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DynDOLOD Beta for Skyrim Special Edition, Skyrim VR and Enderal SE 2.98


sheson

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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.

 

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
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 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.

 

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
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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?

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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".

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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.

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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 :)

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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.

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Hi Sheson,

 

Can you please have a look at this xEdit screenshot at records 1,2,3,4?

 

https://www.dropbox.com/s/nimd5lf4f6851iy/Screenshot%202018-06-22%2000.18.35.png?dl=0

 

DynDOLOD seems that, for some unknown reason, is assigning the wrong index at the FormID of the specified parent worldspace cells.

 

Record 1 should have a mod index of 2F and not 2E and comes from Helgen Reborn.

Record 2 should have a mod index of 5E and not 5D and comes from Hammet's Dungeon Pack.

Records 3 & 4 should have a mod index of 8E and not 8D and come from Darkend.

 

Using DynDOLOD SSE 2.38 (haven't tried the Beta 1 yet), but this behavior did not happen before. At least not in early beta of 2.37.

 

Any thoughts?

 

Thanks!

 

EDIT: I should have posted this to the SSE DynDOLOD topic...apologies sheson...can you move it pls?

Edited by Astakos
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Hi Sheson,

 

Can you please have a look at this xEdit screenshot at records 1,2,3,4?

 

https://www.dropbox.com/s/nimd5lf4f6851iy/Screenshot%202018-06-22%2000.18.35.png?dl=0

 

DynDOLOD seems that, for some unknown reason, is assigning the wrong index at the FormID of the specified parent worldspace cells.

 

Record 1 should have a mod index of 2F and not 2E and comes from Helgen Reborn.

Record 2 should have a mod index of 5E and not 5D and comes from Hammet's Dungeon Pack.

Records 3 & 4 should have a mod index of 8E and not 8D and come from Darkend.

 

Using DynDOLOD SSE 2.38 (haven't tried the Beta 1 yet), but this behavior did not happen before. At least not in early beta of 2.37.

 

Any thoughts?

 

Thanks!

 

EDIT: I should have posted this to the SSE DynDOLOD topic...apologies sheson...can you move it pls?

There shouldn't be any injected records in DynDOLOD plugins, only overwrites or new ones. Looks like a bug. I will fix ASAP.

 

I don't know if it is a problem or if it can just be ignored, but I am getting a pile of Missing DATA - Flags 0x4 errors in my log. Log is here https://www.dropbox.com/s/carqkv5x052v1o6/DynDOLOD_SSE_log.txt?dl=0

Thanks.

It can be ignored if you do not care about large reference bugs. The reference overwriting causes texture flicker. It could be fixed by changing the plugin to an ESM or ESL for example. In addition the reference links to a movable static MSTT, which does not have a certain flag set, which will also cause texture flicker. Setting the flag 0x4 fixes that.

 

Not sure.  But installing DynDOLOD is really the only change I have made recently:

 

https://www.dropbox.com/s/ec0pfttdnwxpz0h/DynDOLOD_SSE_log.txt?dl=0

Go close and see if you can get a form id. Look it up in xEdit. If it is a reference in a DynDOLOD plugin check its EditorID for pluginname_formid to find its source.

Edited by sheson
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Hi Sheson,

 

Can you please have a look at this xEdit screenshot at records 1,2,3,4?

 

https://www.dropbox.com/s/nimd5lf4f6851iy/Screenshot%202018-06-22%2000.18.35.png?dl=0

 

DynDOLOD seems that, for some unknown reason, is assigning the wrong index at the FormID of the specified parent worldspace cells.

 

Record 1 should have a mod index of 2F and not 2E and comes from Helgen Reborn.

Record 2 should have a mod index of 5E and not 5D and comes from Hammet's Dungeon Pack.

Records 3 & 4 should have a mod index of 8E and not 8D and come from Darkend.

 

Using DynDOLOD SSE 2.38 (haven't tried the Beta 1 yet), but this behavior did not happen before. At least not in early beta of 2.37.

 

Any thoughts?

 

Thanks!

 

EDIT: I should have posted this to the SSE DynDOLOD topic...apologies sheson...can you move it pls?

This should be all fixed in DynDOLOD Standalone 2.39 beta, get it from first post.

Edited by sheson
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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.

I didn't have any problems with the latest update and Microsoft Visual C++ Redistributable for Visual Studio 2017. Thank you for the fix.  ::):

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