-
Posts
13,122 -
Joined
-
Last visited
-
Days Won
429
Everything posted by sheson
-
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console. Doublecheck in console that getini "fLODFadeOutMultSkyCell:LOD" returns 1. https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/LOD#fLODFadeOutMultSkyCell If it is not 1, fix the the setting in SkyrimPrefs INI or find out whatever mod might be changing it. The other setting https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/MAIN#fSkyCellRefFadeDistance looks OK with 150,000 in the MCM. Also check it in console if it gets changed afterwards. From the DynDOLOD log: fixLOD.esp This plugin is not needed. Dynamic LOD already fixes the object LOD not unloading after fast travel engine bug.
-
Also enable and upload the Papyrus logs. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs DynDOLOD.esm should be the last ESM flagged plugin in the load order. That should put it right after 0x28 Schlongs of Skyrim - Core.esm. The game won't load it any higher and automatically force to load all non ESM after it. Typically the message means the game did not load the plugin. Make sure MO2 and the game use the same data folder. Since the reported game version is 1.6.1770, make sure that BEES is not installed. Another reason for the game not loading plugins could be outdated SSE EngineFixes.
-
Which of the crash logs is with iCompression=1 and which one which iCompression=0? https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Finalize the load order as explained in the prerequisites above. Clean and error check the load order with xEdit. Make sure all mods, plugins and patches (..) are enabled and their overwrite order is sorted. The load order of plugins is different between the DynDOLOD log and the last crash log. The actual sort order of plugins, plugins that are reported in the DynDOLOD log are not listed in the crash log and vice versa. The generated plugins are not sorted correctly to load as last as possible for their respective type. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp. If a DynDOLOD.esm was generated it should be the ESM with the highest priority possible or just before the first non-ESM. It looks like the save that is being loaded was not cleaned and contains old data. See https://dyndolod.info/Help/Clean-Save If issue persists, test with a new game if saving, existing game, starting game and loading that save and then saving again works. If issue persists, disable/hide SkyPatcher.dll to see if that makes a difference.
-
The archive only contains TexGen logs. See 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#Rudimentary-Troubleshooting In case of issues in the game, test if the problem persists without any DynDOLOD output. https://dyndolod.info/FAQ#ILS-or-CTD If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.toml. Alternatively add/set [SaveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim. Post new crash log if there still is a crash with SaveGameMaxSize = true. If it was already set, test with the INI settings.
-
The crash log shows SkyPatcher.dll last before the crash in the Skyrim executable. You reported that testing without SkyPatcher.dll as a troubleshooting step made a difference. Try to find the particular patch that is required for the crash to happen by using binary search and report the result as already explained, so we can troubleshoot and hopefully fix what the actual issue might be. You might also want to try the DynDOLOD.DLL NG test version from https://stepmodifications.org/forum/topic/21092-crash/page/2/#findComment-286964 to see if it makes a difference - maybe it also already addresses or avoids the issue with whatever happens with the SkyPatcher patch. Report result as well. https://dyndolod.info/FAQ#ILS-or-CTD Ignore nonsensical suggestions that autosaves need to be disabled because of papyrus scripts not completing or similar made up stories about plugins being "known to cause CTD" when fast traveling or changing locations because of scripting etc. This is not how anything works. If disabling autosaves would be required to prevent CTD, manual saves would have the same issue and it would actually be widely known, would have been reported, troubleshooted, analyzed, fixed, had known workarounds and/or be part of every modding guide since over a decade.
-
The two crash logs with all of DynDOLOD disabled that crash in CrashLogger might be low memory related. 8GB/2GB total is not much, so you probably need to stay considerate with the number of mods, quality of assets, settings etc. Thanks for letting us know the test DLL seems to work better so far.
-
I mean repeating the steps to cause the crash. Also upload the crash log with DynDOLOD output/plugins removed to compare to. Test if using this test version of DynDOLOD DLL NG makes a difference https://mega.nz/file/scY3BaTa#TCgNaTLZ75mgx68OHi_8RzGdXefTs_m09mDzIP1yM5A with DynDOLOD output/plugins enabled. Just replace the DLL and run the game.
-
If you repeat the steps, is the crash consistently reporting the reference form ID 0x1C003F66? If so, use xEdit to set the flag "Hidden From Local Map" on it and then check if the crash stops or if a new crash log reports a different reference. Report results and upload new crash log (also if reference is "random").
-
Removing SkyPatcher.dll as a test was just the first troubleshooting step. To find out which patch is involved disable/hide the individual patches. If you have many patches, disable half to test if the issue stops. If it does, keep that half and disable the other half. Repeat, while always keeping the half that still has the issue, until only the patch involved in the issue remains. Report your findings. Once we know the patch, we can look into it to maybe understand and actually fix the issue.
