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DynDOLOD Skyrim Special Edition

dyndolod lod special edition sse

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#241 Shad0wlife

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Posted 15 May 2018 - 03:57 PM

Hmm. I put my clutter reduced mesh files into meshes\DynDOLOD\lod\trees but the generated Lod is still the same size even if some meshes were reduced to below half their file size (and probably even more in poly count)...

I didn't do the crc32 and passthru stuff since i mostly followed the "Create Static Tree Meshes Manually" Tutorial which just says "Save the updated empty_lod.nif as [original filename of full model tree]_lod.nif", so I saved my files as treeaspen01_lod.nif for example.

Or is the issue that I simply used the original file and deleted unneeded parts from the mesh instead of pasting into the "emptypassthru_lod.nif" file (there's no "empty_lod.nef" file as in the tutorial), because the pasted BSTriShapes became invisible (maybe a problem when copy pasting from a BSLeafAnimNode to a BSFadeNode? If so, how would I avoid that?)

Or is it that I did not save or use any dedicated lod textures in the textures\lod folder?

 

BTW, the highest poly count with the full models that I saw for a cell on a quick glance was 5,081,285 triangles. I guess that counts as "not considered usable anymore", right? xD


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#242 sheson

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Posted 16 May 2018 - 01:07 AM

Hmm. I put my clutter reduced mesh files into meshes\DynDOLOD\lod\trees but the generated Lod is still the same size even if some meshes were reduced to below half their file size (and probably even more in poly count)...

I didn't do the crc32 and passthru stuff since i mostly followed the "Create Static Tree Meshes Manually" Tutorial which just says "Save the updated empty_lod.nif as [original filename of full model tree]_lod.nif", so I saved my files as treeaspen01_lod.nif for example.

Or is the issue that I simply used the original file and deleted unneeded parts from the mesh instead of pasting into the "emptypassthru_lod.nif" file (there's no "empty_lod.nef" file as in the tutorial), because the pasted BSTriShapes became invisible (maybe a problem when copy pasting from a BSLeafAnimNode to a BSFadeNode? If so, how would I avoid that?)

Or is it that I did not save or use any dedicated lod textures in the textures\lod folder?

 

BTW, the highest poly count with the full models that I saw for a cell on a quick glance was 5,081,285 triangles. I guess that counts as "not considered usable anymore", right? xD

Use the CRC32 in the filename to ensure the correct LOD nif is used for the tree. Check the DynDOLOD log for which LOD nif is used for LOD4.

 

It does not matter how the nif was made as long as the contents of the final is the same. When copy pasting also copy paste the Shader and TextureSets.

 

In any case if you just copy and paste the hi-poly leafs from the full model there is not really any decimation done, which is what 3D LOD for these trees would require.


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#243 Shad0wlife

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Posted 17 May 2018 - 12:04 PM

Yeah, I know that using the high poly leaves will keep the file size up, but I wanted to reduce the poly count at least a bit, so I removed all the branches which are not part of the trunk model, and also removed all the high poly snow and instead created a bit snowy textures. That doesn't make the models proper LQ Lod models, but at least I reduced them in size by 20 to 60%, which hopefully SOMEWHAT helps with the LOD size.

Ok, so if the meshes have the name modelname_CRC32_lod.nif, is that enough or does it have to be modlename_CRC32passthru_lod.nif?

 

The trees do not even seem to search for lods:

TreePineForest01 [TREE:0001306D] meshes\landscape\trees\treepineforest01.nif
	Billboard found, replaced tree, 3D LOD found
	LOD4: meshes\landscape\trees\treepineforest01.nif
	...

While the fern and so on seem to be handled as trees and get loaded as their full models:

TreeFloraSnowberry01Snow "Snowberry" [TREE:000BCF34] meshes\plants\florasnowberry01snow.nif, new tree, 3D LOD not found <florasnowberry01snow_e8ee0773> fallback Full Model
	LOD4: meshes\plants\florasnowberry01snow.nif

So I guess that not only the full tree models get used (it didn't even say that it hasn't found 3D lod) and that all the plants like fern and bushes get a fallback to the full model too...

I'll try adding the CRC to the (a little bit) reduced meshes and see if that helps finding them...


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#244 Shad0wlife

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Posted 17 May 2018 - 12:50 PM

Ok, I have now disabled the fallback and put the tree meshes with the passthru and CRC32 name in the correct place. And even though they should "only" have up to 4 times as many triangles as the EVT hybrid trees, some cells have 10x as many triangles while other only have 1.5 times as many... I'll take a closer look at that ingame I guess...


