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21 hours ago, z929669 said:

From sheson's perspective, Step Guides = third-party guides

You have missed or misinterpreted an instruction somewhere. If sheson's guess is correct, then you forgot to tick the LR box in DynDOLOD GUI. Revisit the DynDOLOD screenshot in the guide and possibly all mods relating to LODGen.


EDIT: reviewing your log, it's clear that you did not tick the box. You should be able to save your Occlusion.esp and not need to re-run that piece if you saved to plugin as indicated in the guide.

I see (re third-party). Thanks for the logs' verification. I'll re-run properly and go further.

ps: It works!!! Thanks!

Edited by Daemoned
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  • 3 months later...
2 hours ago, Khronos said:

anyone know how to fix the pop up that says "Fatal: could not open registry key /SOFTWARE/Bethesda/Softworks/Skyrim"? I run the launcher like it says but that doesn't do anything to fix it

 

What game version/variant/localization? Using Steam?

If it's a standard, legal copy of the game and installed according to standards, then launching from Steam adds/updates the registry keys. You do this from straight vanilla. No mod manager or modding apps running.

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4 hours ago, Khronos said:

anyone know how to fix the pop up that says "Fatal: could not open registry key /SOFTWARE/Bethesda/Softworks/Skyrim"? I run the launcher like it says but that doesn't do anything to fix it

This is the thread for DynDOLOD DLL.

https://dyndolod.info/Messages/Windows-Registry-Key

If the game launcher can not create the registry key, then you have maybe permission issues with the game or OS. Make sure the game is not installed into special Windows folders like Program Files x86 to avoid issues with UAC, antivir etc.

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  • 1 month later...
36 minutes ago, maruru said:

Does anyone know if the update from April 27th (Version 2.82.5) is usable as a drop-in update for 2.2.0 guide?

This is the DynDOLOD support forum. Questions about third party modding guides should be asked on their appropriate forum. Probably here https://stepmodifications.org/forum/forum/157-step-skyrim-se-guide/

The latest DynDOLOD DLL 2.x version works with the latest DynDOLOD 2.x/3.x Standalone.

https://dyndolod.info/Downloads
Always use the latest version available. 

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  • 5 weeks later...

I have some inquiries about Large Reference Bugs Workaround.

I have downloaded DynDOLOD DLL NG and Scripts 3.00, but I don't know how to use it. It says that large references need to be cleaned - but how?

The last time I generated LOD was last year, here is my log. My load order didn't change much regarding large reference offenders, although - how exactly do I find out exactly which mods have large reference bugs? Do I have to determine that and clean them before generating LOD, or will DynDOLOD do it by itself when I start it while the aforementioned script is active?

If it's of any significance, I'm on downgraded Skyrim - version 1.5.97 total, not "best of both worlds".

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2 hours ago, Katarsi said:

I have some inquiries about Large Reference Bugs Workaround.

I have downloaded DynDOLOD DLL NG and Scripts 3.00, but I don't know how to use it. It says that large references need to be cleaned - but how?

The last time I generated LOD was last year, here is my log. My load order didn't change much regarding large reference offenders, although - how exactly do I find out exactly which mods have large reference bugs? Do I have to determine that and clean them before generating LOD, or will DynDOLOD do it by itself when I start it while the aforementioned script is active?

If it's of any significance, I'm on downgraded Skyrim - version 1.5.97 total, not "best of both worlds".

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
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. [..] See the Prerequisites section of the Generation Instructions for more.

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 [..] Cleaning of plugins that contain deleted large references is mandatory for the large reference bugs workarounds. The Batch Plugin Cleaner for Mod Organizer or the xEdit Cleaning Extension for Vortex help to automate some of that.

Every decent modding guide should include how to clean plugins, for example https://stepmodifications.org/wiki/SkyrimSE:2.2.0#Cleaning_Vanilla_Master_Plugins.

If you generated without the DynDOLOD DLL NG, look for log messages like https://dyndolod.info/Messages/Deleted-Reference

In regards which plugins cause large reference bugs, check the old log for related messages about large references. The Summary Of Messages should create a combined listing them under Large Reference Bugs. It should include messages like https://dyndolod.info/Messages/Overwritten-Large-Reference for example.

The point of the large reference bugs workarounds is that using plugins causing them should not require users having to do anything out of the ordinary.
It is still recommended for mod authors to avoid causing the bugs to minimize the number of workarounds needing to be applied, though.

