Jump to content

Recommended Posts

Posted (edited)

Thank the Gods- I don't know how- but DynDOLOD works!

 

I disabled the last two plugins I installed, and DynDOLOD successfully initializes! Albeit DynDOLOD.esp was not at either 254 or 255 on the load order (according to modwat.ch it's at 251) on my Mod Organizer 2 plugins list it was actually the 255th (because it accounts for the vanilla master files too); and even though considering active plugins, my load order would definitely not exceed the Skyrim limit of 255 active plugins, it seems I have reached my load order limit- at least to use DynDOLOD

Edited by Martimius
Posted (edited)
  On 6/20/2018 at 2:44 PM, Martimius said:

Thank the Gods- I don't know how- but DynDOLOD works!

 

I disabled the last two plugins I installed, and DynDOLOD successfully initializes! Albeit DynDOLOD.esp was not at either 254 or 255 on the load order (according to modwat.ch it's at 251) on my Mod Organizer 2 plugins list it was actually the 255th (because it accounts for the vanilla master files too); and even though considering active plugins, my load order would definitely not exceed the Skyrim limit of 255, it seems I have reached my load order limit- at least to use DynDOLOD.

Doh! WTH is modwatch not showing vanilla plugins?

 

Oh well, enjoy then.

Edited by sheson
Posted
  On 6/20/2018 at 2:48 PM, sheson said:

Doh! WTH is modwatch not showing vanilla plugins?

 

Oh well, enjoy then.

Thanks! Why is that though- that DynDOLOD acts up if it's nearing the plugin limit, even some of those plugins aren't even active?

Posted (edited)
  On 6/20/2018 at 2:52 PM, Martimius said:

Thanks! Why is that though- that DynDOLOD acts up if it's nearing the plugin limit, even some of those plugins aren't even active?

There can be no plugins at load order 254 because that load order is reserved for paid mod while 255 is for temporary form ids.

 

By definition, if GetModByName returns 255 it means the plugin is not present. In reality I should also check if it returns 254 and print appropriate messages.

 

Edit: Doing some test with the SKSE papyrus function it is seems to be buggy and not always report the correct load order of the plugin - which might result in wrongly reporting that the plugin is not loaded.

I will change the scripting to use different methods.

Edited by sheson
Posted
  On 6/20/2018 at 7:44 AM, sheson said:

Install the required DynDOLOD Resources SE 2.37 beta.

 

 

Doh... through my testing, I forgot to swap back.  That was it.  TexGen/DynDOLOD 2.38 generated perfectly this time, without any exit errors in the logs.  Thanks for all your hard work.

Posted

eheh shesson I have no idea how many trees there are in Tamriel but the LOD file for Ultra Trees using setting TreeLOD=0 & TreeFullFallBack=1 I waited over 5 hours xD (using an i7-7700k :p ) for LODGEN64 to wrap up a 12GB DynDOLOD_Output :p

This morning i tried to load into a COC to Whiterun via main menu. Usually takes 2-3 mins on my ultra modded setup 4k... well during the loading i thought to myself, "hey this might take a while" , so i started my laundry, fed the cat, did the cats litter box, passed the vacuum cleaner in my room thoroughly, took a coffee, went out for a smoke twice and came back to it still loading xD. I gave up I am just gonna let DynDOLOD do its thing on default :) eh eh. PS: no errors btw. U r fantastic man.

Posted

Ever since updating from 2.36 to 2.38 I'm getting CTDs all over the place. No new mods, just reinstalled all my billboards, deleted any trace of DynDOLOD and did a fresh install of 2.38 exactly how I would have done with the older version. Now opening a door to a new cell will crash my game ~1 out of every 4 times. I'm positive it's the DynDOLOD .esp because after disabling it the game never crashes. I can't for the life of me find any links to the old 2.36 version, it looks like they've all disappeared. Would anyone be so kind as to send me a link to the 2.36 standalone and resources .zips so I can have my game working again?

Posted

Nevermind, I managed to find the old mega links by googling the file names in quotes. No idea why 2.38 destroys my Skyrim, though. It happened even after starting a new game. Rolling back to 2.36 fixed the CTDs.

Posted (edited)
  On 6/20/2018 at 9:42 PM, KorruptkSwades said:

eheh shesson I have no idea how many trees there are in Tamriel but the LOD file for Ultra Trees using setting TreeLOD=0 & TreeFullFallBack=1 I waited over 5 hours xD (using an i7-7700k :p ) for LODGEN64 to wrap up a 12GB DynDOLOD_Output :p

This morning i tried to load into a COC to Whiterun via main menu. Usually takes 2-3 mins on my ultra modded setup 4k... well during the loading i thought to myself, "hey this might take a while" , so i started my laundry, fed the cat, did the cats litter box, passed the vacuum cleaner in my room thoroughly, took a coffee, went out for a smoke twice and came back to it still loading xD. I gave up I am just gonna let DynDOLOD do its thing on default :) eh eh. PS: no errors btw. U r fantastic man.