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#245 Barthanes

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Posted 17 May 2018 - 05:47 PM

I'm having a problem with Dyndolod and Vigilant mod. I'm currently using Lexy's LOTD-SE build. I get CTD's whenever I approach the Temple of Stendar temple outside of Dawnstar. At first I thought it was some conflict with Helarchen Creek mod. You can't even see the temple as you approach with Dyndolod installed. If Dyndolod.esp is disabled however, everything works fine. Thing is I checked the log as Dyndolod was building & it says it is ignoring Vigilant.esp & Vigilant-voiced.esp. Vigilant isn't listed as a master in the completed Dyndolod-esp file either. I can't find out why this happeing.


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#246 sheson

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Posted 18 May 2018 - 04:26 AM

Ok, I have now disabled the fallback and put the tree meshes with the passthru and CRC32 name in the correct place. And even though they should "only" have up to 4 times as many triangles as the EVT hybrid trees, some cells have 10x as many triangles while other only have 1.5 times as many... I'll take a closer look at that ingame I guess...

The different tree models are not used equally. Identify the trees that are used the most, and reduce their triangle count first.

 

I'm having a problem with Dyndolod and Vigilant mod. I'm currently using Lexy's LOTD-SE build. I get CTD's whenever I approach the Temple of Stendar temple outside of Dawnstar. At first I thought it was some conflict with Helarchen Creek mod. You can't even see the temple as you approach with Dyndolod installed. If Dyndolod.esp is disabled however, everything works fine. Thing is I checked the log as Dyndolod was building & it says it is ignoring Vigilant.esp & Vigilant-voiced.esp. Vigilant isn't listed as a master in the completed Dyndolod-esp file either. I can't find out why this happeing.

You could try generating LOD without the mod in the load order.

 

See the latest version of DynDOLOD-README.txt  for checking if a missing or invalid nif model used for dynamic LOD is the cause.


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#247 Shad0wlife

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Posted 18 May 2018 - 07:42 AM

Ok, so I browsed around https://srmap.uesp.net/ for a bit and searched for a pattern... seems like:

Pine tree intensive areas are x4 to x4.5 the poly count vs EVT

and

Aspen tree intensive areas are x10 or more.

Guess I found the big problem.

 

Aspens have more fancy trunks that cause tons of polys, while the pines have simple trunks but higher poly branches which I could remove for the lod...

So

Step 1: How to make the Billboard trunks?

Step 2: Add billboard trunks to the models

Step 3: (a little bit of) profit...

 

I'm actually trying to see if I can piece together Lod meshes for S3D Trees from the other lod meshes by scaling the needles and stacking them onto each other so they result in about the same outline as the S3D Needles... But if the Aspens are the major problem, then that won't really help that much...


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#248 sheson

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Posted 18 May 2018 - 08:19 AM

Ok, so I browsed around https://srmap.uesp.net/ for a bit and searched for a pattern... seems like:

Pine tree intensive areas are x4 to x4.5 the poly count vs EVT

and

Aspen tree intensive areas are x10 or more.

Guess I found the big problem.

 

Aspens have more fancy trunks that cause tons of polys, while the pines have simple trunks but higher poly branches which I could remove for the lod...

So

Step 1: How to make the Billboard trunks?

Step 2: Add billboard trunks to the models

Step 3: (a little bit of) profit...

 

I'm actually trying to see if I can piece together Lod meshes for S3D Trees from the other lod meshes by scaling the needles and stacking them onto each other so they result in about the same outline as the S3D Needles... But if the Aspens are the major problem, then that won't really help that much...

You make billboard trunks just like you would make billboard for trees, just disable/remove the leafs first. If they match, use the billboard trunks from already existing hybrid LOD trees included in DynDOLOD Resources or other tree mods with 3D tree LOD support.

 

You probably should combine/discuss your efforts with mathy79.


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#249 Barthanes

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Posted 24 May 2018 - 06:41 PM

I'm having a problem with Dyndolod and Vigilant mod. I'm currently using Lexy's LOTD-SE build. I get CTD's whenever I approach the Temple of Stendar temple outside of Dawnstar. At first I thought it was some conflict with Helarchen Creek mod. You can't even see the temple as you approach with Dyndolod installed. If Dyndolod.esp is disabled however, everything works fine. Thing is I checked the log as Dyndolod was building & it says it is ignoring Vigilant.esp & Vigilant-voiced.esp. Vigilant isn't listed as a master in the completed Dyndolod-esp file either. I can't find out why this happeing.

