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Everything posted by PRieST
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So, first, I regenerated with Level32=1 and uLockedObjectMapLOD=32 -> no difference. Second, I got rid of FPS Stabilizer as I thought it would cause the issue -> no difference. I am using fBlockLevel0Distance at 35,000 (I think this is the vanilla/default value?) -> no difference. I went again from Ivarstead to Darkwater Crossing and made again two screenshots to show, that there are definitely LODs which are staying at the same place as the full models. I used the tll command the the LODs are disappearing as expected: Everywhere else the LODs and full models are switching correctly, but not in villages/towns if I come close. As said before, as I go into in interior cell and go outside again, the LODs are dissapeared as the should. I thought about at what time it happened: And I assume it wasn't with version .53 or .54 I could test it in generating LODs with one of these versions to know exactly at what point it happened. Never had this problem before and I changed nothing despite adding/removing mods completely unrelated to landscapes/worldspace edits. It still could be a user error as I did something fundamentally wrong, but maybe it's still a bug in the alpha, I don't know.
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Hey again, maybe this is an alpha 58 thing, I don't know, but I haven't had this issue prior to version .57 I think. Sometimes some LODs won't dissappear if I come closer. They will overlapping with the full models until I went in an interior cell and right back outsite. But I could only observe it near villages/towns and not all models are affected. There it is a tree, there a house (but than not all trees ore houses), rocks, etc. First I thought it has something to do like in this thread, but I had never made this ini setting: uLockedObjectMapLOD=32 (so I assume it was always =16) or could it be helpful to generate again, but this time with Level32=1 and uLockedObjectMapLOD=32? I did not changed my loadorder since the last generation without the issue - at least I assume so. If I did changed the loadorder and I used the Skyrim SE - Generate Large Reference script via xEdit, is it possible to regenerate them without redownloading the plugin. Maybe there are now references on the wrong position, because the loadorder changed? Or do I misunderstand this? Here are the logs from the last generation (as I don't exactly know which one you need, I put all in there) - and yes I know, there are some 'overwritten large references' and ' initially disabled references' in the report, but they were never a problem - if they are a problem now): Link to download And here is a picture as an example what happens (this is from Annekes House in Darkwatercrossing - if I would go from here to Ivarstead, there would be the same result with buildings, trees, etc.): I looked the building ID up in xEdit, it's only Skyrim related and doesn't get overwritten by anything. uGridsToLoad is set (and has always been) to = 5. Maybe I did something fundamentally wrong with flagging plugins as .esm and generate the Large References via script. This happened never before. For me it looks as if DynDOLOD 'is not fast enough' to switch from LOD to fullmodel and than both stick at the same place. I observe the 'flicker' while changing often (I know this is engine related) but in these cases the change won't happen. Let me know if I could do anything else before I try to generate LODs again - or is an updating enough?
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Yeah, I'm dumb, I downloaded LE version of the scripts, my bad. Sorry.
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I do have Racemenu installed, still the Option is not choosable in the mcm from dyndolod of is use the DLL Variant. With the papyrusutil Version it worked fine. Do you need any specific logs for this?
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Hey sheson, I switched recently from the PapyrusUtil Version to the DLL one (Version 1.5.97 as I am still stickig to SE without the free content/Update). Haven't found where to read it so I ask here: In the DLL Version I can't make use of the NiOverride feature - because it's not installed. But with the normal Version it was possible. Is it because RaceMenu for SE uses SKEE64 instead of NiOverride? Second question: what's the cause for the Option 'fix large reference' to be missing in the mcm? Is it not neccessary or am I missing this now? Thank you in advanve.
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Just wanted to ask: Would it ne possible to change this via ini? For me it's easier to see directly what's wrong, so that I have the Option to stop the Generation on point to fix the problems instead of looking at the logs afterwords.
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Yes, it is corrected now: https://ibb.co/P5nrhYs (left side is the wrong one, original from that mod) and so the error is also gone. PS: Ignore the filenaming itself, I had to do this, because of my loadorder/own changes to the mod. After rerunning DynDOLOD the only warning left is the one with 'myexplosion'... To solve it, I just have to delete the property from the record? As you have mentioned this is infact in error in dragonborn.esm itself?
