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Dynamic Distant Objects LOD - DynDOLOD 2.27

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#166 sheson

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Posted 06 June 2017 - 06:38 AM

It seems to be happening with pretty much every window in LOD, Dragonsreach is just the easiest one to get a good view of. I've done the separate OCS generations multiple times to test with the same results.

 

OS: Windows 7 Professional x64

Driver: 382.33

ENB: Vividian 7

 

Do farmhouse or imperial forts windows outside the cities do the same?

 

Is that with Windows 'high' checked or not? Try the opposite.

 

When using 'high', those LOD light windows are "decals" that never should z-fight like this. None of the Skyrim INI settings with "decal" seem to influence that - never seen similar reports. I am suspecting graphics driver or driver settings. It could have to do with any setting related to transparency or anti-aliasing, FXAA etc. Maybe something else that changes shaders.

 

If not using 'high', see if setting UseDecalFlag=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini and generating static LOD again makes a difference.


Edited by sheson, 06 June 2017 - 08:05 AM.

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#167 minos55

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Posted 14 June 2017 - 02:23 PM

Hy I just wanted to ask if it is normal that after I run the dyndolod and I check the esp created for errors i get errors with flags containing unknown: 6


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#168 sheson

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Posted 14 June 2017 - 03:35 PM

Hy I just wanted to ask if it is normal that after I run the dyndolod and I check the esp created for errors i get errors with flags containing unknown: 6

Yes unknown flag errors are fine and can be ignored. DynDOLOD is using some undocumented tricks to do certain things.


Edited by sheson, 14 June 2017 - 03:35 PM.

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#169 Letho

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Posted 24 June 2017 - 05:33 AM

Forum search did not find this error, so I am posting it here.

 

 

1. Preset: High

 

2. Custom mesh rules: both on top of the other preset mesh rules ("order matters")

 

landscape\mountains\

LOD 4: full model

LOD 8: static LOD 4

LOD 16: static LOD 8

Visible when distant: checked

Grid: blank

Reference: unchanged

 

landscape\unique\

LOD 4: full model

LOD 8: static LOD 4

LOD 16: static LOD 8

Visible when distant: checked

Grid: blank

Reference: unchanged

 

 

Problem seems to appear with vwd checked. If unchecked the result seems to ignore the custom mesh rule options (= using no full model for LOD 4) and removes LOD entirely for all mountains.

 

Log attached to this post.

Attached Files


Edited by Letho, 24 June 2017 - 05:36 AM.

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#170 sheson

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Posted 24 June 2017 - 07:23 AM

Forum search did not find this error, so I am posting it here.

 

 

1. Preset: High

 

2. Custom mesh rules: both on top of the other preset mesh rules ("order matters")

 

landscape\mountains\

LOD 4: full model

LOD 8: static LOD 4

LOD 16: static LOD 8

Visible when distant: checked

Grid: blank

Reference: unchanged

 

landscape\unique\

LOD 4: full model

LOD 8: static LOD 4

LOD 16: static LOD 8

Visible when distant: checked

Grid: blank

Reference: unchanged

 

 

Problem seems to appear with vwd checked. If unchecked the result seems to ignore the custom mesh rule options (= using no full model for LOD 4) and removes LOD entirely for all mountains.

 

Log attached to this post.

 

After such a rules change you should generate LOD from scratch. 

 

I suggest to set Grid to Far LOD or maybe to Far Full even, there may actually be a handful of references that could use it. With default settings they were Far LOD before anyways.

 

I like to have your existing DynDOLOD.esp that yo tried to update to see if I can do something about that error. If you could upload it somewhere.


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#171 Letho

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Posted 24 June 2017 - 07:46 AM

After such a rules change you should generate LOD from scratch.

I don't understand what "generate LOD from scratch" means. Before I try another LOD setting, I do as your M.C.M. and the manual say:

 

1. I go into an interoir (Morvunskar), save there.

2. deactivate and delete dyndolod_output.esp using Nexus Mod Manager.

