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Everything posted by sheson
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The DynDOLOD SkyUI MCM - Settings page shows the current INI settings for the LOD distances. You can create default INIs by deleting/moving the current INIs and start the games launcher or use BethINIs. In case the INIs have proper values and they show 0 in the MCM after starting a new game, let me know. https://dyndolod.info/Help/Mod-Configuration-Menu#Static-Object-LOD Settings from Prefs.INI. See object LOD explanations. https://dyndolod.info/Help/Object-LOD#Settings The distances of the object LOD levels can be controlled with below INI settings - either in the DynDOLOD SkyUI MCM or the Prefs INI. https://dyndolod.info/Help/Mod-Configuration-Menu#Tree-LOD Setting from Prefs.INI. See tree LOD explanations. https://dyndolod.info/Help/Tree-LOD#Settings The maximum distance of tree LOD can be controlled with below INI setting - either in the DynDOLOD SkyUI MCM or the Prefs INI.
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Verify/Increase the LOD distances. See https://dyndolod.info/Help/Mod-Configuration-Menu#Settings
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Considering there are no other reports at the moment, the newest drivers seem OK.
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https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds For the Large reference bugs workarounds check box and options to become visible and checked in the advanced mode window, the DynDOLOD DLL NG and Scripts must be installed and every plugin containing deleted references needs to be cleaned. Ignore misinformation that there are no vanilla deleted large references, cleaning any plugins is not needed, does not do anything or causes problems. While ITMs are irrelevant in this context, see There are no intentional ITMs. See the Prerequisites section of the Generation Instructions for more. https://dyndolod.info/Generation-Instructions#Prerequisites Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean - ignore misinformation that cleaning any plugins is not needed, does not do anything or causes problems. Cleaning of plugins that contain deleted large references is mandatory for the DynDOLOD DLL NG that includes the large reference bugs workarounds. ITMs are irrelevant in this context, see There are no intentional ITMs. The Batch Plugin Cleaner for Mod Organizer or the xEdit Cleaning Extension for Vortex help to automate some of that. [...] All listed plugins need to be cleaned with xEdit. I suggest to follow a proper modding guide how to properly setup the game, since then this step typically would already be done. And/or follow https://www.youtube.com/watch?v=YpRinGULJGw, which is part of the playlist linked from xEdit. You should ask questions about third party tools like xEdit in their relevant forum, discord etc.
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https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG Use the -m, -p and -d command line arguments to set the INI, plugins.txt and Data paths when starting the tools. For example: -m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\" -p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" Set the -d command line to the actual physical data folder where the game is installed. Fix whatever is causing the log to report 2 backslashes at the end of: Using Skyrim Special Edition Data Path: ...\Data\\ The log needs to show the path to end in 1 single backslash ...\Data\ with a single backslash in the end. Also try not adding any backslash after \Data in the command line at the end - xEdit should add it automatically. The SkyrimSE.exe needs to be one folder up from the shown data path. Replace the -i command line to the single Skyrim.INI file with the-m command line to the INI folder.
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Do not install the game into special Windows folders like c:\Users\ to avoid issues with UAC, AntiVir etc. As explained, the command line argument for setting the games data path should look like this: -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" Note the single backslash at the end. The logs indicate there might be two backslashes \\ If that is not it, copy paste the entire command line
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It looks like there have been plenty of other changes in the load between old and new output. It seems you made further changes in the load order that rectified whatever caused seeing the LOD loading in late, too.
- 545 replies
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https://dyndolod.info/Help/Child-Parent-Worldspace-Copies Walled cities like Solitude, Riften, Whiterun, Windhelm etc. are child worldspaces that are embedded into the Tamriel parent worldspace that they use for LOD. The Child > parent option copies references that could have LOD from the child worldspaces to the parent worldspace. The Parent > child option copies references that have LOD from the parent worldspace to the child worldspaces. The Child > parent option makes sure that things only added to the inside of city can also be seen from the outside. The Parent > child option makes sure that things can also be seen when inside a city and peeking past the walls.
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Since you generated new output, did you verify the LOD issue still happens with Alpha-30 or older? The log looks like you loaded a not cleaned save again. If debug=true/false does not affect times (it shouldn't really anyhow), it seems to be unrelated to DynDOLOD.
- 545 replies
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Use the Copy message to clipboard and paste the text instead of posting screenshots of text. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Obviously keep the existing scripts from DynDOLOD DLL NG and Script Alpha-30 and only replace the DynDOLOD.DLL and .PDB in the ..\SKSE\Plugins\ folder with the test version to check if it makes a difference.
- 545 replies
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The changed load order resulted in a different DynDOLOD output. Whatever changed in the load order between generation may cause directly or indirectly more work/longer loading times. For example, the number of cells requiring large reference bugs workarounds seemed to have more than doubled from 299 to 678. The work in DynDOLOD DLL NG is done on thread independent from the mainthread loading things, which is one of the reasons you actually see what you are seeing. The video you uploaded earlier shows a loading time fade to/from black of under 5 seconds. Restore whatever config changes you did for testing, including turning off debug. Replace DynDOLOD.DLL with this test version and check if you no longer see the LOD loading in https://mega.nz/file/ABIy2aAY#29GWeeITWeJlf_S_3kFVJVctEKsZBh2lwnH6GvB0dhU
- 545 replies
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Also make two screenshots to show the issue. One normal and the other after typing tll in console to disable all LOD.
