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sheson

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Everything posted by sheson

  1. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Messages/Large-References-Found-In-Non-Master-Plugin, https://dyndolod.info/Messages/Textures-Do-Not- Match and https://dyndolod.info/Messages/File-Not-Found-Meshes You did not not ask a question which message or problem in particular you need help with or further explanations for.
  2. Upload the SSELODGen_log.txt Is the screenshot showing anything in addition to what you already have explained in the text? Seasons-Readme.txt The feature requires season swap files in Data\Seasons\*[SPR|SUM|AUT|WIN].ini. A season only becomes available if swaps for it have been found and loaded successfully. https://dyndolod.info/Help/xLODGen#Seasons
  3. Great. Thanks for letting us know.
  4. Without logs/screenshot/ form ID I have not checked the mod so the answer is generic: Rules can not change what textures a LOD model uses. The only way to change it with rules is to use full models for LOD. Use/create an appropriate LOD model. That could mean to use the vanilla or LOD model from DynDOLOD Resources. Or create a TexGen config file or create a special model for TexGen to render updated texture for the existing LOD model. What option is quickest or best depends on the actual case.
  5. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug to upload when making posts. You can upload to Dropbox or any other file service and post the link. TexGen generates billboards which DynDOLOD uses to generate tree LOD if that option is checked
  6. The crash log and the log and debug log from DynDOLOD do not seem to match. The crash has a non ESL flagged SC08WayshrineTamriel.esp, while the generation shows an ESL flagged SC08WayshrineTamriel.esp. In any case, test with DynDOLOD DLL NG and Scripts Alpha-17. If there still is a problem, make sure that the reported reference (16000975 in the crash log) has the No Repawn flag set.
  7. When doing troubleshooting, remove everything that is not required for a problem to happen, so these things/mods do not show up in logs and are properly ruled out. Upload those "better" logs instead. The logs provided by Blackread show that DynDOLOD DLL NG And Scripts Alpha 14 is being used. That is why I suggested to test with latest DynDOLOD DLL NG and Scripts first.
  8. 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. Only reports errors you have yourself, for which you can provide additional logs as requested and can answer questions and can troubleshoot. Generating LOD without DynDOLO DLL NG is a troubleshooting step. Using DynDOLOD 3 alpha means a user is participating in the alpha test and is required to report problems to this forum so issues can be properly troubleshooted and fixed in a timely manner. All of these crash logs seem to be with outdated DynDOLOD DLL NG and Scripts Alpha-13. Use the latest DynDOLOD DLL NG and Scripts Alpha-16. Have you tested without BetterThirdPersonSelection.dll in the load order as a troubleshooting step for the crashes where it is mentioned in the call stack? The crash logs seem to report plugins being loaded after DynDOLOD/Occlusion. DynDOLOD/Occlusion should usually be generated last and be last in the load order. Make sure there are no plugins that require any of the generated plugins as master. Make sure there are no ignorant patches that try to fix "problems" in the generated LOD patch which instead should be properly reported and fixed in the tool, configs, load order or whatever. In case a crash happens with LOD patches generated with latest DynDOLOD 3 Alpha and with DynDOLOD DLL NG and Scripts Alpha-16, read the posts between Ylikollikas and me how we narrowed it down so far with binary search and what the next troubleshooting step would be.
  9. The swindmill model is most likely fine as is. I will probably need a couple days to properly look at this and update the function for seasons. Remove G:\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_ocslotd5patchesp.ini and reload the rules or remove its one rule manually so the vanilla Erikur 0008E2C9 has LOD. The rule seems outdated it will be removed from the next alpha version. For now I suggest to make a patch for the museum. If you want to use the disabled reference xx76B865 to show on the map, it should not be initially disabled, not have an enable parent and you need to manually remove the reference rule added by G:\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_legacyofthedragonbornv5esm_High.ini for it. In a future update it might still check for neverfades in child worldspaces that use the SkyCell of the parent.
  10. 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/FAQ#DynDOLOD-requires-SKSE: SKSE is not installed, outdated or not running at all. Make sure you have the correct SKSE version for the current Skyrim version that is used and none of its file are overwritten by other mods. Check the logs in c:\Users\[USERNAME]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\ DynDOLOD DLL NG and Scripts is not a drop-in replacement for DynDOLOD DLL SE. See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds It also requires a working SKSE installation, so you need to fix that anyways.
  11. Test the game with DynDOLOD DLL NG and Scripts Alpha-16. If this does not change anything, read all the posts between Ylikollikas and me https://stepmodifications.org/forum/topic/13716-dyndolod-dll/?do=findComment&comment=277649 There is a next troubleshooting step to do once time permits... The Nexus link is fixed.