 

Log File:

[05/24/2018 - 04:33:35PM] [SHESON_DynDOLOD_LODObject < (C901DD9F)>] [SHESON_DynDOLOD_Minion < (13056F0F)>] Enable #1 [Form < (13055F90)>] using lod\farmhouse\farmhouse05glow_lod_0.nif
[05/24/2018 - 04:33:35PM] [SHESON_DynDOLOD_LODObject < (C901DBD0)>] [SHESON_DynDOLOD_Minion < (13056F12)>] Enable #1 [Form < (13055D97)>] using dyndolod\lod\clutter\campfire01landburning_dyndolod_lod.nif
[05/24/2018 - 04:33:35PM] [SHESON_DynDOLOD_LODObject < (C901DD76)>] [SHESON_DynDOLOD_Minion < (13056F12)>] Enable #1 [Form < (13055F8D)>] using lod\farmhouse\farmhouse03glow_lod_0.nif
[05/24/2018 - 04:33:35PM] [SHESON_DynDOLOD_LODObject < (C901DD9E)>] [SHESON_DynDOLOD_Minion < (13056F12)>] Enable #1 [Form < (13055F8F)>] using lod\farmhouse\farmhouse06glow_lod_0.nif
[05/24/2018 - 04:33:35PM] [SHESON_DynDOLOD_LODObject < (C901DD9D)>] [SHESON_DynDOLOD_Minion < (13056F12)>] Enable #1 [Form < (13055F90)>] using lod\farmhouse\farmhouse05glow_lod_0.nif
[05/24/2018 - 04:33:35PM] [SHESON_DynDOLOD_LODObject < (C901D062)>] [SHESON_DynDOLOD_Firstborn < (13056D57)>] Disable #3 10 [Form < (13055D81)>] using dyndolod\lod\clutter\giantcampfire01burning_dyndolod_lod.nif

 

I've tried removing the references for all these in both the DynDOLOD .esm & .esp. I've rerun the patcher several times. I seriously have spent days trying to run down this issue. Bottom line is with DynDOLOD.esp activated crash every time. If the .esp is disabled no crash at all. All the .nif's listed are located in the DynDolod Resources. Apparently I'm the only one experiencing this so I'm guessing the nif's are fine. Pretty sure this isn't a conflict between Halmarchen Creek & Vigilant. I've traveled all over Skyrim, Solstheim, Falskaar, etc. testing and no issues. Something just wonky at this one spot.

 

Any ideas would be appreciated.
 


Edited by Barthanes, 24 May 2018 - 06:49 PM.

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#250 sheson

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Posted 25 May 2018 - 01:58 AM

Log File:

[05/24/2018 - 04:33:35PM] [SHESON_DynDOLOD_LODObject < (C901DD9F)>] [SHESON_DynDOLOD_Minion < (13056F0F)>] Enable #1 [Form < (13055F90)>] using lod\farmhouse\farmhouse05glow_lod_0.nif
[05/24/2018 - 04:33:35PM] [SHESON_DynDOLOD_LODObject < (C901DBD0)>] [SHESON_DynDOLOD_Minion < (13056F12)>] Enable #1 [Form < (13055D97)>] using dyndolod\lod\clutter\campfire01landburning_dyndolod_lod.nif
[05/24/2018 - 04:33:35PM] [SHESON_DynDOLOD_LODObject < (C901DD76)>] [SHESON_DynDOLOD_Minion < (13056F12)>] Enable #1 [Form < (13055F8D)>] using lod\farmhouse\farmhouse03glow_lod_0.nif
[05/24/2018 - 04:33:35PM] [SHESON_DynDOLOD_LODObject < (C901DD9E)>] [SHESON_DynDOLOD_Minion < (13056F12)>] Enable #1 [Form < (13055F8F)>] using lod\farmhouse\farmhouse06glow_lod_0.nif
[05/24/2018 - 04:33:35PM] [SHESON_DynDOLOD_LODObject < (C901DD9D)>] [SHESON_DynDOLOD_Minion < (13056F12)>] Enable #1 [Form < (13055F90)>] using lod\farmhouse\farmhouse05glow_lod_0.nif
[05/24/2018 - 04:33:35PM] [SHESON_DynDOLOD_LODObject < (C901D062)>] [SHESON_DynDOLOD_Firstborn < (13056D57)>] Disable #3 10 [Form < (13055D81)>] using dyndolod\lod\clutter\giantcampfire01burning_dyndolod_lod.nif

 

I've tried removing the references for all these in both the DynDOLOD .esm & .esp. I've rerun the patcher several times. I seriously have spent days trying to run down this issue. Bottom line is with DynDOLOD.esp activated crash every time. If the .esp is disabled no crash at all. All the .nif's listed are located in the DynDolod Resources. Apparently I'm the only one experiencing this so I'm guessing the nif's are fine. Pretty sure this isn't a conflict between Halmarchen Creek & Vigilant. I've traveled all over Skyrim, Solstheim, Falskaar, etc. testing and no issues. Something just wonky at this one spot.

