
David2408
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Everything posted by David2408
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I still encounter "Error: Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 12868)". Here are the logs as requested: https://fastupload.io/iDFKHTOAH4USL68/file. bugreport.txt DynDOLOD_SSE_log.txt
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Hi sheson, using the latest version of DynDOLOD and NG DLL with 3.0 scripts for large ref workaround, I get the following repeatable error: "Error: Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 12868)". Attached is the log and here is the debug log (very big file O.o): https://file.io/08tYu3MROpsR. DynDOLOD_SSE_log.txt Judging from the multple reports regarding "sticky" LOD glow fx in Solstheim, it seems like this bug is somewhat tied to the Solstheim worldspace, whereas in Tamriel these sticky lights do not occur (as often?). Counting this forum and Nexusmods, there are minimum a dozen individual reports stating that LOD glow fx is sticky in Solstheim worldspace.
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Thanks! Unfortunately, I encountered another problem during the LOD generation process: "Setting EditorID to skyrimesm_0DDD36_DynDOLOD_FIX failed for DynDOLOD.esp [REFR:000DDD36] (in GRUP Cell Temporary Children of [CELL:00007157] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,2))". log: https://ufile.io/apkbx0mw debug log: https://ufile.io/kpaz7316
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Here are links to the three log files as requested. These were generated when I encountered a second error (of similar kind to the z Fight Patch mod) with Lanterns of Skyrim II and latest Dyndolod 3. bugreport: https://ufile.io/uc9wlnsb log: https://ufile.io/lwzvs2qh debug: https://ufile.io/713o3vat
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Using the current Dyndolod 3 Beta with Dyndolod 3 Scripts and LargeRef Workarounds, I am getting an error for a specific mod for the first time almost instantly after starting the LOD creation process in the Dyndolod exe. Dyndolod: "Item not found while processing Improved Mountain LOD and Z Fight Patch.esp [REFR:00041EE4] (places MountainRidge01_HeavySN [STAT:0005205B] in GRUP Cell Temporary Children of [CELL:0000BBA1] (in Tamriel "Skyrim" [WRLD:0000003C] at 48,-15))". Maybe this error report is helpful, so I posted it here according to the recommendation for such errors from Dyndolod info page. EDIT: Same error for Lanterns of Skyrim II with another random reference: "Item not found while processing Lanterns Of Skyrim II.esm [REFR:000F4CFA] (places FXAmbSnowBlowingPlane [MSTT:000197C7] in GRUP Cell Temporary Children of [CELL:00006E0D] (in Tamriel "Skyrim" [WRLD:0000003C] at -33,29))".
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Thank you for pointing me in the right direction! The complex grass compatible textures are the only update I made to my grass mod setup, so with your hint I assume I will not need a new cache.
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Hey sheson, I have a question regarding DynDOLOD grass LOD and ENB complex grass. If using complex grass compatible textures for a grass mod (e.g. Folkvangr) and I have pre-built grass cache and grass LOD from a point in time before I had installed complex grass compatible textures, would I need to rerun grass caching and grass LOD generation? In other words, I am interested to learn about possible interaction between ENB complex grass, grass caching and DynDOLOD grass LOD - if there is any.
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Spot on. The issue is that I (probably) cannot automatically fix the issue of black borders around the Pine branches LOD textures. I could try to change background color and manually paint around the edges, but it involves dozens of textures so does not seam feasable...
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Dyn Debug Log: https://ufile.io/ft8jbd9p / Dyn Log: https://ufile.io/wllu9niz TexGen Debug Log: https://ufile.io/babcq8iv / TexGen Log: https://ufile.io/x98w21sr "Max Tile Size LOD" does not appear to be a problem, the LOD textures are 1K, and my "Max Tile Size LOD" setting is also 1K. I inspected the textures in Photoshop, and the cause for the harsh look is not necessarily resoultion. Instead it is a result of a "black outline" that the branches from treepineforest[NUMBER]_LOD_0.dds textures show. This black outline is the background of the texture not being properly masked out by the Alpha Channel of the texture. When toggling off the Alpha Channel in Photoshop, there are green branches infront of a black background. When toggling on the Alpha Channel, the green branches gain a black outline from the inproperly masked background. (This observation is based on the OG LOD textures provided by the mod) I assume that this cannot be fixed by me as a enduser... sadly
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Hi Sheson, I have tried to trouble shoot it myself and looked for similar posts, but I have not found any helpful comments so far, which is why I am addressing it here. I am using 3D Trees and Plants with the optional "Skyrim3dTrees and Plants 3dLOD Resources". I then ran TexGen to generate Grass and 3d Tree Billboards, and afterwards ran DynDOLOD with Ultra Trees mode enabled. Unfortunately, the near 3d tree LOD models of the Pines have really harsh low res textures on them. Specifically, the textures provided by "Skyrim3dTress and Plants 3dLOD Resources" in textures > landscape > S3DTrees_and_Plants > LOD4 seem to be the cause. Even more specifically, the treepineforest[NUMBER]_LOD_0.dds textures. These textures are being forwarded to the DynDOLOD atlas even after generating files with TexGen. Consequently, they show up in the game. Is it possible to regenerate better quality versions of these textures with TexGen. If so, how can I instruct TexGen to do so? Thanks, David
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Thank you for the hint with the xEdit script. I would highly suggest to add this to the RTFM in case that hasn’t been included to date
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Hey sheson, good to see that Dyndolod is still getting updates. I know this is a concern that will probably cause some PTSD for you (just joking..), but is there any TL;DR conclusions regarding the Large Reference bugs and possible solutions? I want to go back to hardcore modding, but I can't stand having this weird flickering after installing mods like RWT2 and JK's Skyrim. I don't remember if Arthmoor's mods are safe to use with respect to the Large Reference bugs - if they aren't, that means pretty much everyone would be prone to experiencing these bugs because those mods are essential. Kind Regards David
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Hey sheson, I just wanted to stop by to say Thank You for all the support and updates you provide constantly. On another note, has there yet been any progress with grass lod meshes? I remember discussing this a while back, and you said that you were experimenting but no ETA of course. Kind regards David
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Oh, funny. I had flashbacks looking at Picky's screenshots, but my initial thought was that BS Bruma had some corrupted terrain LOD records because they did include valid LOD but did not want others to recreate it in order to protect unfinished projects and stuff.