  12. Provide/Upload the mod that swaps the Solitude windmill for the winter season. I'll need to expand the feature that hides the fan to work for seasons. https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Individual-Child-Worldspace-Configuration NoScanIfPluginExists - do not do anything if one of the listed plugins exists regardless of any other settings. DynDOLOD_SSE_childworld_SolitudeWorld.ini NoScanIfPluginExists=Open Cities Skyrim.esp,SR Exterior Cities.esp,Exterior Cities Solitude SR.esp, Alternate Skyrim.esp If a child worldspace is ignored, any neverfades (IsFullLOD + Persistent) in it should not be modified by any DynDOLOD plugin and continue to work as is. No form ID or screenshot was provided. 0B8D4B2F is a STAT base record. LOD is generated for references. LegacyoftheDragonborn.esm adds xx757080 as a neverfade to Solitude. If scanning of childworlds is disabled, then it continues to work as is. It does not show on the map because without child worldspace scanning there is no reference in the parent worldspace for which static object LOD is being generated. 00090E57 is in a child worldspace and irrelevant in this context. 0008E2C9 is "deleted" by a DynDOLOD patch for LegacyoftheDragonborn, because LegacyoftheDragonborn.esm adds a new reference xx13DD6B with the full model which then normally should have LOD but somehow forgot to "delete" the reference 0008E2C9 that adds the vanilla LOD model. You probably have a patch that removes or deletes the new reference xx13DD6B in LegacyoftheDragonborn.esm. Report which plugin(s) overwrite it.
  13. Users participating in the alpha test and using the experimental workarounds that do not report any issues to the DynDOLOD support forum do not meet the requirements to use DynDOLOD. They might as well yell at clouds. They are wasting time, resources and hinder actual bug fixing and improvement for everybody else. The first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum and https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing explain what information and logs to provide when making posts. IIRC only one report was made here over half a year ago and requests for logs and questions were ignored. Based on that, it is assumed that there is no issue with the current versions of everything until new reports are posted here.
  14. You uploaded the entire debug log and bugreport.txt as requested. Nothing else was requested to be done or needed to be done. Check what happens with this test version https://mega.nz/file/tAxwTSJb#8P8S-GaTjus-TT1NrJ_NOWnIOX5od4dLnUzvjuIQBZ8 Delete old bugreport.txt and all files in the logs folder. Upload new log, debug log and bugreport.txt if there is still a problem.
  15. Moved to the appropriate thread which you can find when searching for the message as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search As explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, use the Click on this link for additional explanations and help for this message to open https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds, which explains: For the Large reference bugs workarounds check box and options to become available on the advanced mode window, the DynDOLOD DLL NG and Scripts must be installed and every plugin containing deleted references needs to be cleaned. In case a deleted large reference is found and the log and the Large reference bugs workarounds requirements not met error message report Deleted references: yes, the message will contain a line that mentions the plugin that requires cleaning like this: Deleted reference Update.esm [REFR:000C8701] (places TreeDeadShrub [TREE:000A731C] in GRUP Cell Temporary Children of FrostflowLighthouseExterior01 [CELL:00008F29] (in Tamriel "Skyrim" [WRLD:0000003C] at 15,21))> The example message above reports that Update.esm contains at least one deleted reference. It needs to be cleaned with xEdit. https://dyndolod.info/Generation-Instructions#Prerequisites Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean
  16. This is the DynDOLOD support forum. Full grass render distance has noting to do wit LOD. I do not provide generic modding or third party mod support. fGrassFadeRange may be limited by fGrassMaxStartFadeDistance. AFAIK, if you use Grass Cache Helper NG you should not use Grass Cache Fixes. Remove unnecessary mods and restore vanilla INIs. Install one mod as explained. Doublecheck it is setup correctly and works, for example in case of Grass Cache Helper NG check the SKSE log. If all that is the case, ask the mod author for help.
  17. This should hopefully be fixed in the next Alpha version.
  18. Moved to the appropriate thread, which can be found when searching for the error message as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Check the FAQ answers for https://dyndolod.info/FAQ#DynDOLOD-requires-PapyrusUtil as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Check-the-FAQ Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and which Papyrus log to upload when making posts.
  19. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. You have a problem with full grass render distance. It is fading out too early before a row of cells is unloaded and replaced by LOD. DynDOLOD does not affect full grass. DynDOLOD does not change how the game works. https://dyndolod.info/How-LOD-Works Disable all LOD with tll. What remains are the active cells, which contain the full grass. Full grass is controlled by INI settings. https://stepmodifications.org/wiki/Guide:Skyrim_INI/Grass Make sure full grass always renders to the edge of the active cells. NGIO renders full grass to the edge of the uGridsToLoad with setting DynDOLODGrassMode=1 in its INI. Grass Cache Helper NG explains that it "Automatically calculates and sets iGrassCellRadius, fGrassStartFadeDistance, fGrassFadeRange using uGridsToLoad setting" in its description. AFAIK it requires AutoGrassDistanceSettings=1 and EnableGrassFade=0 in its INI. Make sure the DLL plugin of either of these mods is actually active and working.
