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sheson

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Everything posted by sheson

  1. DynDOLOD is a patcher so actual conflicts should be very rare. They can be addressed. In any case, use tll in console to disable all LOD to see where active cells are (the area that still has terrain) and where the LOD area is (no terrain). See https://dyndolod.info/How-LOD-Works You probably want to check the Parent > child option in the advanced mode to see if that works. See https://dyndolod.info/Help/Advanced-Mode#Parent-gt-Child and https://dyndolod.info/Help/Child-Parent-Worldspace-Copies. If there are out of place object inside Whiterun after using that feature, post useful screenshots with more informative console of them together with the new DynDOLOD log and debug log. https://stepmodifications.org/forum/topic/19394-no-lod-when-in-whiterun-bare-area-outside-walls/
  2. Make sure that the DynDOLOD.esp/Occlusion.esp unset the DATA - Flags \ No Grass flag in the worldspace record 0x0001A26F WhiterunWorld and that no other plugin overwrites them. Set Set UseGrassCache/Use-grass-cache = True and OnlyLoadFromCache/Only-load-from-cache = False in the NGIO settings file so it can generate any missing *.CGID grass cache files on demand.
  3. Seem like the scale value is interpreted incorrectly by DynDOLOD. Generate a new LOD patch with this test version of DynDOLODx64.exe https://mega.nz/file/sNRWDAjJ#jKmd1T1L3kdWA-r1nbWG7Uukd0rq2y-NnjPW-tO58Jk Report if it fixes the issue and that LOD matches the size of the full models. If there are still issues, upload new DynDOLOD log and debug log.
  4. Install DynDOLOD DLL NG and Scripts Alpha-36 while keeping the existing DynDOLOD output. Upload new crash log if issue persists. Also upload the DynDOLOD log and debug log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
  5. Report if the the huge object goes away when toggeling LOD of in console with tll. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting Upload D:\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and D:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt Upload Whiterun Has Walls_SWAP.ini zWhiterun Has Walls - Capital Whiterun Expansion Patch_SWAP.ini zWhiterun Has Walls - JK's Skyrim Patch_SWAP.ini zWhiterun Has Walls - Ryn's Whiterun City Limits Patch_SWAP.ini zzWhiterun Has Walls - JKs Ryns Whiterun Exterior Patch_SWAP.ini zzWhiterun Has Walls - JKs Ryns Whiterun Exterior Patch_SWAP.ini zzzWhiterun Has Walls - GG's Capital JK's Whiterun Patch_SWAP.ini Report which mod or patch these INI files come from. It seems they either set enormous scales or the scale value is interprested incorrectly by DynDOLOD.
  6. Also upload the DynDOLOD log as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs. Also note how it explains to zip large log files for future reference. Check the Windows Event viewer for related messages. https://dyndolod.info/Help/LODGen C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. To restart LODGen generation for a worldspace ... start DynDOLOD in expert mode, select the desired worldspace and click Execute LODGen. Bring the LODGen command prompt window to the front to see if it prints more details to the console. If that does not give more detail, check the Windows Event Viewer for additional messages from the .Net Framework or the .NET Desktop Runtime. Keep an eye on overall main memory usage with task manager for example. See https://dyndolod.info/Help/LODGen#Out-of-Memory The LODGenThreadSplit setting can also be changed in G:\Mods\...DynDoLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt in case you want to try a different value when Exectuting LODGen in expert mode. Report result, upload the event log entry. In case generating a single worldspace in expert mode runs through without error the object LOD is then useable. In case the path "G:\Mods\...DynDoLOD\" really contains 3 dots "..." consider removing them to avoid confusion.
  7. Post a screenshot of the DynDOLOD SkyUI MCM - You Are Here page or report the cell coordinates from which the screenshot in the first post was made. You might have a plugin that modifies the cell or the regions having an affect. Report if you did use tcl or tfc to make the screenshot. DynDOLOD is a modified xLODGen. See https://dyndolod.info/Help/Occlusion-Data#Generation It also possible to only update an existing or generate a new Occlusion.esp with xLODGen or DynDOLOD at any time. The process is the same, however DynDOLOD uses some pre-defined settings from ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini as explained below. To only generate or update Occlusion.esp with DynDOLOD, disable all other options and only check Occlusion Data and Plugin. What Mode and Radius where set? Is the result any different if leaving height at the default of 0 in xLODGen?
  8. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug to load to also upload. Use newer test version from this post https://stepmodifications.org/forum/topic/21092-crash/page/3/#findComment-287031 The crash log shows ContainerItemDistributor.dll being involved in the crash. Have you tested if temporality disabling it makes a difference? Have you tested temporarily disabling SkyPatcher.dll? Do that if problem persists. Report results either way.
