, MuitaPaz said:

Sorry, I forgot about the other logs.

DynDOLOD_SSE_ChildworldCopies_Tamriel.txt

All the logs in the Logs folder:
https://drive.google.com/file/d/1M6aA54nJaXYHeIGihd80Xuxjzs_nMqjg/view?usp=sharing

I'm still learning how to use SSEEdit, but here it is! I hope this can help in any way:
https://imgur.com/a/DNelwKx
 

Expand  

Thanks, that is exactly what was needed.

This is fixed in Alpha-133.

If you do not want to generate LOD to update this right away, you can remove the reference from the plugin with xEdit by just right clicking their entries in the left tree view or by right clicking the plugin name in the top row in the right window and then selecting "Remove". Then close and save the plugin.

Posted
  On 8/14/2023 at 2:42 PM, DarkladyLexy said:

After running DynDOLOD, my windmills have two blades. I use https://www.nexusmods.com/skyrimspecialedition/mods/28261, but since it don't contain an ESP DynDOLOD doesn't know it is there and adding a second pair of the blade to Windmills.

enb2023_8_14_15_24_22.jpg

enb2023_8_14_15_24_26.jpg

DynDOLOD_SSE_log.txt 3.34 MB · 1 download bugreport.txt 837.33 kB · 1 download

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Both log from Alpha-128 and the bugreport.txt appear to be old ones from past months?

I assume you are using the latest Alpha-133 but somehow uploaded an old logs. Upload the log and also the debug from the generation that is used in the screenshot.

FormID 0005c854 is supposed to be "deleted" by a DynDOLOD plugin. Probably a bug with the manual patch file included in the latest alpha.

The mesh being replaced is most likely irrelevant for the duplication.

Posted (edited)

when i update dyndolod how do i use the settings before updating?

To update dyndolod do i delete the whole folder or i replace the files

Edited by AenSeidhe
Posted
  On 8/14/2023 at 3:22 PM, AenSeidhe said:

when i update dyndolod how do i use the settings before updating?

To update dyndolod do i delete the whole folder or i replace the files

Expand  

That depends if you want to update an existing output or generate a new from scratch, if I understand the question right.

Ask specific questions if something is left unclear after reading the explanations at https://dyndolod.info/Updating and https://dyndolod.info/Help/Clean-Save if links to.

Posted
  On 8/14/2023 at 3:30 PM, sheson said:

That depends if you want to update an existing output or generate a new from scratch, if I understand the question right.

Ask specific questions if something is left unclear after reading the explanations at https://dyndolod.info/Updating and https://dyndolod.info/Help/Clean-Save if links to.

Expand  

i meant when i download new dyndolod file from nexus do i delete the old dyndolod version or replace it with the new one and when i use new dyndolod version how i use the settings from previous version without everytime changing it when using a new version

Posted
  On 8/14/2023 at 3:33 PM, AenSeidhe said:

i meant when i download new dyndolod file from nexus do i delete the old dyndolod version or replace it with the new one and when i use new dyndolod version how i use the settings from previous version without everytime changing it when using a new version

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https://dyndolod.info/Updating#New-DynDOLOD-Version
Always install DynDOLOD Standalone into a new or empty folder. Always replace old DynDOLOD Resources.

Click to the advanced mode and save the preset. https://dyndolod.info/Help/Advanced-Mode:
Use the Save preset and Load preset buttons to save custom rules for later use.

Save to a folder outside the DynDLOD installation to keep the preset file, so you can load it with the new version.

Posted
  On 8/14/2023 at 3:01 PM, sheson said:

Both log from Alpha-128 and the bugreport.txt appear to be old ones from past months?

I assume you are using the latest Alpha-133 but somehow uploaded an old logs. Upload the log and also the debug from the generation that is used in the screenshot.

FormID 0005c854 is supposed to be "deleted" by a DynDOLOD plugin. Probably a bug with the manual patch file included in the latest alpha.

The mesh being replaced is most likely irrelevant for the duplication.

Expand  

Sorry I assumed the logs updated during my las run but yes I am using Alpha 133. hopefully these are the correct logs for you

DynDOLOD_SSE_log.txtFetching info... DynDOLOD_SSE_Debug_log.txtFetching info...

Posted
  On 8/14/2023 at 4:06 PM, DarkladyLexy said:

Sorry I assumed the logs updated during my las run but yes I am using Alpha 133. hopefully these are the correct logs for you

DynDOLOD_SSE_log.txt 2 MB · 0 downloads DynDOLOD_SSE_Debug_log.txt 1.08 MB · 0 downloads

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Unfortunately the debug log got replaced already, but the log seems good enough.

Can you do a quick check with xEdit to see if anything overwrites 0005c854?

Posted (edited)

I would like to know more about the new heighmap options added in the INI. I tried looking on the website and doing a search in this thread but couldn't find where they were explained.

; Set to 1 to create terrain heightmap textures
DoTerrainHeightMap=0

Does the heightmap in this context mean the heightmap used by things like the parallax shader, or something else?

Edited by Blackread
Posted
  On 8/15/2023 at 4:08 PM, Blackread said:

I would like to know more about the new heighmap options added in the INI. I tried looking on the website and doing a search in this thread but couldn't find where they were explained.

; Set to 1 to create terrain heightmap textures
DoTerrainHeightMap=0

Does the heightmap in this context mean the heightmap used by things like the parallax shader, or something else?

Expand  

I added export of the native terrain height data to a texture/image for doodlum for a test. It is also part of not yet released xLODGen terrain LOD beta.