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Thank you sheson :)

My old Summary pages aren't working anymore due to time passed. However, what I managed to glean from my old log is that these have overwritten large references:

  • JK Skyrim (definitely the worst offender, has the largest amount of large references)
  • patch for JK Skyrim and eFPS (the patch obviously forwards JK's large reference bug)
  • AI Overhaul (this one is weird)
  • Dlizzio's Mesh Fixes
  • Embers XD
  • Lux Via
  • Convenient Carriages
  • Obsidian Mountain Fogs
  • Riverside Lodge
  • Depths of Skyrim (second worst offender after JK Skyrim)
  • 3D Trees and Plants
  • Cutting Room Floor
  • Better Dynamic Ash
  • The Blackest Reaches

Maybe there are more tiny ones, couldn't sift through the log so much, its quite big.

So regular Quick Cleaning of these plugins will do the trick? I'll make backups of course.

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58 minutes ago, Katarsi said:

Thank you sheson :)

My old Summary pages aren't working anymore due to time passed. However, what I managed to glean from my old log is that these have overwritten large references:

  • JK Skyrim (definitely the worst offender, has the largest amount of large references)
  • patch for JK Skyrim and eFPS (the patch obviously forwards JK's large reference bug)
  • AI Overhaul (this one is weird)
  • Dlizzio's Mesh Fixes
  • Embers XD
  • Lux Via
  • Convenient Carriages
  • Obsidian Mountain Fogs
  • Riverside Lodge
  • Depths of Skyrim (second worst offender after JK Skyrim)
  • 3D Trees and Plants
  • Cutting Room Floor
  • Better Dynamic Ash
  • The Blackest Reaches

Maybe there are more tiny ones, couldn't sift through the log so much, its quite big.

So regular Quick Cleaning of these plugins will do the trick? I'll make backups of course.

According to the log, the only plugin left that has a deleted reference would be The Only Cure - Man_Peryite Shrine Patch.esp
https://dyndolod.info/Messages/Deleted-Reference

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@sheson I generated LOD with DLL NG script active, it went great. Lasted around 50min on my 415 plugins load order. The only errors about deleted stuff is something I removed intentionally - a couple of trees from a mod, that were added by that mod (regular ESP); they were only decoration and didn't reference any other function in that mod.

Thanks to the report, I also fixed some NiNode shapes for some flowers and converted them to BSFadeNode.

As for large reference bugs, the process basically mentioned only game masters.

I've noticed that there was a generated mesh that required a texture that TexGen didn't create in the first place:

Warning: File not found textures\architecture\highhrothgar\hhwin02noalpha_n.dds. Used by meshes\lod\highhrothgar\highhrothgarentrance01glow_lod_2.nif Skyrim.esm HighHrothgarEntrance01 [STAT:0008118C]

I also noticed that TexGen had created some textures in 2K, even though I specified beforehand that the limit is 1K. My TexGen preparation looked very similar to this.

Here's my log, if you're interested to see all that went on.

EDIT: The game looks awesome.

Edited by Katarsi
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11 hours ago, Katarsi said:

@sheson I generated LOD with DLL NG script active, it went great. Lasted around 50min on my 415 plugins load order. The only errors about deleted stuff is something I removed intentionally - a couple of trees from a mod, that were added by that mod (regular ESP); they were only decoration and didn't reference any other function in that mod.

Thanks to the report, I also fixed some NiNode shapes for some flowers and converted them to BSFadeNode.

As for large reference bugs, the process basically mentioned only game masters.

I've noticed that there was a generated mesh that required a texture that TexGen didn't create in the first place:

Warning: File not found textures\architecture\highhrothgar\hhwin02noalpha_n.dds. Used by meshes\lod\highhrothgar\highhrothgarentrance01glow_lod_2.nif Skyrim.esm HighHrothgarEntrance01 [STAT:0008118C]

I also noticed that TexGen had created some textures in 2K, even though I specified beforehand that the limit is 1K. My TexGen preparation looked very similar to this.

Here's my log, if you're interested to see all that went on.

EDIT: The game looks awesome.