  9. Test with this test version https://mega.nz/file/ZMgRxZKJ#Dy7WBTZVT0fT_OAIladjplOXfFUA9DtJtstGwsNQlxQ Again, just replace both the *.DLL and the *.PDB and run the game.
  10. In the context of DynDOLOD it is never too late to clean the save. It seems there is indeed something happening with references that happen to use the water shader. The NIFs in the meshes\DynDOLOD\ folder are Since the engine uses multithreading, the crash log might not always be that straight forward. I suggest to temporarily disable a DLL to see if it is required for a crash to happen. It is also possible that somethng modifies in-game data that only later causes a problem. I suggest to temporarily remove a mod or DLL as a test to see if it is required for a problem to happen. in case of CS, maybe just disabling a specific effect if possible. I would naturally test everything that migth have remotely to do with water, including checking the water records in xEdit and also the used textures. It may have to do with reflections. I shall ave a new test version in a couple hours that should address this one.
  11. Upload the SSELODGen_log.txt from the terrain LOD generation. Post a screenshot of the DynDOLOD SkyUI MCM - You Are Here page or report the cell coordinates from which the screenshot in the first post was made. You did not use tcl or tfc to make the screenshot? Test what happens with only Occlusion.esp disabled.
  12. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug to also upload. The crash be because of high main memory usage. Try to reduce it. Since po3_LightPlacer.dll is mentioned, make sure to use is most recent version or repeat test without it. If SkyPatcher.dll is not the latest version, update that as well or also test without it in case issue persists.
  13. This looks a crash related to water in the active cells., though it is not entire clear if it is cell water (when it is created without issue it has formIDs starting with 0xFF) or water in a reference (we would expect ref/base form IDs but you never know). There is a slight chance it might have to do with dynamic candles and maybe their reflections. Replace ConsoleUtil with this NG version https://www.nexusmods.com/skyrimspecialedition/mods/76649
  14. Set the desired value for https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/MAIN#fSkyCellRefFadeDistance in the SkyrimPrefs.INI.
  15. No useful screenshot was provided. There are no intentional ITMs, especially not in the vanilla game files. The problem is not likely to be caused by using xEdit Auto Clean, which is required to undelete delete large reference for the large reference bugs workarounds. If that were the case it would typically be already reported by plenty of others. If you compare the reference and base records before and after cleaning you should notice that are still the same - since they do not ITMs and are also not deleted references. If you believe cleaning with the recent xEdit version causes an issue, you should report that to the xEdit github or Discord. Do not change the plugins after generated LOD. Doing things purposefully wrong is not how proper and stable modding works. Instead do proper troubleshooting and find the actual reason. If the involved records are not modified, then other reason are the mesh being changed, the textures being replaced or a mod that changes the mesh or textures via script or DLL. From the Readme.txt in the xLODGen download archive: Use the Chunk option to generate only specific LOD files, especially when testing higher resolutions or other settings. While generating LOD and the tools can be complex, it is not really complicated. It helps to know a bit how the game works and how to do proper troubleshooting by elimination.
  16. Based on the reports so far, the crash seems immediate within minutes/less than hour and frequent in exteriors. Should only take a couple hours in a couple days to know if the test version of the DynDOLOD DLL NG helps or not. Report results either way.
  17. Moved to the appropriate thread. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Use the test version of DynDOLOD DLL NG from this post https://stepmodifications.org/forum/topic/21092-crash/page/2/#findComment-286964. Report the result. Regardless if that made a difference or not, with the release version of DynDOLOD DLL NG, test if updating to the latest SkyPatcher version makes a difference. Report the result as well. Post new crash log in case there are still problems with both DLLs updated.
  18. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting In case of issues in the game, test if the problem persists without any DynDOLOD output. The screenshots show that DynDOLOD is indeed not affecting the reference or the base record. It does not matter if object LOD has triangles for it or not. Test if increasing fSkyCellRefFadeDistance in the DynDOLOD SkyUI MCM Settings page helps. If problem persists, when far away and the status is not showing, select it in console with prid 33DCB and check the more informative console window in the left if it is enabled. Use enable or disable in console to change its state to see what happens.