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All the uploads are the same file, because the data file ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt that is created by DynDOLOD when generating the LOD patch does not change, even when running the game. In any case I can now compare file between in the 2 outputs. Now lets do this: set debug=true and add debuglevel=5 in each ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt of the old and new output. Install and use latest DynDOLOD DLL Alpha-30, with both old and new output. Start the game, coc WhiterunDrunkenHuntsman and go through the gate for both old and new outpout. Between switching old and new output rename/upload C:\Users\ROG\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log accordingly for the 2 tests.
- 545 replies
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when maing posts. Properly report the problem so we can troubleshoot it in order to actually fix it. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions https://dyndolod.info/FAQ#Older-versions There were no active changes to the underside generation or how it works since Alpha-157. Nobody else reported any similar problems with it since.
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Upload ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt from the 171 old output so I can compare it to the one from the 173 new output you already uploaded.
- 545 replies
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Please confirm: Old output = generated with DynDOLOD Standalone 3 Alpha-171 New output = generated with DynDOLOD Standalone 3 Alpha-173 Which particular version of DynDOLOD DLL NG was installed at the time of generation is irrelevant. Upload ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt from 171 and 173 outputs. They have different content. Please confirm: Old output has no issues regardless of which version of DynDOLOD DLL NG is used with it. New output has issue regardless of which version of DynDOLOD DLL NG is used with it.
- 545 replies
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I assume that before you used DynDOLOD DLL NG Alpha-29 with the old output. I assume the test you posted only applies to the output generated with the latest alpha and you didn't test yet if there is anything different using DynDOLOD DLL NG Alpha-30 with the old output. Report/test that. Upload ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt from both outputs.
- 545 replies
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The message explains the problem and its solution. The title of this thread, the first post, following links from https://dyndolod.info/Downloads to Nexusmods all show the current version of DynDOLOD Standalone is 3 Alpha-173. It seems you only updated the DynDOLOD Resources SE. Download and update to the latest Standalone. See https://dyndolod.info/Updating#New-DynDOLOD-Version https://dyndolod.info/ Always use the latest versions. https://dyndolod.info/FAQ#Older-versions
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Do not generate new output. Simply switch the DynDOLOD DLL NG versions with whatever output(s) you aleady have to test if they make a difference. Test with a new game. Default INIs would be the ones the game launcher creates the first time and to make sure there are no SkyrimCustom.INI and no PluginName.INI in the data folder.
- 545 replies
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That is unfortunate. If nothing else helps, I would try reinstalling driver only again as you did already or maybe try an older version, just to be sure. Interestingly in the last log it went past SIworld and had a problem one worldapace later in MerDesFantomes. Could it be that at the time this happens there is some kind of power saving event happening, screen saver, monitor turning off, sleep mode etc.? There should be a related entry in the Windows Event log for Access violation at address 00007FFDF089C337 in module 'atio6axx.dll'. It probably won't help us much either, but it might indicate a driver/hardware problem. Typically problems when using the OpenGL API should be reported as OpenGL errors and not cause crashes in the driver.
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Logs indicate the save might not be clean. Redo the steps. https://dyndolod.info/Help/Clean-Save Test with default Skyrim INIs. Test if there is a difference between DynDOLOD DLL NG Alpha-30 and DynDOLOD DLL NG Alpha-29 https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
- 545 replies
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Can you test if updating to the latest AMD driver (24.5.1 I believe) makes a difference. Can you try to keep an eye on used video memory at the time it starts generating for SIworld?
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Moved to the DynDOLOD 3 Alpha 3. See 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 or how to enable the realtime log in case the program is terminated before it can write the logs. See https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. See and follow https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting. As explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs, upload the crash log when having crashes for help with proper troubleshooting or to properly report the problem while participating in the alpha test. What is the purpose of linking to months old unrelated posts on a social media website that has nothing to do with any of your issues? Instead of randomly changing things because of crashes, troubleshoot the actual problem or report it properly here for qualified help and advice. Otherwise, there is no point in mentioning them. https://dyndolod.info/FAQ#ILS-or-CTD In regards to what might be shown in the screenshot, verify and/or increase LOD distances in the DynDOLOD SkyUI MCM - Settings and/or with BethINIs.
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This is the xLODGen terrain LOD beta thread. It does ship with and does use LODGenWin.exe or LODGenx64Win.exe. The requirements of DynDOLOD and the different LODGen versions are explained on the DynDOLOD website. For example at https://dyndolod.info/Downloads#Additional-Requirements and https://dyndolod.info/Help/LODGen The question if .Net is required for LODGenx64Win.exe is already answered by the Windows message.