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What the hell... This makes things much more complicated. Seems out of scope for me now, as the issue is twofold and I do not have enaugh knowledge on that whole topic. Thank you for the explanation, though.
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Sorry, but I don't really get what that means. "It does not matter in what plugin type the MSTT overwrite is" and "the overwrites to refrences need to be in a ESM or ESL" sounds kinda contradictory to me. ^^ Maybe I don't get a differentiation you are trying to make, but it sounds like you just said it does not and at the same time does matter what MSTT record-containing plugins are flagged as. As far as I understood, the correct approach would be to delete the MSTT base record override from RWT and create an identical record with Unknown 2 set in a new plugin flagged as .esm/.esl. Is this correct?
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Just having manually scanned my load order in SSEEDIT, I have written down popular mods that can cause Large Reference Texture Flicker because of missing Unknown 2 Flag or/and missing .esm/.esl Flag (maybe it is helpful for others): Legacy of the Dragonborn No Snow Under The Roof CLARALUX Realistic Water Two I can also confirm none of Arthmoor's most famous mods contain MSTT base record overrides. And I am sure (but have no evidence) that JK's Skyrim causes Texture Flicker in Whiterun.
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Yes, I am certain because I used the method explained by you earlier in the thread to verify. But I probably expressed myself ambiguously, I meant that the DynDOLOD_log.txt is outdated (from previous LOD generation) and does not update itself when regenerating LOD. I have no idea why this is happening. I should instead check the log in the DynDOLOD executable, which is of course displayed correctly. I just forgot about it and later wanted to check the log.txt, when I noticed the txt-file shows plugins I do not have installed anymore. Yeah it is true. I understand that the large reference system is inherently broken and I am sorry that you have to deal with all this.. would be nice if Beth fixed it. Trying to move the MSTT to an additional ESL sounds pretty doable though, as RWT 2 has only 2 of these records.
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Nice! Glad we could help solving this bug for other players, too. This sounds very interesting, and would be quite revolutionary. To this day I do not know of any game that has a good solution for baked grass lod.
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Hey sheson, thank you for the clarification. Unfortunately, the DynDOLOD log does not properly update even though I regenerated LOD, therefore hindering me from finding out about certain mods potentially causing large reference bugs. Do you have information on whether the most popular mods from Arthmoor (USSEP and his town overhauls) also cause this issue (aka not having the unknown 2 flag set)? Also, specifically about RWT 2, what would be your recommendation how to tacke this issue? I think flagging it .esm would not be so good, because then the whole water plugin would be placed high in load order and thus being overwritten by many other mods changing landscape, thus producing seams.
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Hey sheson, I know you are probably aware of this, but I am noticing that when approaching a building like Dragonsreach or farmhouses, there is a certain time span where the full model will already be loaded while the LOD model is still loaded. This results in weird z-fighting. After this span, the LOD model unloads and leaves the already loaded full model visible. This has not been the case for Oldrim. Is there a way to tackle this issue? Or is it a flaw embedded in the large reference system that we will never be able to fix? EDIT: Reading through the last page, it could be that I was mistaken and Dyndolod only amplifies this flaw. The culprit would then be other plugins that are .esp and modify large references (?). Although I have to admit I am not really sure if I understand your previous statement about this texture flicker correctly. Can you please clarify? :D
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Mods that we share and that could modify those cells: BS Bruma, Landscape Fixes for Grass Mods, Project AHO, Realistic Water 2 I have to say I have no clue how even those could mess up terrain data so that LODGEN puts out this weird shape. Other mods we both have in our load order don’t touch exteriors at all.
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With latest beta of SSELODGEN installed, I am getting an issue where there is a weird moving shape visible from distance near the Sea of Ghosts. This was already reported earlier in the DYNDOLOD thread by another user. Do you know the cause of this bug? Any fixes?