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sheson

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Everything posted by sheson

  1. Moved to the DynDOLOD 3 Alpha thread. Read the first post which log, debug log and bugreport.txt to upload when making posts. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty '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, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. You can not update existing DynDOLOD plugins made with older versions. Generate from scratch. https://dyndolod.info/Updating#New-DynDOLOD-Version
  2. DynDOLOD Resoures contains LOD models for shrineofazura01.nif, which mean if a rule matches it, the VWD flag needs to be set as well in order for the rule to take effect. If the LOD model visually matches the full model is irrelevant. Read this https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#VWD-Visible-When-Distant and also the text next to the VWD chechbox. See https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue for an example rule in case the full model uses features that are not supported by object LOD. It seems the rules included in the mod where made with the intention to show the object LOD for the statue beyond the far grid (I would suggest to use NeverfadeFull instead). Adding it to LOD 16 (or LOD level 32 if that is used for the map) is probably done to show the statue on the map as well. It depends on the full model if that looks OK or not.
  3. As I wrote, DynDOLOD Resources includes LOD model(s) for shrineofazura01.nif
  4. Post log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue This example is for the Azura statue for whjch a LOD model ships with DynDOLOD Resources. Read this https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#VWD-Visible-When-Distant and also the text next to the VWD chechbox. By setting the VWD flag you are instructing DynDOLOD to only apply the rule if a LOD model exist, which most likely does not.
  5. Darn. OK I will look into this more tomorrow.
  6. Thank you for all the tests. Will use that setting as default for the next version to avoid the issues in the future. Still unclear why that would affect completely unrelated records that are no even part of the DynDOLOD plugins.
  7. Add WorshipperACTI=0 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, generate new DynDOLOD output and check if it makes a difference with the DynDOLOD DLL NG and Scripts.
  8. Test with this version https://mega.nz/file/QZhQzCyQ#aNSltnW2mTIlejc4ufYsYfFTWJDO1-6egEvzBC0_7FE No need for the LODGen_log.txt, just the SSELODGen_log.txt in case it still happens.
  9. So you are saying the bug happens with only DynDOLOD.esm and no DynDOLOD.esp, no DynDOLOD Resources and no DynDOLOD DLL scripts but with either DynDOLOD DLL NG or the test DLL. In that case, test what happens with this test DLL https://mega.nz/file/gch1lZxQ#-9LoOBIuOIpK8hhxMsXlFLatsSElo-1bl4E7Ipr-QKM Edit: Also upload the DynDOLOD.esm please.
  10. What happens without any DLL and without DynDOLOD Resources? If it still happens, does it happen with only DynDOLOD.esm but without DynDOLOD.esp?
  11. Read the first post which log and debug log to upload when making posts. The grass cache is/can be used by NGIO. It saves the engine from generating grass every time new cells are loaded. https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards
  12. If you have a case where it happens, test if there is anything different with this non NG DynDOLOD DLL https://mega.nz/file/lcZgFKjB#LQRHlKnI4c3W8DPPv6QDOsAXg6SzfY7cq6mV--Rg4rg for 1.5.97 specifically. Just replace the DynDOLOD.DLL only and then do the same tests. If it also happens with this DLL, upload DynDOLOD.log from the SKSE log folder and the papyrus log as well.
  13. Upload the log and debug log for that generation and the papyrus log. You mean doing the exact same thing in the vigilant worldspace, right? Can you find anything similar with a vanilla quest in the Tamriel worldspace?
  14. Read the first post which log and debug log to upload when making posts. Read the first post which log and debug log to upload when making posts. Also post the papyrus logs. When I generate LOD for the vanilla game and alternate start, I see Alduin flying above no problem when using the camping in the woods start.
  15. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds Check the Large reference bugs workarounds checkbox if the intention is to use the DynDOLOD DLL NG and Scripts 3.0.
  16. That was just a renamed original NIF. The xEdit code DynDOLOD uses to open, change and save the NIF changes a couple more bytes I will have to investigate. Test which attached NIF, which is just the flag changed without any other changes as it is supposed to be. mgmagicfirepillar01_nohavok.nif
  17. Test if still CTDs with the attached NIF. If it does, upload that crash log. mgmagicfirepillar01_nohavok.nif
  18. Why is there LOD generated for zaomvigilantworld or any of the other Vigilant worldspaces. These worldspaces are supposed to be ignored by default for a reason. Did you change settings to make it available? Can you replicate this is a vanilla game, quest, worldspace like Tamriel? Did you ever use the older workarounds before with Alpha 107 and the PapyrusUtil/DynDOLOD DLL scripts? Upload skse\plugins\DynDOLOD_Data\zAoMVigilantWorld_objects.txt from the DynDOLOD output. The no data for index errors in the DynDLOD.log should not happen, not sure if related or not.
  19. The log and debug log contain lots of information about the game and load order. Rudimentary information you have yet to provide. Whatever the issues in the game, the difference in the LOD generation is secondary.
  20. While those logs would be interesting as well I did not asked for that. Simply upload the logs form the last generation.
  21. Really read everything what I wrote. https://dyndolod.info/FAQ "ILS or CTD" See ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid asset (meshes or textures) is the cause.
  22. Read the first post which log and debug log to upload when making posts. How are the DynDOLOD scripts or DLL affecting the couple papyrus quoted log lines? Post the entire log. These issues sound a bit like surpassing the plugin limits or the MaxStdIO setting not being raised high enough with SSE Engine Fixes.
  23. Read the first post which log and debug log to upload when making posts. DynDOLOD should not affect NPCs, it is a LOD patch generator. You make it sound like the DynDOLOD DLL NG may be the cause, which also should not affect NPCs. What rudimentary troubleshooting have you done to come to the conclusion that DynDOLOD has anything to do with that problem?
  24. There seems to be a problem unpacking a file from a compressed BA2. I believe it fails at unpacking Textures\architecture\buildings\reswindowsheet_s.dds Use the xEdit Asset Browser (started with CTRL+F3) to find out which winning BA2 contains it. You should see a similar error message trying to unpack it with the xEdit Asset Browser as well.
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