3. Load my savegame created in 1.

4. Save again.

5. Create new LOD with DynDOLOD using different settings. (this is where the bug occured)

6. install the new dyndolod_output.esp

7. Load the game

 

Isn't this "from scratch", as I do not overwrite existing LOD settings?

 

 

 

I like to have your existing DynDOLOD.esp that yo tried to update to see if I can do something about that error. If you could upload it somewhere.

As the 7 steps show, the .esp that is getting updated by the new one is always deleted before I install new LOD.

 

 

 

I suggest to set Grid to Far LOD or maybe to Far Full even, there may actually be a handful of references that could use it.

I will give it a try, thx!


Edited by Letho, 24 June 2017 - 07:47 AM.

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#172 sheson

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Posted 24 June 2017 - 12:28 PM

I don't understand what "generate LOD from scratch" means. Before I try another LOD setting, I do as your M.C.M. and the manual say:

 

1. I go into an interoir (Morvunskar), save there.

2. deactivate and delete dyndolod_output.esp using Nexus Mod Manager.

3. Load my savegame created in 1.

4. Save again.

5. Create new LOD with DynDOLOD using different settings. (this is where the bug occured)

6. install the new dyndolod_output.esp

7. Load the game

 

Isn't this "from scratch", as I do not overwrite existing LOD settings?

 

 

 

As the 7 steps show, the .esp that is getting updated by the new one is always deleted before I install new LOD.

 

 

 

I will give it a try, thx!

The log shows there is an existing DynDOLOD.esp in the load order when you started DynDOLOD.exe.

 

From scratch means that there should be no old DynDOLOD.esp when start DynDOLOD.exe, so that everything is created new. So your step 2. means keep the old DynDOLOD.esp deactivated/deleted.


Edited by sheson, 24 June 2017 - 12:29 PM.

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#173 Monobloc

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Posted 25 June 2017 - 06:01 PM

Hi sheson, i'm trying to generate dyndolod medium preset with ultra trees EVT

 

sadly the software runs out of memory during falskaar.

 

(TreeLOD is on 0)

(followed instructions from EVT to configure it : https://i.imgur.com/6KQHXJb.jpg )

 

here is the end of the log (where it crashed) https://pastebin.com/BX9rPFDz

 

falskaar textures were optimized with ddsopt following SRLE LOTD guide. (wonder if that does something)

 

the software eats more and more memory until crash ofc.

 

Thanks for the help you can provide.


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#174 sheson

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Posted 25 June 2017 - 06:20 PM

Hi sheson, i'm trying to generate dyndolod medium preset with ultra trees EVT
 
sadly the software runs out of memory during falskaar.
 
(TreeLOD is on 0)
(followed instructions from EVT to configure it : https://i.imgur.com/6KQHXJb.jpg )
 
here is the end of the log (where it crashed) https://pastebin.com/BX9rPFDz
 
falskaar textures were optimized with ddsopt following SRLE LOTD guide. (wonder if that does something)
 
the software eats more and more memory until crash ofc.
 
Thanks for the help you can provide.

 
Try this test version https://mega.nz/#!Bc...0qy4-W3-L1_o7Hw
 
Check this thread http://forum.step-pr...hl= out memory
 
If none of that helps, try to generate the problematic worldspace all by itself. If it runs through then, install output as normal. Then start DynDOLOD.exe with the DynDOLOD.esp in the load order and generate LOD for the remaining worldspaces. Install new output, overwriting any old output files, including DynDOLOD.esp.

Edited by sheson, 25 June 2017 - 06:21 PM.

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#175 Monobloc

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Posted 25 June 2017 - 06:50 PM

By the nines sheson, your new build worked, I passed falskaar generation without trouble, thank you, divines bless your kind heart.


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#176 Monobloc

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Posted 28 June 2017 - 02:39 AM

Sheson, I think i talked about this issue but i'm not sure if I did.

 

https://imgur.com/a/qTGgu

 

So basically in solitude I have tree lods in the top of the mountain, but once I approach they disappear, tried to be the clearest with the pictures, tell me if you need something else.