When llarge reference bugs workarounds, the log will list all cells that contain large reference bugs, e.g. that will exhibit texture flicker etc. and not the large references causing the bugs anymore. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing

The texture hhwin02noalpha_n.dds is installed as part of the DynDOLOD Resources "High Hrothgar Windows Glow" option. Do not modify anything in the installed DynDOLOD Resources manually after its installation. https://dyndolod.info/Help/DynDOLOD-Resources

https://dyndolod.info/Help/TexGen#Stitched-Object-LOD-Textures
This sets the typical base size of the generated object LOD textures. The actual texture resolutions varies by texture as defined by the TexGen configuration files.
https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures
This sets the typical base size of the generated object LOD textures. The actual texture resolutions varies by texture as defined by the scale defined in the special models.

https://dyndolod.info/Messages/Deleted-Reference. Clean all plugins with deleted references. It fast and simple to do.

https://dyndolod.info/Messages/Wrong-Billboard-Path. Do not install any third party billboards and remove wrong billboard files at wrong paths. Use TexGen to generate billboards.

Click the links read the pages that open for further explanations.

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2 hours ago, sheson said:

https://dyndolod.info/Messages/Wrong-Billboard-Path. Do not install any third party billboards and remove wrong billboard files at wrong paths. Use TexGen to generate billboards.

Ah, well, as for those tree billboards... I think I was confused by the description here: https://dyndolod.info/Help/Ultra-Tree-LOD  I thought that installing and activating Skyrim3DTrees and Plants 3dLOD Resources should be done, but apparently not. Myrkvior 3D lods were okay though.

...Do I have to redo TexGen and DynDOLOD now? :cry:

2 hours ago, sheson said:

The texture hhwin02noalpha_n.dds is installed as part of the DynDOLOD Resources "High Hrothgar Windows Glow" option. Do not modify anything in the installed DynDOLOD Resources manually after its installation. https://dyndolod.info/Help/DynDOLOD-Resources

I didn't check this option while installing DynDOLOD Resources, maybe that's why the texture is missing. ...If I have to redo TexGen and DynDOLOD, I suppose I'll have to reinstall DynDOLOD Resources too with this option checked beforehand...

2 hours ago, sheson said:

https://dyndolod.info/Messages/Deleted-Reference. Clean all plugins with deleted references. It fast and simple to do.

Okay fine, I'll replace "Deleted" with "Initially Disabled" (and the "set opposite to playerref" thing) :angel:

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1 hour ago, Katarsi said:

Ah, well, as for those tree billboards... I think I was confused by the description here: https://dyndolod.info/Help/Ultra-Tree-LOD  I thought that installing and activating Skyrim3DTrees and Plants 3dLOD Resources should be done, but apparently not. Myrkvior 3D lods were okay though.

...Do I have to redo TexGen and DynDOLOD now? :cry:

I didn't check this option while installing DynDOLOD Resources, maybe that's why the texture is missing. ...If I have to redo TexGen and DynDOLOD, I suppose I'll have to reinstall DynDOLOD Resources too with this option checked beforehand...

Okay fine, I'll replace "Deleted" with "Initially Disabled" (and the "set opposite to playerref" thing) :angel:

If you want 3D tree LODp with the mod, install its 3D LOD resources which were made for DynDOLOD 2.x. Since you are using DynDOLOD 3, hide or remove the billboards that are installed with it. Right above the list of mods it says this:

https://dyndolod.info/Help/Ultra-Tree-LOD
Below is a list of mods that are known and tested to contain hybrid trees. Read their description for information which versions, trees or install options contain dedicated/optimized 3D LOD models. Install hybrid trees assets according to their documentation. Let TexGen generate all required tree LOD billboards. It is recommended to not install any legacy billboards. In case legacy billboards are included in a mods download it is recommended to hide/remove them.

Seems like highhrothgarentrance01glow_lod_2.nif which should only be installed when checking the option is erroneously installed with the Core Files, too. That will be fixed with the next Alpha version of DynDOLOD Resources.

You only "need" to generate if you notice visual issues that seem related to the mentioned billboards or the High Hrothgar window glow and you want to fix that.

Cleaning a plugin will apply the proper UDR settings automatically to deleted references.

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  • 4 weeks later...

Hello,

I have been having frequent CTDs after updating my LOD using the latest TexGen + DynDOLOD + Resources and the NG DLL (which overwrites the Resources).

Generation succeeds as usual, but after a few minutes in-game and loading different areas the game crashes. A new save is used every time for testing. With the output disabled, there are no crashes.

It appears from the crash logger that mesh issues in the DynDOLOD.esm is the culprit, but I could be reading it wrong.

There are many errors that the summary shows at the end which I am working through (some are hard because they are from new lands). It might also be that one of those has caught up with me.

Here are my logs: https://mega.nz/folder/0K8yGKDQ#hJ3WcrcLe-VBEDSu_eng9g

Please inform me of my mistake if you have the time.

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