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DynDOLOD 3.00 Alpha 24

dyndolod texgen skyrim special edition lod billboard

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#1 sheson

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Posted 09 December 2020 - 10:17 AM

I will keep this post brief. Make use of the Help buttons and hover over settings. Do not hesitate to ask questions and provide feedback.

 

This is early ALPHA to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. In case of error messages, click "Help for this message" if available. 

 

If making posts or reporting errors, upload/paste these files (if they exist) to a file service or pastebin

..\DynDOLOD\bugreport.txt

..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR]_log.txt

..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR]_Debug_log.txt

 

If issue involves LODGen upload/paste

..\DynDOLOD\Logs\LODGen_[TES5|ENDERAL|SSE|TES5VR]_[Worldspace]_log.txt

 

 
Requirements

Installation

  • Install the requirements as usual.
  • Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version. Typically overwrite any files or refer to Load/Overwrite Orders. Install other options as desired.
  • Unpack the DynDOLOD Standalone archive into a new 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders.
  • By default the tools start in Skyrim mode, which is the same as adding the -tes5 command line parameter. Add -sse for Skyrim Special Edition, -tes5vr for Skyrim VR or -enderal for the Enderal Steam Version.

LOD Generation

  • Use TexGen to generate object LOD textures and tree/grass LOD billboards into a dedicated output folder and then install as a mod.
  • Use DynDOLOD to generate object LOD (includes grass LOD if enabled), tree and optional dynamic LOD into a dedicated output folder and then install as a mod.

Major Feature Changes

  • Generate tree/grass LOD billboards with TexGen
  • Ultra tree LOD is now a checkbox - remember to update the tree mesh rule as desired.
  • Billboard Grass LOD in object LOD Level 4. See next post for details.

 

Changelog


Edited by sheson, Today, 03:33 PM.

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#2 sheson

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Posted 09 December 2020 - 10:18 AM

Grass LOD (..\DynDOLOD\docs\help\GrassLOD.html)

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Grass LOD is currently only available for Skyrim Special Edition.
 
Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD. TexGen can be used to automatically generate the grass LOD billboards.
 
Grass LOD generation requires a warmed precache from No Grass In Objects for the current load order. It uses the *.CGID files found in the ..\Data\Grass\ folder.
 

Settings
 
Use version 6 or higher of No Grass In Objects.

Set UseGrassCache = True and OnlyLoadFromCache = True in ..\NetScriptFramework\Plugins\GrassControl.config.txt.

Grass LOD can either start right beyond the active cells (uGridsToLoad) or beyond the large reference distance (uLargeRefLODGridSize).
 
Set GrassLargeReference to 0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so grass LOD starts right beyond the active cells (uGridsToLoad, default = 5). Use this with DynDOLODGrassMode = 1 in ..\NetScriptFramework\Plugins\GrassControl.config.txt.
 
Set GrassLargeReference to 1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so grass LOD starts right beyond the large reference distance (uLargeRefLODGridSize, typically between 5 = off and 11). Use this with DynDOLODGrassMode = 2 in ..\NetScriptFramework\Plugins\GrassControl.config.txt.
 
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), change the GrassBrightnessTop and GrassBrightnessBottom settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini.

 

Change GrassDensity=100 to a lower value in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to thin out grass LOD for better performance.
 

Generating

Generate grass LOD billboards with TexGen and install the TexGen output as usual.
 
To enable grass LOD generation, set Grass=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini.
 
Generate object LOD as usual.


Updating

In case only the grass placements in the precache have changed, start DynDOLOD in expert mode, select the desired worldpace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files.

In case only the grass textures have been changed, update the grass LOD billboards with TexGen, then start start DynDOLOD in expert mode, select the desired worldpace and click the Rebuild Atlas button. Then merge the new output with the existing output, overwriting all older files.

To only switch the GrassLargeReference setting, change GrassLargeReference to True or False in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldpace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remeber to also change the setting to 0 or 1 in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation.

To test different GrassBrightnessTop or GrassBrightnessBottom settings, change GrassLargeReference in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldpace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files.

 

To test different grass LOD densities, change the GrassDensity setting in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldpace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files.

To speed things up, limit generation to LOD Level 4 by using the Specific Chunk dropdowns. Use the West/South coordinates to generate and test with a specific BTO file until the desired results are found.


Performance

Unsurprisingly showing millions of grass LOD billboards on screen can require a lot of resources.

Try lowering LOD Level 4 distance (fBlockLevel0Distance) in the DynDOLOD SkyUI MCM Settings page or the SkyrimPrefs.INI.

Visually the object LOD for mountains suffers from the shorter distance especially. Consider adding a mesh rule anywhere before the last '\' rule to compensate:
Mesh mask = mountains
LOD Level 4 = Level0
LOD Level 8 = Level0
LOD Level 16 = Level1 or Level2
Flags = VWD
Grid = Far LOD
Reference = Unchanged
 
Consider using less dense grass settings. Remember to update the cache.

 

To only generate grass LOD with less density, change GrassDensity=100 to a lower value in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to thin out grass LOD.
 

Troubleshooting

 

Not all grass types have LOD / grass LOD billboards

Check TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic grass/tree LOD billboard generation. See ..\DynDOLOD\docs\help\TexGenConfiguration.html for more details.

 
Error processing grass data *.cgid Unable to read beyond the end of the stream. System.IO.EndOfStreamException
Delete the *.cgid file. Load the game, open console and type "cow Tamriel x y" without the quotes and the values for x and y from the *.cgid filename to load directly into the cell. No Objects In Grass should then generate the file anew, which hopefully can then be read.

