-
Posts
13,181 -
Joined
-
Last visited
-
Days Won
431
Everything posted by sheson
-
Check if there is anything different with the attached script. No need for papyrus logs. SHESON_DynDOLOD_Worshipper.pex
-
It does not matter since the DynDOLOD DLL and the DynDOLOD DLL scripts have no conflicting files. https://dyndolod.info/Help/DynDOLOD-DLL
- 545 replies
-
Check if there is anything different with the attached script. No need for papyrus logs. SHESON_DynDOLOD_Worshipper.pex
-
If you require help, provide actual information, logs and the used settings for example. Do not change any of the default object LOD settings.
-
Read the first post. https://dyndolod.info/Changelog https://dyndolod.info/FAQ "Long running time or output several GB in file size"
-
Read the first post which log and debug log to upload. No. https://dyndolod.info/Mods/Base-Object-Swapper
-
See what happens when you add the -speed command line argument. https://github.com/Microsoft/DirectXTex/wiki/Texdiag
-
That's better. What happens when you uncheck Lathe Reference Fix in the DynDOLOD SkyUI MCM and do the test? That's the last piece of information for tonight. I will have more script(s) to test tomorrow.
-
Something went wrong there. It looks like a script for DynDOLOD DLL is active. Make sure that only SHESON_DynDOLOD_Worshipper.pex of the scripts in DynDOLOD Resources SE is being overwritten with the text version.
-
Good. Repeat the test with DynDOLOD.esp enabled please.
-
Are you changing player speed in any way? Replace attached script in DynDOLOD Resource SE (scripts 2 for PapyrusUtil). Enable all papyrus logging. Do your test with minimal setup, DynDOLOD.esm only. Quit the game as soon as you notice stutter. Upload the papyrus log. SHESON_DynDOLOD_Worshipper.pex
-
The minimum setup should be able to run with all fixes disabled as it should be able to run without Engine Fixes. Explain again exactly what are the tests you need to in order to verify it stutters or not. Just to make sure, it depends on which scripts are overwriting last if PapyrusUtil or DynDOLOD DLL is used. For the next tests I will need to know what you are going to use, PapayrusUtil or DynDOLOD DLL, scripts 2 or scripts 3 with the workarounds. I will add debug information to the script for which version you decide on.
-
Hiding, disabling things is a troubleshooting step and not a fix. The script is required for normal operation, otherwise it would not exist. We are still trying to find why Engine Fixes causes the problem and how to properly solve the issue.
-
It seems some patches (probably FormCaching, ScaleformAllocator) require the memory manager. You could test if setting everything to false under [Fixes] in the toml makes any difference. If it does enable half / other half in a loop until you know which one. For a test only hide the SHESON_DynDOLOD_Worshipper.pex from the DynDOLOD Resources SE scripts folder. If it does, test what happens when installing DynDOLOD DLL and the DynDOLOD DLL papyrus scripts. https://dyndolod.info/Help/DynDOLOD-DLL If that does not change anything, test if there is a change doing the experimental workarounds https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds. Set WorkaroundLargeReferencesBugs=1 and install the scripts 3 from the requirements. Test PapyrusUtil and DynDOLOD DLL version.
-
Do the same procedure with this test version https://mega.nz/file/dcBgEaKS#46YLUTG_H8OW1Fcu2ual0A0KAAxcCGM3CqZF2eAju_s
-
The log shows there is a problem when generating tree LOD. Line 255 has nothing to with plugin load orders. See what happens when you use DynDOLOD 3 Alpha. Do not install any third party billboards, let TexGen generate them all instead. Alternatively check all plugin in the load order for error with xEdit.
- 2,309 replies
-
Change those settings in engine fixes and report if they change anything. Upload the INI files as requested. Of course DynDOLOD Resources SE is not supposed to be disabled, that is just a test. The script that is used by DynDOLOD.esm will be SHESON_DynDOLOD_Worshipper.pex It should only run when moving around and typically does not cause anything. The plugin you upload seems to be the original one and not the one where you already removed lots of records to narrow it down.
-
Test setting MemoryManager = false, then test setting WaterflowAnimation = false If no change, upload all game INI / test with default INIs
-
Uh, I was assuming DynDOLOD.esp and Occlusion were already disabled. Disable TexGen output, then DynDOLOD Resources SE, step by step to see what happens. The EngineFixes.toml link is incomplete.
-
Delete old logs and bugreport.txt. Use this test version https://mega.nz/file/9ZhUTZJb#ThODCL_AcOqwERvpHEDuv2_oE1N2NZslq7vZHQfSoho If it happens again, double check plugins for errors. If plugins seem fine, upload new logs if it happens again.
-
It's good you you narrowed it down that much already. In steps, remove Display Tweaks and then PapyrusUtil to make sure they have no part in what is going on. Without DynDOLOD.esp there is no dynamic LOD anyways. To make extra sure, also hide Meshes, Textures and the SKSE folder from the DynDOLOD output. Remove DynDOLOD Resources SE and then TexGen Output as well. We assume none of that made a difference, so far. That should leave you with the game, SKSE, the preloader part2 for Engine Fixes (which I assume is d3dx9_42.dll, tbb.dll, tbbmalloc.dll), Engine Fixes DLL and DynDOLOD.esm. Upload the EngineFixes.toml Consider moving MO2 out of Steam and game folders.
-
Read the first post which log and debug log to upload when making posts. Read the explanations https://dyndolod.info/Messages/Overwritten-Large-Reference and https://dyndolod.info/Help/Large-References You could permanently remove mods that cause visual issues, disable the large references system or test the experimental large reference workarounds as explained https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds. Leave the advanced and proper solutions like flagging plugins as ESM to the mod author.
-
Upload the entire log to pastebin or a file service when making posts. Do not install the game into special Windows folders like Program File x86 to avoid issues with Windows UAC, antivir, file permissions. As explained on the first post: Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Then install output as a mod. Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86.

