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Posted (edited)

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
Posted (edited)

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
Posted (edited)

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
Posted

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.  ::):

Posted

I'm now using the latest 2.39 for SSE (and 2.38 beta resources), but have recently adopted using the more advanced features adding window glow, and lights affected by time of day etc ..

 

.. Nothing to report so far, its fantastic as usual and I haven't managed to find any new bugs for you to be concerned with.

 

hgxyryW.jpg

 

You cant really see it from this angle but I also love the glow you can see reflecting off the sides of the buildings within Whiterun from the braziers, while you are still outside the city.

 

xLODGen + TexGen + DynDOLOD does amazing things I dont think we will ever see Bethesda resolve in the base game.

Posted

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

Regenerated everything using the new 2.39 Beta.

No more injected records and everything is working great!

 

Thanks again sheson!  ::):

Posted

FYI. My issue with the sky by Dawnstar posted above I believe to be an engine bug related to culling. Nico21000's fix here, https://www.nexusmods.com/skyrimspecialedition/mods/6314?tab=description did not help. Need to keep investigating.

The pre-computed occlusion data disables LOD quads. It does not add cell wide water LOD.

 

If you can not get a form ID when in the same cell, then it might be CELL water. However then there should be no ocean level water in the same cell anymore. Just open the cell in xEdit and see which plugins are modifying it. You get the cell coordinates from DynDOLODs SkyUI MCM You Are Here. In xEdit use CTRL+Shift+F to start Cell Browser and look up the Cell.

Posted (edited)

Thanks.  I will try.  The problem is that the "shape" moves.  I haven't been able to get close enough to get a form ID. 

 

Here is another view of the same issue. 

 

1265-1529762817.jpg

 

Spun around towards land looks like this:

 

1265-1529763005.jpg

Edited by Zanderat
Posted (edited)

Thanks.  I will try.  The problem is that the "shape" moves.  I haven't been able to get close enough to get a form ID. 

 

Here is another view of the same issue. 

 

1265-1529762817.jpg

 

Spun around towards land looks like this:

 

1265-1529763005.jpg

It moves even when using tfc?

 

Have you figured out which mod actually adds this by enabling plugins one by one?

Edited by sheson
Posted (edited)

Update:  Still can't obtain a form ID.  It warps and moves, disappears and reappears whenever I try to get close to it.  I don't think a specific mod is causing this.  I believe that it is a weird end of the world engine bug.  It is possible, while not caused by a specific mod, that it could be aggravated by one or a combo of mods.  Further proof of this is that when I do enable Nico21000's culling fix, the shape becomes "fixed"  and then I can get right up to it but still can't get a form ID.  When that happens, you can see the sky and the water get "mixed up".  It only seems to be a problem in a very specific location (the sea between Dawnstar and Winterhold).  See the screenshots below.  The first shows the shape change when the culling fix is apply.  The second is up close with the culling fix.  Note that without the culling fix, I can't get close to it at all, as I mentioned above.  This is very weird.

 

1265-1529851254.jpg

 

1265-1529851511.jpg

Edited by Zanderat
Posted (edited)

Update:  Still can't obtain a form ID.  It warps and moves, disappears and reappears whenever I try to get close to it.  I don't think a specific mod is causing this.  I believe that it is a weird end of the world engine bug.  It is possible, while not caused by a specific mod, that it could be aggravated by one or a combo of mods.  Further proof of this is that when I do enable Nico21000's culling fix, the shape becomes "fixed"  and then I can get right up to it but still can't get a form ID.  When that happens, you can see the sky and the water get "mixed up".  It only seems to be a problem in a very specific location (the sea between Dawnstar and Winterhold).  See the screenshots below.  The first shows the shape change when the culling fix is apply.  The second is up close with the culling fix.  Note that without the culling fix, I can't get close to it at all, as I mentioned above.  This is very weird.

 

1265-1529851254.jpg

 

1265-1529851511.jpg

Those screenshots make it look a terrain LOD problem. See if disabling anything that adds *.BTR files helps, so it falls back to vanilla terrain LOD meshes.

Check if Data\lodsettings\tamriel.lod is overwritten.

Use xEdit assets browser (CTRL+F3) to check if Data\lodsettings\tamriel.lod is overwritten.

 

Check if the world record 0000003C Object Bounds are overwritten.

 

Assuming INIs are vanilla.

Edited by sheson

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