 

Any ideas would be appreciated.
 

Those nfs listed are usually fine unless they are outright missing. It is only one possible cause that can be actually debug easily.

 

Did you try generating LOD without these plugins in the load order to see if it works then?

 

If there is still data causing CTD in the plugin, then the next option is to remove large chunks of references that do not cause the problem until only the problematic form/reference remains in the plugin.


Edited by sheson, 25 May 2018 - 01:59 AM.

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#251 Caminha

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Posted 23 June 2018 - 05:03 PM

I followed the install instructions from the Enhanced Vanilla Trees page but for some reason the only "3d tree lods" I get are these snow pines: https://imgur.com/a/aRb4uy8
 
Shouldn't all trees be like the snow pines one? Am I missing something?
 
  • Dyndolod Resources SE
  • Indistinguishable Vanilla Tree Billboards (some guides tell to install this after and some before, no matter the order the billboard trees persist)
  • Enhanced Vanilla Trees + the corresponding Billboards
  • Texgen, and then Dyndolod (cache deleted, TreeLOD=0)

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#252 sheson

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Posted 23 June 2018 - 05:50 PM

I followed the install instructions from the Enhanced Vanilla Trees page but for some reason the only "3d tree lods" I get are these snow pines: https://imgur.com/a/aRb4uy8
 
Shouldn't all trees be like the snow pines one? Am I missing something?

  • Dyndolod Resources SE
  • Indistinguishable Vanilla Tree Billboards (some guides tell to install this after and some before, no matter the order the billboard trees persist)
  • Enhanced Vanilla Trees + the corresponding Billboards
  • Texgen, and then Dyndolod (cache deleted, TreeLOD=0)

This has been discussed a few times before. Check the DynDOLOD log for which tree uses what resources. It tells you if it found a 3D tree LOD model or only billboards.

Use the SKyrim version of EVT instead. The EVT Skyrim SE version is incomplete. Only convert the plugin. Do not convert the models.
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#253 straylight

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Posted 01 July 2018 - 08:49 AM

Can you please get rid of the warning/error message that says I'm exceeding the plugin limit? I can't even generate lods.. or at least not all of them. I have a lot of ESLs.. to prevent this very thing. But it seems the app doesn't care one way or another.

 

edit: Maybe perhaps keep the message, but allow people to proceed if they know what they're doing..and that you're not responsible. :)


Edited by straylight, 01 July 2018 - 08:55 AM.

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#254 sheson

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Posted 01 July 2018 - 10:51 AM

Can you please get rid of the warning/error message that says I'm exceeding the plugin limit? I can't even generate lods.. or at least not all of them. I have a lot of ESLs.. to prevent this very thing. But it seems the app doesn't care one way or another.
 
edit: Maybe perhaps keep the message, but allow people to proceed if they know what they're doing..and that you're not responsible. :)


Error messages inform about an error, so that the cause of the error can be fixed. Once the cause of the error has been fixed, there will be no more error messages.

xEdit and consequently DynDOLOD, which is based on xEdit, can not load more than 255 plugins. This includes ESM, ESP and ESL. Remove unnecessary plugins from the load order or merge them.

Edited by sheson, 01 July 2018 - 10:54 AM.

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#255 straylight

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Posted 01 July 2018 - 03:30 PM

Error messages inform about an error, so that the cause of the error can be fixed. Once the cause of the error has been fixed, there will be no more error messages.

xEdit and consequently DynDOLOD, which is based on xEdit, can not load more than 255 plugins. This includes ESM, ESP and ESL. Remove unnecessary plugins from the load order or merge them.

Fair enough. I'll try my best. :)

 

As for xEdit, man that's an app that's behind the times in more ways than one. I have to get up close to my TV screen if I want to even read anything on it. Looks like it was made with free, primitive libraries circa 2003. xLODGen is even worse. All of the checkboxes are blurred and illegible. But I digress. Nothing to do with your app.


Edited by straylight, 01 July 2018 - 03:31 PM.

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