 

LODGenx64.exe takes a long time or uses a lot of memory

Unsurprisingly generating millions grass LOD billboards requires time and memory.

Test with a higher value for LODGenThreadSplit= setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to try to reduce peak memory usage.

In case there are high resolution terrain LOD meshes installed in the load order, temporarily disable them to see if using the vanilla terrain LOD meshes requires less memory.

Use less dense grass for the grass cache and/or lower the GrassDensity in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini setting so less memory is required to generate grass LOD and to increase performance in game.

Remove or disable generation of select grass LOD billboards to generate less grass LOD.


Edited by sheson, 19 January 2021 - 11:50 AM.

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#3 z929669

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Posted 09 December 2020 - 11:08 AM

Thanks for the update. Good stuff!



#4 Zanderat

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Posted 09 December 2020 - 12:29 PM

Cool!

 

Do we want to set "ExtendGrassDistance = True" in the NGIO config file?  Thanks.


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#5 Delta

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Posted 09 December 2020 - 01:27 PM

Why TexGen gives me this error? Always generated correctly and the mod doesn't have any error.

 

image.png


Edited by Delta, 09 December 2020 - 01:27 PM.

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#6 sheson

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Posted 09 December 2020 - 01:31 PM

Cool!

 

Do we want to set "ExtendGrassDistance = True" in the NGIO config file?  Thanks.

You don't need to either way. DynDOLODGrassMode=2 extends automatically.


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#7 sheson

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Posted 09 December 2020 - 01:46 PM

Why TexGen gives me this error? Always generated correctly and the mod doesn't have any error.

 

image.png

The plugin has a duplicate form id as reported by the xEdit plugin loader.

 

The duplicate form id can be removed by loading the plugin in CK and saving it.


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#8 Delta

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Posted 09 December 2020 - 01:56 PM

The plugin has a duplicate form id as reported by the xEdit plugin loader.

 

The duplicate form id can be removed by loading the plugin in CK and saving it.

Weird, the previous version of TexGen didn't warn me. However, it worked, thank you!


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#9 DarkladyLexy

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Posted 09 December 2020 - 02:06 PM

LodGen failing here the LODGen_SSE_Tamriel_log  https://pastebin.com/gkhfr8cJ

 

DynDOLOD_SSE_log as well https://pastebin.com/mx5UvR5d


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#10 spongeman131

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Posted 09 December 2020 - 02:25 PM

Do we need to uninstall all billboards that were used in the V2 generation process? Or are the old filepaths ignored by TexGen now that they're no longer needed?

Side note: Congrats and thank you on the tree and grass billboard generation. Having to find or manually create tree billboards was a pain. I didn't think they would ever get automated so this is beyond incredible.


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#11 sheson

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Posted 09 December 2020 - 02:31 PM

LodGen failing here the LODGen_SSE_Tamriel_log  https://pastebin.com/gkhfr8cJ

 

DynDOLOD_SSE_log as well https://pastebin.com/mx5UvR5d

Do you happen to know which mod might be using the mentioned meshes? It should warn about them much earlier before starting LODGen.


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#12 sheson

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Posted 09 December 2020 - 02:38 PM

Do we need to uninstall all billboards that were used in the V2 generation process? Or are the old filepaths ignored by TexGen now that they're no longer needed?

Side note: Congrats and thank you on the tree and grass billboard generation. Having to find or manually create tree billboards was a pain. I didn't think they would ever get automated so this is beyond incredible.

 

The billboards generated by TexGen have the same path and filename. So the TexGen output will take priority over the original billboards anyways. You can keep them installed, it shouldn't matter.

 

If you keep the original ones installed, you can use that to double check in MO2 if TexGen indeed created all the billboards you expect to have.

 

../DynDOLOD/docs/help/TexGenConfiguration.html explains how to control which billboards TexGen creates. in case you want to mix or whatever.

 

However, for now I assume that the generated billboards will always be the better and preferred option in the future.


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#13 DarkladyLexy

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Posted 09 December 2020 - 02:42 PM

Do you happen to know which mod might be using the mentioned meshes? It should warn about them much earlier before starting LODGen.

Clefj's Winterhold.


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#14 spongeman131

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Posted 09 December 2020 - 02:50 PM

The billboards generated by TexGen have the same path and filename. So the TexGen output will take priority over the original billboards anyways. You can keep them installed, it shouldn't matter.

 

If you keep the original ones installed, you can use that to double check in MO2 if TexGen indeed created all the billboards you expect to have.

 

../DynDOLOD/docs/help/TexGenConfiguration.html explains how to control which billboards TexGen creates. in case you want to mix or whatever.

 

However, for now I assume that the generated billboards will always be the better and preferred option in the future.

 

Awesome, thanks for the clarification and yes, I would expect the generated ones to look better. Can't wait to try this out!


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#15 FenrirTV

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Posted 09 December 2020 - 04:44 PM

Hi, I got this error when I tried to generate LODs in DynDOLOD 3. Didn't get this on the 2.8 version. I see that it is related to the Forgotten Seasons CC, but this isn't fixable by me according to SSEdit. Do I fix this by unchecking the worldspace in DynDOLOD?
Sorry if this is the wrong place to post this.
[Main Instruction]
Unresolved FormID [0500091C]
 
[Content]
Scripts Script Properties Property Value Object Union Object v2 FormID [0500091C] < Error: Could not be resolved > 
cctwbsse001-puzzledungeon.esm might be the wrong version. 
Error in cctwbsse001-puzzledungeon.esm DLCDwarvenPuzzleDungeon_StaffPedestal "Altar of the Seasons" [ACTI:05000883]

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