-
The video seems to show z-fighting between object LOD and terrain LOD due to the depth z-buffer floating point precision. This is an engine limitation. Make sure to generate high quality terrain LOD meshes with xLODGen. Use sensible setting for the object LOD distances and the terrain LOD multiplier. https://dyndolod.info/Help/Object-LOD#Settings, https://dyndolod.info/Help/Terrain-LOD-and-Water-LOD#Settings The fNearDistance INI setting can make it worse or a bit better. https://stepmodifications.org/wiki/Guide:Skyrim_INI/Display#fNearDistance There are mods that add more objects to cover the terrain, so less of these intersections are visible. For example https://www.nexusmods.com/skyrimspecialedition/mods/146350 (or the two it merges)
-
Are you trying to report that removing or hiding SkyPatcher.DLL made a difference?
-
See https://dyndolod.info/Help/Grass-LOD#Performance. Grass LOD requires less performance than full grass extended by NGIO to the same distance. Grass LOD generation density can be controlled to - unlike NGIO full grass for example. LOD distance settings can be used to control how far LOD level 4 renders, but requires more effort then using NGIO full grass to render just a couple cells further.
-
https://dyndolod.info The tools are shared for free with the specific requirement to use the latest version, to provide feedback and to report any problems including logs and other requested information to the official DynDOLOD support forum in order to improve and advance their development for all users. https://dyndolod.info#DynDOLOD-3-Alpha Always use the latest versions. Newer versions fix bugs, add new features, contain updated/new assets and configuration files to support the (sometimes still updated) vanilla game and for existing, new or updated mods. Using the latest version, providing feedback and reporting of all problems with requested logs to the official DynDOLOD support forum is a requirement to participate in the alpha test. Do not waste time using older versions or reporting problems with older versions. Older versions will automatically stop working after several months to facilitate the cathedral modding process and to protect the community from detrimental behavior and users from themselves. Use the official DynDOLOD support forum to provide feedback, to report problems or to ask questions to help to improve the tools and the documentation or for qualified help and discussions. https://dyndolod.info/FAQ#Older-versions Test what happens if you hide/rename SkyPatcher.dll. Report if that makes a difference. Upload new crash log in case it still crashes. We then determine the next troubleshooting step.
-
Use this test version https://mega.nz/file/dIQilQrJ#M7_0SV2VRlkIDVt-mrhZGoPClR1WCXrgpzBQtvntIck and report results.
-
Vigilant and ACMOS / object LOD level 32
sheson replied to Neuf55551's question in DynDOLOD & xLODGen Support
You can just use NifSkope to copy and paste the blocks from the LOD level 16 BTOs to a new LOD level 32 BTO. I believe those LOD level 32 files should probably be part of an ACMOS install option. @DoubleYou Let me know if you want to do that, otherwise I will make and provide them. -
Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen debug log to also upload. When asking questions about DynDOLOD also upload its log and debug log. https://dyndolod.info/Help/TexGen#Grass-HD-Grass-Tree-HD-Tree-Rendered HD Grass LOD billboards are for optional grass LOD generation. The option becomes available if grass models using complex grass textures are found in the load order. https://dyndolod.info/Help/Grass-LOD Grass LOD is generated for LOD level 4 only. https://dyndolod.info/Help/Grass-LOD#Generating To enable grass LOD generation, check the Grass LOD checkbox in the advanced mode of DynDOLOD. If the Grass LOD checkbox is not checked, then LOD for grass is not generated.
-
Can you make a video or maybe two screenshots from exactly the same position so we can actually see what is flickering/changing?
-
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload and how to yip large log files and use a file service when making posts.
-
The screenshots of xEdit show, that neither the reference nor the base record are last edited by Occlusion. They are a perfectly fine reference and marker base record and not problematic. DynDOLOD enables/disable the reference as part of the large reference bugs workarounds. Any other mod and Skypatcher should leave them alone. Test if the game works fine without Skypatcher.dll. If it still crash, upload a new crash log. If it works fine, then you will have to go through the mods using Skypatcher one by one to find out which one is involved. Once we know that we can see what can be done about it.
-
That is just the TexGen logs. It looks like you did a custom installation of the High Poly Project mod. The log shows "ElSopa - Potions Redone - My patches by Xtudo - Vaermina's Torpor.esp" but not "HPP - Vaermina's Torpor.esp". For now I suggest to do a full install of the High Poly Project before running TexGen so the texture is created. You can then restore the customized installation before running DynDOLOD. This workaround will be fixed in the alpha version.
-
Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts.
-
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Curios. What I see prominently is SkyPatcher.dll being the last to due something besides the game executable. Make sure the DynDOLOD output was generated for the current load order. Check the mentioned records 0x1B00164A and 0x1B000928 in xEdit what they are, for obvious issues and also to find out what SkyPatcher or whatever mod is using it might be trying to (accidently) do to them.
-
Terrain LOD missing, black terrain
sheson replied to Kurnsy's question in DynDOLOD & xLODGen Support
Vanilla does not place any objects there and if you have no mods that add any, then it will just be bland terrain like that. -
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to upload when making posts. Also post a useful screenshot of the full model of one of the trees with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