  20. DynDOLOD is a modified xLODGen, which is a tool mode of xEdit. DynDOLOD supports plugins version 1.71, because the current xEdit Experimental version supports it. Checking Serpents_Covenant_Merged.esp with xEdit reports no errors. I can view FExxx42D fine and the enable parent FExxx1DD SCHorseRuinedMarker shows correctly as well. I have no errors with just Serpents_Covenant_Merged.esp in the load order and generating LOD with DynDOLOD 3 Alpha 167. Are any other (patch) plugins overwriting any of these records in your load order? In particular mySerpentsPatch.esp which is not 1.71? if that is not it, test if it works when leaving IgnoreLargeReferences=0 at its default setting.
  21. Test and report back whenever you have the time. We will continue to troubleshoot until the problem is fixed. Ignoring or avoiding a problem is not a fix. Not reporting a problem here means the requirements to use and participate in the DynDOLOD 3 alpha test are not met. I share DynDOLOD 3 Alpha and the experimental large reference bugs workarounds publicly with the requirements to help with the testing and to report bugs in order to have them fixed for everybody. Whatever issues others users have, they can typically also be avoided by removing specific mods.
  22. Not everything that is required for a problem to happen is the cause of the problem. You need to keep the ACTI base record of the reference and the quest it references. Make sure to not accidently create unresolved form IDs causing issues, especially in the reference. If you only have the reference and its activator base record left in DynDOLOD.esp, clean its masters so the DynDOLOD.esm is not loaded automatically. To test if hiding it makes a difference. If it seems the DynDOLOD.esm is required for the problem to happen, do the same binary search with it. If it seems the DynDOLOD.esm is not required, we will have to check the data used by the DynDOLOD DLL plugin. Start by testing without DynDOLOD.DLL plugin in the the load order. If that is the case, also check if removing PapyrusTweaks.dll makes a difference. If the DynDOLOD DLL is required for the problem and PapyrusTweaks.dll is not, start by removing everything under [Resets] from ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt and if that has an effect, do a binary search with those lines. Next would be [Markers] which are all in DynDOLOD.esm and should not do anything if the plugin is not loaded. Then it would be [Objects] which are all in in DynDOLOD.esp and are all removed, too.
  23. Replace Meshes\lod\waterfalls\fxwaterfallbodytall02passthru_lod.nif from DynDOLOD Resources with this fxwaterfallbodytall02passthru_lod.nif Start DynDOLOD in expert mode, select Tamriel and check Object LOD and then click the Execute LODGen button to update the object LOD meshes from the last generation. See https://dyndolod.info/Help/Expert-Mode Let us know if there is less flicker now when both everything is active as usual.
  24. The "latest .nif" refers to the dynamic LOD model fxwaterfallbodytall02_dyndolod_lod.nif with 13,230 bytes? "The latest one stops flickering with tll" means there is no flicker if all static LOD is disabled? "Disable 0EB29F removes strong flickering, only minor artifact remains." means if only the the static is shown it still flickers a bit even with the fxwaterfallbodytall02passthru_lod.nif from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-167/?do=findComment&comment=277418? If you disable both the static LOD with tll and disable the dynamic LOD reference xx0EB29F there is nothing left showing there? "static lods from xlodgen" refers to static terrain LOD? Since the DynDOLOD output does not contain any static terrain LOD files, there should be no conflict between the outputs. DynDOLOD output only contains static object LOD (and the disabled static tree LOD since you generated ultra tree LOD).
  25. All these crashes seem NPC If you believe the data in DynDOLOD/Occlusion plugins has something to do with them, make sure that DynDOLOD was generated for this load order. Check the plugins for errors with the latest xEdit experimental version from the xEdit discord. https://dyndolod.info/FAQ#Checking-DynDOLOD-plugins-for-errors-with-xEdit If all that seems OK, test without Occlusion.esp. Then test without DynDOLOD.esp so that only DynDOLOD.esm remains. Once you determined which plugin might be containing problematic data, do a binary search where you make a backup, remove half the data and if problem goes away restore the back and remove the other half and repeat that until only stuff the causes a problem remains. Start with the records in the Worldspace tree. Remove all worldspaces that are not Tamriel first. Once the worldspace is determined, remove only the persistent woldspace cell first. If it is not in the persistent cell, remove half the blocks, then half teh sub blocks etc. until you are down to a specific temp cell. Once you are down to a temporay or the persistent cell the remove the new records first to see if it is the overwrites or vice versa. Then half the remaining references. Once a single remains, also test with no refererence in a cell, then without the cell overwrite, then with just the worldspace record remaining. In case it still happens with all worldspaces removed, continue the binary search in the Activator, Door, Furniture, Moveable Static, Static and Tree base record trees. In the end it should be possible to find a record/overwrite pretty quickly that is required for the issue to happen.
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