The readme has a bit of information.

Terrain-Heightmap-Readme.txtFetching info...

Posted (edited)

I've been testing the new parent/child copy feature, and so far looking great, thank you so much for adding this in. There were a couple things I wanted to ask about though.

In some places objects seem to be missing. The places I found where this is visible without console hacking are the Dragonborn Museum Safehouse balcony in Solitude and in front of the Honorhall Orphanage looking towards the Riften fishery in Riften. I assume this is because cells containing refs in the child world don't receive any refs from the parent world, or something along those lines?

K2Q1hpx.pngTyvEgT7.png

Another thing I noticed is that refs in the parent world that have had their base objects swapped with Base Object Swapper use their original base records in the child world. Here are two pictures from the Whiterun stables to demonstrate. The first one shows the fences as they appear in the parent world (Tamriel) having been swapped with BOS, the second shows them in the child world (WhiterunWorld) using the original base record. This is of course quite minor and barely noticeable, but just wanted to make sure whether it's because Base Object Swapper is not supported for this feature, or if there is a bug of some sort.

VTJLYFK.png7inrxID.png

Lastly, at least in MarkarthWorld there seem to be some issues with large references. The first picture is taken with uLargeRefLODGridSize=5, the second with uLargeRefLODGridSize=9. The bridge and some other large objects disappear when they enter the large ref grid. I have added the "Use LOD Data" flag to the Parent worldspace field of MarkarthWorld so that Markarth uses the Tamriel LOD instead of its own LOD.

sawKmXc.pngW2di8FT.png

Here's a link to the logs: https://mega.nz/file/RWFHgJ4C#3_wi91qevRJLXpEbAIXO57E_XrgJsTemNRkq1jOFxOo

 

Almost forgot, there were also these things:

5QdE4zF.pngXAuOazh.png

The first picture is from Evermore in Beyond Reach, the second is the entrance to Cidhna Mine in Markarth. To my eyes it looks like either LOD or the underside mesh, but I wasn't able to target it in console so I assume it's the former, unless things have changed.

Edit: Remembered the tll command. Using it made the low res objects disappear, so they indeed are LOD.

Edited by Blackread
Posted
  On 8/16/2023 at 12:58 AM, Blackread said:

I've been testing the new parent/child copy feature, and so far looking great, thank you so much for adding this in. There were a couple things I wanted to ask about though.

In some places objects seem to be missing. The places I found where this is visible without console hacking are the Dragonborn Museum Safehouse balcony in Solitude and in front of the Honorhall Orphanage looking towards the Riften fishery in Riften. I assume this is because cells containing refs in the child world don't receive any refs from the parent world, or something along those lines?

K2Q1hpx.pngTyvEgT7.png

Another thing I noticed is that refs in the parent world that have had their base objects swapped with Base Object Swapper use their original base records in the child world. Here are two pictures from the Whiterun stables to demonstrate. The first one shows the fences as they appear in the parent world (Tamriel) having been swapped with BOS, the second shows them in the child world (WhiterunWorld) using the original base record. This is of course quite minor and barely noticeable, but just wanted to make sure whether it's because Base Object Swapper is not supported for this feature, or if there is a bug of some sort.

VTJLYFK.png7inrxID.png

Lastly, at least in MarkarthWorld there seem to be some issues with large references. The first picture is taken with uLargeRefLODGridSize=5, the second with uLargeRefLODGridSize=9. The bridge and some other large objects disappear when they enter the large ref grid. I have added the "Use LOD Data" flag to the Parent worldspace field of MarkarthWorld so that Markarth uses the Tamriel LOD instead of its own LOD.

sawKmXc.pngW2di8FT.png

Here's a link to the logs: https://mega.nz/file/RWFHgJ4C#3_wi91qevRJLXpEbAIXO57E_XrgJsTemNRkq1jOFxOo

 

Almost forgot, there were also these things:

5QdE4zF.pngXAuOazh.png

The first picture is from Evermore in Beyond Reach, the second is the entrance to Cidhna Mine in Markarth. To my eyes it looks like either LOD or the underside mesh, but I wasn't able to target it in console so I assume it's the former, unless things have changed.

Edit: Remembered the tll command. Using it made the low res objects disappear, so they indeed are LOD.

Expand  

Cells with navmeshes are ignored by default for some child worldspaces atm.

https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Settings-for-Parent-gt-Child
NoCellsWithNAVM - set to 1 to not copy references from the parent worldspace if the child worldspace cell contains a nav mesh. Use to only copy reference that are really outside the walled cities.
Settin NoCellsWithNAVM=0 for Solitude, Riften should address the views. 

For copies, not all possible conditional features of BOS are supported yet. I assume the fences are using locational swaps. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make screenshots of objects showing usefull information with the More Informative Console mod. Provide a link to the mod adding the swaps.

Regarding Markarth, parent child worldspace copies are made after LOD is generated for a worldspace. By default Markarth does not use the Tamriel parent worldspace for LOD. When its own LOD is generated, there is no reference adding the bridge, hence it has no LOD. If you set ScanParent=1 for Markarth and you also want LOD to match, edit the Markarth worldspace record and set the flag to use the LOD of Tamriel.

Get the cell coordinates and terrain LOD filename from DynDOLOD SkyUI MCM - You are here to check the CELL and LAND records and the terrain LOD meshes. Make sure terrain LOD is generated for the load order in high enough quality. If necessary also check the object LOD meshes for culprits.

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