  19. The screenshot seems to show a problem with terrain LOD. DynDOLOD does not generate terrain LOD. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting In case of issues in the game, test if the problem persists without any DynDOLOD output. Looks like terrain LOD was generated without the restored terrain LOD data. See https://dyndolod.info/Help/xLODGen#Requirements
  20. What is the result of using the test version of DynDOLOD DLL NG together with the older SkyPatcher.dll?
  21. See https://dyndolod.info/FAQ#Performance It can. It depends on the load order, mods, setting etc. Typically the gained performance due to the various optimizations is traded for better visuals to have same or only slightly increased performance requirement.
  22. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting In case of issues in the game, test if the problem persists without any DynDOLOD output. If the problem happens without DynDOLOD output, then DynDOLOD has nothing to do with the issue. If the problem happens without DynDOLOD Resources, then DynDOLOD Resources has nothing to do with the issue.
  23. So what patch did you find/report which is required for the crash to happen? What was the result of testing with the DynDOLOD DLL NG version?
  24. Moved to the appropriate thread for the message. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Use the Copy message to clipboard link of the message to post its text instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post Logs which DynDOLOD log and debug log to upload when making posts. The message states a fact. The mentioned plugins still contain deleted large references. Use a mod manager. Start the tools with the mod manager. Ensure the reported data path at the top of the log is correct. See https://dyndolod.info/Messages https://dyndolod.info/Installation-Instructions Refer to the manual of the mod manager how to add the DynDOLODx64.exe and TexGenx64.exe executables, for example Mod Organizer, Vortex. If the tools are started without setting a Game Mode with a command line argument, a message window will prompt for the desired Game Mode. For Steam versions of the game, use the game launcher to set the current location of the game in the Windows Registry. See Windows Registry Key for more. See Skyrim Special Edition GOG / Skyrim Anniversary Edition GOG in case the GOG version of the game is used. There is no reason to downgrade the games plugin when just wanting to use the 1.5.97 game exe. Using outdated game plugins means incompatibilities or errors with newer made mods that were made for the current game plugins. Typically only SkyrimSE.exe and steam_api64.dll need to be the old versions. I suggest to follow a modding guide.
  25. Since no grass LOD was generated, you might be talking about the fill grass density. I can not really help with stuff unrelated to LOD like full grass etc. You will have to adjust settings to your needs, load order and hardware. I can not really help with that. See https://dyndolod.info/FAQ#Performance and https://dyndolod.info/FAQ#Performance#Long-running-time-or-output-several-GB-in-file-size Disabling all static LOD with tll in console is a quick method to test its current impact. Deactivating DynDOLOD dyanmic LOD from its MCM the other. If LOD is performance intensive, a quick fix might be lowering its distances in the DynDOLOD MCM. From the DynDOLOD log I can see, that the 3D tree LOD might use be a bit performance intensive, listing these top 10: Meshes\dyndolod\lod\trees\srg_treepineforest05_99ef1303passthru_lod.nif used 24682 times, ~ 1393.79 MB Meshes\dyndolod\lod\trees\srg_treepineforest02_bf980207passthru_lod.nif used 15956 times, ~ 877.28 MB Meshes\dyndolod\lod\trees\srg_treepineforestsnowl02_f222b833passthru_lod.nif used 9910 times, ~ 545.58 MB Meshes\dyndolod\lod\trees\srg_treepineforestsnow02_94519138passthru_lod.nif used 9894 times, ~ 544.52 MB Meshes\dyndolod\lod\trees\srg_treepineforest04_843e19c4passthru_lod.nif used 14479 times, ~ 460.57 MB Meshes\dyndolod\lod\trees\srg_treepineforestsnowl04_ebb31443passthru_lod.nif used 10134 times, ~ 323.10 MB Meshes\dyndolod\lod\trees\treepineforest03_566cac0bpassthru_lod.nif used 22199 times, ~ 288.68 MB Meshes\dyndolod\lod\trees\srg_treepineforestsnow04_becd705bpassthru_lod.nif used 9985 times, ~ 233.98 MB Meshes\dyndolod\lod\trees\srg_treepineforestsnow05_e02ca399passthru_lod.nif used 13385 times, ~ 199.22 MB Meshes\dyndolod\lod\trees\srg_treepineforestsnowl05_07e08f7dpassthru_lod.nif used 12452 times, ~ 185.49 MB From the log I can see that the object atlas texture in Tamriel is large: Creating texture atlas F:\skyrim\modding\tools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 16384 x 8192 If the tll testing made a noticeable difference, test if shrinking the atlas texture to 8192x4096 with an image tool makes a difference. If it does, changing MaxTextureSize=8192 in F:\skyrim\modding\tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and generating from scratch might help as it should then make 2 smaller atlas texture instead without sacrificing the resolution of the individual LOD textures.
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