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Ok, will solve the issues with Improved Shadowmarks than. Ah, I think I found what was wrong with Sounds of Skyrim...the bsa was packed wrong (maybe my own error) and so the path was 'sounds of skyrim complete\scripts\...' instead of 'data\scripts'....which also means the mod can't work at all in this state. After unpacking the error isnt' there as I recognized the wrong path and changed it. So this is also solved, thanks. Edit:Checked again, after repacking the bsa, no error, so it was the wrong path...it's even seen with the file browser in xEdit... It is 'Sounds of Skyrim Complete LITE' which I am using...will make an error report on the modpage. But still, why does it only show up with one record and not all of them in the DynDOLOD log?
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But if Windows is messing with that, would not all records report it as missing or does DynDOLOD only mentions the last record found which has the same error? Yes, the file is shown/found in xEdit: https://ibb.co/0CXJzXn Will have to check if this is repeatable. Maybe you have seen it, but I got some more warning in the same spectrum with Improved Shadowmarks - pointing to the 'attachedto' property, is this kind of the same error? Maybe because it's expanding 'ObjectReference' to use the 'AttachedTo' property? Edit: Yes the error with Sounds of Skyrim is repeatable and points everytime to the same record: Maybe something is wrong with the actor which should get the property/script applied? All other records seem to be fine/look the same, as said before.
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Hey sheson, with the alpha which introduced the script checking, I now have a hand full of script warnings. One example is this one <Warning: Property not found myexplosion in scripts\dlc2expspiderdeadspiderscript.pex Audio Overhaul Skyrim.esp DLC2ExpSpiderShockBombENEMY [ACTI:04028631]> I looked it up, but I can't see why I get the warning in this case, because even the vanilla record of the dragonborn.esm calls the 'myexplosion' property: https://ibb.co/WDvRCQL The logs are found here Beside that I also got this one <Error: File not found scripts\soscivsnore.pex SoundsOfSkyrim.esp [REFR:76008974] (places SoSCivSnoreTrigger [STAT:76007348] in GRUP Cell Temporary Children of IvarsteadExterior03 [CELL:000097A1] (in Tamriel "Himmelsrand" [WRLD:0000003C] at 17,-16))> which is kinda weird, because the file in fact is existing and all other records, which point to the script, don't produce the error and are looking the same - only the actor reference is not identical Record which caused the error: https://ibb.co/LQTYg2d Another one from the mod: https://ibb.co/NYg3RqH
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But this has nothing todo with DynDOLOD, so you should ask your question/point out your problem on the corresponding mod site. Never the less: If your have started the 'grass cache plugin' via MO2, the game should start automatically and a messagebox should appear. If you don't click ok, but open the console first, you should be able to see the progress. If this window won't show up, you made something wrong during the installation of NGIO and the MO2 plugin.
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Without the logs, mentioned in the first post, nobody can tell.
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Oh, never had written a pas script before, maybe I have to learn it now^^
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Thanks for the Info, seems I'll have a lot to do now. Is there any Script, with which I could Filter such records via xEdit?
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Another question concerning the overwritten large references: Is it only fixable by setting the esm flag and use the Script, or could I do this manually? I am aksing, because I have some plugins which are causing the warnings, but I can't change the loadorder and so can't set the flag.
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OK, I'll check it after generation. I hope some Samples are enough, because I have a lot of These warnings/records inside the plugins. But most If the records should have the enable state an z-position you mentioned...at least as far as I can tell.
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Ok, seems that the script was indeed broken, but I have never replaced it, don't know why this happened. Your script worked, it was faster and did it's jop. Will have to do this with some more plugins now I think. <Warning: Initially disabled large reference in ELFX - Exteriors.esp [REFR:000B9CD7] (places FXMistLow01LongHalfVis [MSTT:0007776E] in GRUP Cell Temporary Children of [CELL:000092DB] (in Tamriel "Himmelsrand" [WRLD:0000003C] at -14,22))> Ok, so how do I solve the 'initally disabled' warnings, will I have to reenable them, even if they are disabled on purpose?
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I did it again with the following result: I set the .esm Flag, saved the plugin, loaded xEdit again and applied the script and saved again. I now can open everything in xEdit, but if I check for errors I get these WRLD \ Large References \ RNAM - Grid \ References \ Reference #0 \ Ref -> [0D02053F] < Error: Could not be resolved > And in DynDOLOD I get this error message And it points to the help site 'Unresolved FormID'. So beeing at this point, I don't know what to do with these informations.
