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Posted (edited)
  On 7/22/2018 at 5:19 PM, mxshn said:

Would it be possible to flag the plugin as an ESL instead so that the records for it are loaded in ESL space or would it need to be converted to ESM?

Good to know! I saw the Unknown2 variable in xEdit but I didn't know it was the 0x4 flag we've been talking about. Thanks for your help.

Yes ESM/ESL both work as explained in the bug report SkyrimSE-LargeRefGrid.html included in DynDOLOD standalone:

 

In this context ESM and ESL file means plugins that have the filename suffix *.esm, *.esl without or with their ESM/ESL flags set or *.esp files that have their ESM/ESL flags set. The issues are with *.esp files that do not have their ESM/ESL flags set.

 

So either just renaming to ESM/ESL or setting the ESM/ESL flag "fixes" the bugs caused by overwriting large references. 

Edited by sheson
Posted
  On 7/21/2018 at 3:13 PM, Monobloc said:

No it's indeed from a mod, https://www.nexusmods.com/skyrim/mods/73161?tab=files

 

file : ELOS Oaks Autumn Colours SSE

 

i'll check that out ty sheson.

Edit : do I need to regenerate after messing with the shaders ?

You at least need to rerun LODGen.exe to update static object LOD after changing LOD resources.

 

I just tested 3D tree LOD generation with ELOS Oaks Autumn Colours SSE. I let it overwrite DynDOLOD Resources SE. Nothing overwriting ELOS Oaks Autumn Colours SSE.

 

Everything looks normal here, nothing is white.

Posted (edited)

Here's some shots with SSELODGen terrain and DynDOLOD high settings. Its looking pretty good now but I think I may switch to a darker green/brown terrain color to help grass blend better with the terrain textures. The grass pop-in on cell load is more noticeable and jarring if the terrain underneath is much lighter in color than the grass. So I think I can get it looking very nice if the terrain and grass blend well and give the illusion that distant terrain is covered in grass. I'm also going to switch to Ultra Trees as my performance is stable. I also have about 80 different mods installed and I haven't noticed any texture flicker to do with large references so far, even though I have the large reference system turned on. B

 

8sNv5Rx.jpg

PqRiXtm.jpg

YqMmcDe.jpg

Edited by drift123
Posted (edited)

getting error when running dyndolod 2.42

 

[00:00:08.268] [DynDOLOD.esp] Adding master "Solitude Expansion.esp"
[00:00:08.386]
[00:00:08.410]
[00:00:08.410] Exception in unit prepare line 543: FormID [1602E12D] references a master which is not available in file [C9] DynDOLOD.esp
Edited by skankmisfit
Posted

Go back to Mod Organizer and scroll down the list of plugins in the right pane to see if any of them have a flag indicating missing masters. If you hover over the icon, it'll tell you which master(s) are missing for that plugin.

Posted (edited)
  On 7/25/2018 at 5:09 PM, skankmisfit said:

 

getting error when running dyndolod 2.42

 

[00:00:08.268] [DynDOLOD.esp] Adding master "Solitude Expansion.esp"
[00:00:08.386]
[00:00:08.410]
[00:00:08.410] Exception in unit prepare line 543: FormID [1602E12D] references a master which is not available in file [C9] DynDOLOD.esp

 

 

FAQ: Exception in unit xxx line xxx: FormID [xxx] references a master which is not available in file [xx] xxx.esp 

 
A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. 
 
If error persist upload/post to pastebin etc. the entire log as requested
Edited by sheson
Posted
  On 7/25/2018 at 5:09 PM, skankmisfit said:

 

getting error when running dyndolod 2.42

 

[00:00:08.268] [DynDOLOD.esp] Adding master "Solitude Expansion.esp"
[00:00:08.386]
[00:00:08.410]
[00:00:08.410] Exception in unit prepare line 543: FormID [1602E12D] references a master which is not available in file [C9] DynDOLOD.esp

 

This was happening to me as well. Turned out I needed to rebuild my smashed patch. Try rebuilding any bashed/smash/skyproc patches you have before running DynDOLOD.