FAQ: LODGen.exe runs a long time

 

A: The selected configuration options require a lot of work. Wait for all processes to complete before closing DynDOLOD.

 

A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer.

 

A: Do not use the experimental TreeFullFallBack=1 setting without understanding what it does and what it is for.

 

Proper 3D tree LOD requires dedicated 3D tree LOD models.

 

  On 6/21/2018 at 5:58 AM, bravonolan said:

Nevermind, I managed to find the old mega links by googling the file names in quotes. No idea why 2.38 destroys my Skyrim, though. It happened even after starting a new game. Rolling back to 2.36 fixed the CTDs.

That is not a fix. LOD generated by the different versions is almost the same. First step of trouble shooting is to find a repeatable CTD. Then do some detailed testing by disabling only the ESP, or the generated meshes to narrow down possible causes. Or if the game actually loads into the world and only crash after a couple seconds in the world check DynDOLOD-README.txt for invalid nifs.

Edited by sheson
Posted (edited)
  On 6/21/2018 at 8:05 AM, sheson said:

 First step of trouble shooting is to find a repeatable CTD.

 

This is exactly what I did. I had been using 2.36 for months without a single CTD. I did a clean upgrade of 2.38 today and all of a sudden I was getting CTDs when entering new cells (even on a clean save). Disabling DynDOLOD.esp fixed the issue. The 100% repeatable CTD I found was walking in and out of Cracked Tusk Keep.

 

  On 6/21/2018 at 8:05 AM, sheson said:

That is not a fix.

It is, though. In my particular case with my assets. After reinstalling 2.36 the game does not crash at all. There is something causing the game to crash when the DynDolod.esp created by 2.38 is activated, that does not happen under 2.36. Rolling back to 2.36 absolutely fixes the problem, I get no CTDs whatsoever.

Edited by bravonolan
Posted

Sheson, I also just wanted to really thank you again for all the help you've given me and all of us on this forum.

 

Just one quick thing though- I RTFM'ed for the save game update procedure, but scanning my save through the ReSaver tool recently, I noticed that I had some scripts referring back to my previous DynDOLOD's as unattached instances. Is it recommended to clean them?

Posted
  On 6/21/2018 at 9:12 AM, Martimius said:

Sheson, I also just wanted to really thank you again for all the help you've given me and all of us on this forum.

 

Just one quick thing though- I RTFM'ed for the save game update procedure, but scanning my save through the ReSaver tool recently, I noticed that I had some scripts referring back to my previous DynDOLOD's as unattached instances. Is it recommended to clean them?

As we know there really is no such thing as a true clean save. Typically, there should be no need to remove unattached scripts if you intent to add DynDOLOD again. They will "reattach".

Posted
  On 6/20/2018 at 2:52 PM, Martimius said:

Thanks! Why is that though- that DynDOLOD acts up if it's nearing the plugin limit, even some of those plugins aren't even active?

After doing some testing with the used SKSE function and discovering it to not always return the expected values, I reworked the plugin detection. DynDOLOD Resource SE 2.38 beta updates two papyrus scripts that you can just overwrite. No special save game updates should be required.

 

Also DynDOLOD Standalone 2.38 beta 1 fixes the exception when not having an ESP after the unofficial patch.

Posted

Hola sheso :) redid dyndo last night, played all night :) this time i only used the TreeLod=0 . Now using 3D Trees. all works fines. only got 2 ctd during the whole night but reloading game and they didn't repeat, probably some memory thingy from playing soo long xD thanks :)

Posted
  On 4/30/2018 at 11:17 AM, fruttyx said:

 

Ok, so in the end you need the 2015 version of VCRedist for it to work. The problem is that the 2017 version removes the 2015 version unlike other updates before.
 
 
I just removed the VCRedist 2017 and reinstall the 2015, launch DynDoLod64 and everything works. By installing VCRedist 2017 after seeing that it deletes the 2015 version, it is the return of the errors.

 

I have this same issue with my setup. I'm using MO2 v2.1.3 and have Windows 10 v1803. I had to uninstall Microsoft Visual C ++ 2017 and install  Microsoft Visual C ++ 2015 runtime to get DynDOLOD to work for me too. Anytime I reinstall Microsoft Visual C ++ 2017, DynDOLOD does not recognize the setup.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.