 

it's not a big deal at all, just wanted to point it out.


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#177 sheson

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Posted 28 June 2017 - 10:28 AM

2D tree LOD is done by xEdit/TES5LODGen on which DynDOLOD is build.

If there are LOD trees without full models, generate tree LOD for the current load order. Make sure none of the generated *.btt are overwritten by other mods. 2D tree LOD generation only generates tree LOD for tree references existing in the load order at the time of generation.


FAQ: Tree LOD: LOD trees show in child worlds / towns

A: This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static or dynamic LOD which don't have the limitation.

In this case USLEEP adds duplicate trees into the Solitude Worldspace to cover up LOD trees from the Tamriel worldspace that do not unload, because of that limitation.

Edit: Looks like an unintended duplication in USLEEP. It is doing it for a few trees around Solitude, but only a few have that problem. I will try to clean that up and submit an update.

Edited by sheson, 28 June 2017 - 02:41 PM.

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#178 hoki

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Posted 29 June 2017 - 01:48 AM

Hi, I'm having some issues with the installation process, both TextGen and DynDOLOD seem to run successfully, except dyndolod can't read some log files at the end of the installation. Here's the relevant part of the log, I verified that these log files don't seem to be generated at all.

[00:05:21.977]	Checking G:\DynDOLOD\Logs\LODGen_TES5_Tamriel_log.txt
[00:05:21.987]	LODGen.exe can not find logfile G:\DynDOLOD\Logs\LODGen_TES5_Tamriel_log.txt
[00:05:21.997]	Checking G:\DynDOLOD\Logs\LODGen_TES5_DLC2SolstheimWorld_log.txt
[00:05:22.007]	LODGen.exe can not find logfile G:\DynDOLOD\Logs\LODGen_TES5_DLC2SolstheimWorld_log.txt
[00:05:22.016]	Checking G:\DynDOLOD\Logs\LODGen_TES5_MarkarthWorld_log.txt
[00:05:22.027]	LODGen.exe can not find logfile G:\DynDOLOD\Logs\LODGen_TES5_MarkarthWorld_log.txt
[00:05:22.036]	Checking G:\DynDOLOD\Logs\LODGen_TES5_DLC01SoulCairn_log.txt
[00:05:22.046]	LODGen.exe can not find logfile G:\DynDOLOD\Logs\LODGen_TES5_DLC01SoulCairn_log.txt
[00:05:22.056]	Checking G:\DynDOLOD\Logs\LODGen_TES5_DLC2ApocryphaWorld_log.txt
[00:05:22.065]	LODGen.exe can not find logfile G:\DynDOLOD\Logs\LODGen_TES5_DLC2ApocryphaWorld_log.txt
[00:05:22.075]	Checking G:\DynDOLOD\Logs\LODGen_TES5_SkuldafnWorld_log.txt
[00:05:22.085]	LODGen.exe can not find logfile G:\DynDOLOD\Logs\LODGen_TES5_SkuldafnWorld_log.txt
[00:05:22.094]	Checking G:\DynDOLOD\Logs\LODGen_TES5_Sovngarde_log.txt
[00:05:22.103]	LODGen.exe can not find logfile G:\DynDOLOD\Logs\LODGen_TES5_Sovngarde_log.txt
[00:05:22.114]	Checking G:\DynDOLOD\Logs\LODGen_TES5_DeepwoodRedoubtWorld_log.txt
[00:05:22.124]	LODGen.exe can not find logfile G:\DynDOLOD\Logs\LODGen_TES5_DeepwoodRedoubtWorld_log.txt
[00:05:22.133]	Checking G:\DynDOLOD\Logs\LODGen_TES5_DLC1HunterHQWorld_log.txt
[00:05:22.144]	LODGen.exe can not find logfile G:\DynDOLOD\Logs\LODGen_TES5_DLC1HunterHQWorld_log.txt
[00:05:22.153]	Checking G:\DynDOLOD\Logs\LODGen_TES5_Blackreach_log.txt
[00:05:22.164]	LODGen.exe can not find logfile G:\DynDOLOD\Logs\LODGen_TES5_Blackreach_log.txt
[00:05:22.174]	Checking G:\DynDOLOD\Logs\LODGen_TES5_JaphetsFollyWorld_log.txt
[00:05:22.184]	LODGen.exe can not find logfile G:\DynDOLOD\Logs\LODGen_TES5_JaphetsFollyWorld_log.txt
[00:05:22.194]	Checking G:\DynDOLOD\Logs\LODGen_TES5_DLC01FalmerValley_log.txt
[00:05:22.204]	LODGen.exe can not find logfile G:\DynDOLOD\Logs\LODGen_TES5_DLC01FalmerValley_log.txt
[00:05:22.214]	
[00:05:22.224]	DynDOLOD Worlds completed successfully.
[00:06:42.076]	[00:00] Saving: DynDOLOD.esp
[00:06:43.339]	[00:01] Done saving.
[00:06:43.348]	Saving: Settings
[00:06:43.358]	Saving: Logs