 

 

 

I have another problem though. With DynDOLOD active in my load order I have a consistent and repeatable crash when approaching the college of winterhold (with Immersive College of Winterhold installed). Right when I pass the general store in Winterhold towards the entrance where Faralda greets you. If I disable DynDOLOD.esp I have no CTD. Disabling the plugin via the MCM doesn't seem to be enough.

 

Any ideas on this one?

Posted

I keep getting this error, and I am not sure how to troubleshoot  it: Exception in unit userscript line 326: Assertion failure (C:\Delphi\projects\DynDOLOD\Imaging\Imaging.pas, line 1168). I attempted running as admin, disabling AV and even uninstalling my AV. Currently using version 2.42. The full log is here. Any help appreciated! 

Posted
  On 7/27/2018 at 12:52 AM, tjbassoon said:

This was happening to me as well. Turned out I needed to rebuild my smashed patch. Try rebuilding any bashed/smash/skyproc patches you have before running DynDOLOD.

 

 

 

I have another problem though. With DynDOLOD active in my load order I have a consistent and repeatable crash when approaching the college of winterhold (with Immersive College of Winterhold installed). Right when I pass the general store in Winterhold towards the entrance where Faralda greets you. If I disable DynDOLOD.esp I have no CTD. Disabling the plugin via the MCM doesn't seem to be enough.

 

Any ideas on this one?

Q: Skyrim: ILS or CTD
 
A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used to verify it doesn't cause CTD. Set ExpandSystemMemoryX64=false in enblocal.ini 
 
A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. 
 
Let me know what you find.
 
  On 7/27/2018 at 1:11 AM, zoid8806 said:

I keep getting this error, and I am not sure how to troubleshoot  it: Exception in unit userscript line 326: Assertion failure (C:\Delphi\projects\DynDOLOD\Imaging\Imaging.pas, line 1168). I attempted running as admin, disabling AV and even uninstalling my AV. Currently using version 2.42. The full log is here. Any help appreciated! 

Looks like a texture that is being put onto the atlas is causing trouble. It might have to do with the odd installation path of the game.

 

Check ..DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_tamriel_textures_used.txt for a list of textures to check and verify.

Posted (edited)

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.

Edited by David2408
Posted
  On 7/27/2018 at 7:41 PM, David2408 said:

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.

Are you certain what you see is large reference flicker and the reference/plugin is not mentioned in the log? If that is the case I would like to know the plugin/form id and test.

 

There are more factors than the two DynDOLOD checks for that can cause the flicker, also with ESM/ESL files. I would consider adding additional checks as well.

 

  On 7/27/2018 at 7:41 PM, David2408 said:

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)?

 

Just check if DynDOLOD reports any of these plugins.

 

To test if the flicker is caused by large reference bugs, use tll in console to turn off LOD. If flicker goes away and the object is still there loaded as full model, then it is a large reference or full LOD.

 

To verify that the generated LOD is correct, open DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt in a text editor and search for the form id (ignore the first 2 digits for the load order in case it changed) of the object. A line for a large reference has a column "-LargeRef".

Alternatively you could check the BTO that the object is part of a BSSubIndexTriShape that has "-LargeRef" in its name.

 

  On 7/27/2018 at 7:41 PM, David2408 said:

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.

Either the game is broken and unusable or the a plugin that causes large reference bugs are broken and unusable.

So I would either turn off large references or remove plugins that cause problems.

 

You could try moving the overwrites to an ESL.

 

In reality the game needs to be fixed, so spending any time on workarounds is a waste IMHO. Simple as that

Posted
  On 7/28/2018 at 8:38 AM, sheson said:

Are you certain what you see is large reference flicker and the reference/plugin is not mentioned in the log? If that is the case I would like to know the plugin/form id and test

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.

 

  On 7/28/2018 at 8:38 AM, sheson said:

Either the game is broken and unusable or the a plugin that causes large reference bugs are broken and unusable.

So I would either turn off large references or remove plugins that cause problems.

 

You could try moving the overwrites to an ESL.

 

In reality the game needs to be fixed, so spending any time on workarounds is a waste IMHO. Simple as that

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.

Posted (edited)

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.

Edited by David2408

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