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Ha, missed that in the changelog, thanks for clarification. No errors so far with Alpha 39. Beside that I got a ton of (some examples): Warning: Overwritten large reference in ELFX - Exteriors.esp [REFR:000920EE] (places FXAmbSnowBlowingPlane [MSTT:000197C7] in GRUP Cell Temporary Children of [CELL:0000B3B1] (in Tamriel "Himmelsrand" [WRLD:0000003C] at 34,16)) Warning: Initially disabled large reference in Unofficial Skyrim Special Edition Patch.esp [REFR:000FFEEE] (places WHvalunstrad37 [STAT:000FFECD] in GRUP Cell Temporary Children of [CELL:00038385] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 31,9)) Warning: Initially disabled large reference in JKs Skyrim.esp [REFR:00038667] (places SnowDriftM01 [STAT:0006021F] in GRUP Cell Temporary Children of WindhelmPalaceOfTheKingsExterior [CELL:00038380] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 32,10)) But I can't get rid of them, I even tried to seit the .esm flag for ELFX - Exterios and run the 'Skyrim SE - Generate Large References' with xEdit, but after doing so the .esp can't be loaded if I try to run DynDOLOD and I have to close it. But maybe this is the wrong way to fix it?
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I thinkt I haven't understood everything in detail, but let the files from DynDOLOD Resources win the conflict solves the 'issue'. I even changed the correspinding textures from 'dirtcliff01' to 'volcanictundradirt01' and the warning doesn't pops up, so I think this wil work? The full model has infact the same textures applied in my case. So, is the plugin I created long time ago obsolete? I even have no clue anymore, why I did this. I think I know, why I created this, but I don't know if I sill need the lod files like 'meshes\lod\volcanic\sulfur\volcanicplateau01sulfur_lod_0.nif' which were part of DynDOLOD Resources some versions ago or from DynDOLOD 2, I don't know, maybe these are obsolete with DynDOLOD 3? Edit: For the two 'mushroom' warnings were the full model = LOD model, I created following rules LODGen40=EncLand_Mushroom02,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,1 LODGen41=EncLand_Mushroom01,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,1 which I copied from LODGen35=mushroomtree,Static LOD4,Static LOD8,Static LOD16,Far LOD,Unchanged,1 as these are no tree records, but static. I also edited the lod files 'Enhanced Landscapes\meshes\dyndolod\lod\enclandmushrooms\mushroom03_lod' and '...\mushroom04_lod' to use some smaller LOD textures (256x256), deleted the BSX file inside the mesh and changed it do 'default' instead of using a 'glowmap'. I am not able to do mesh optimizations, as I have no clue on how to do this. The warnings from DynDOLOD are gone, but was it correct what I did there or will these edits cause any problems in future?
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Ok, will have to take a look into how to create mesh rules again, to solve these two positions, thanks for the headsup (they are from Enhanced Landscapes - Dead Marsh) Ah, I used the old LODpack and had it just overwritten with the new MM LOD pack for DynDOLOD 3, so maybe there are still some old files left, I'll check this again. DynDOLOD Resources are installed in version 11 (old ones deleted and replaced completely). Edit: Oh, and the 'VolcanicPlateau' ones were created by myself to better fit for a personal edit of 'Better Dirt Cliffs and Alphas', so I think these won't fit anymore together with DynDOLOD 3. I even created a plugin for the use of the textures and it worked well ingame (with DynDOLOD 2), I post a screenshot of it for the moment: Edit2: Ok, the MiniAtlas and the tundra/rock entries are solved after I redownloaded the DynDOLOD Resources and MM LOD Pack (removed the old files this time). What's left now are my own lod meshes for the 'Volcanic Plateaus'. What do I have to do, to make these work together with DynDOLOD 3? Here is the plugin and my 'lod' creations: FileUpload
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Hey, I get some warnings and I just don't know how to solve them. As mentioned some posts earliere in a few versions of DynDOLOD 3 prior Alpha 39 these warnings weren't detected/shown at all. Here are the DynDOLOD_SSE.log and DynDOLOD_SSE_Debug.log: Logs.rar Hopefully someone could help me with these kind of errors, especially the 'Textures do not match' ones. I don't exactly know yet, if these would cause some odd behaviors ingame.
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So, write down step for step what you did, so someone could tell where the error occured.
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Nice, good that you've found what was causing this. Will try it again with alpha 33. Edit: Can confirm, that it is working now.
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I had to update the bounds, so that the grass billboards could be genereated. Beside that it sould be original. But I am not 100% sure Edit:I think I edited it at sometime, because I/a mod (which I can't found at the moment) removed all 'pebbles' (ugly little things)