This seems to result in distant terrain meshes like roads and cliffs not being drawn in game or generated. Both windmills and waterfalls can be seen animated from a long distance, but rest of the terrain appears same as in vanilla.

 

Here's another snippet that might be relevant:

[00:00:12.949]	Loading preset from G:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_LODGen preset default.ini
[00:00:12.959]	G:\Steam\steamapps\common\Skyrim\Data\ Not allowed!

Relevant info:

Skyrim Legendary Edition

No mods other than the required ones

Mod Organizer 1.3.11

dyndolod 2.26

 

Attached Files


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#179 sheson

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Posted 29 June 2017 - 03:07 AM

Hi, I'm having some issues with the installation process, both TextGen and DynDOLOD seem to run successfully, except dyndolod can't read some log files at the end of the installation. Here's the relevant part of the log, I verified that these log files don't seem to be generated at all.

[00:05:21.977]	Checking G:\DynDOLOD\Logs\LODGen_TES5_Tamriel_log.txt
[00:05:21.987]	LODGen.exe can not find logfile G:\DynDOLOD\Logs\LODGen_TES5_Tamriel_log.txt
This seems to result in distant terrain meshes like roads and cliffs not being drawn in game or generated. Both windmills and waterfalls can be seen animated from a long distance, but rest of the terrain appears same as in vanilla.

 


That means LODGen.exe does not run and can not generate static object LOD.

Open a command prompt (add binary C:\Windows\System32\cmd.exe to MO Executables) and copy/paste (click c:\icon top left of command prompt window, Edit, Paste, or enable quick edit mode to use right mouse button) this single line and see what happens when you try to execute

"G:\DynDOLOD\Edit Scripts\LODGen.exe" --inputfile "G:\DynDOLOD\Edit Scripts\Export\LODGen_TES5_Tamriel.txt" --logfile "G:\DynDOLOD\Logs\LODGen_TES5_Tamriel_log.txt" --dontFixTangents --removeUnseenFaces --skyblivionTexPath

See what happens. There could be something preventing it from starting etc.


Edited by sheson, 29 June 2017 - 03:07 AM.

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#180 hoki

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Posted 29 June 2017 - 01:15 PM

Hi, your command didn't give any output.

"G:\DynDOLOD\Edit Scripts\LODGen.exe" --inputfile "G:\DynDOLOD\Edit Scripts\Export\LODGen_TES5_Tamriel.txt" --logfile "G:\DynDOLOD\Logs\LODGen_TES5_Tamriel_log.txt" --dontFixTangents --removeUnseenFaces --skyblivionTexPath

Then I decided to try running DynDOLOD/Edit Scripts/LODGen.exe through windows explorer. It threw an error about a missing .NET framework version 4.0.XX.

I installed .NET version 4.0 from here: https://www.microsof...nload/framework

And now both the command and dyndolod run successfully.


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