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Posted (edited)

Hello, I got a few more questions. You said:

 

You could try to darken the relevant textures in the atlas texture Textures\DynDOLOD\lod\dyndolodtreelod.dds

I tried to look into that and:

 

1. If I edit dyndolodtreelod.dds will I have to edit dyndolodtreelod_n.dds too?

2. What tool would you recommend to darken the texture to someone who had never done anything like that before?

3. Did anything change regarding 3d hybrid tree LOD between Dyndolod Standalone 2.35 - Dyndolod Standalone 2.54 and Dyndolod Resources SE 2.30 - Dyndolod Resources SE 2.45? It's just I never noticed those tree trunks before (when using Dyndolod 2.35 and Resources SE 2.30) and now I'm not sure if they've always been like that and I just never noticed or if they really look different now.

 

Thanks for help in advance and sorry if I'm being annoying ^_^

 

Oh, and (a kinda late) Merry Christmas

Edited by Mirelurk123
Posted (edited)

Just disable auto saves?

 

There is something upsetting the engine obviously. It can't be just the OnCellAttach Events and auto saves alone - as we know it works fine without problems for everybody. You would need to start troubleshooting by removing everything else that does not contribute to the problem until only the things that do contribute are left in the load order. Default game, INIs and all.

 

Still assuming you are using the updated papyrus scripts for PapyrusUtil or DynDOLOD DLL.

 

One thing you could try is setting Temporary=1 in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so there are less persistent records, so there might be less stuff to go through when entering a new worldspace.

I think so. Manual save will also crash this time.

I think some thing reached limte as I've installed 550 mods.

It will be very hard to trouble shooting because the problem only happens on a heavily modded and long time(300+hours) played save.

Only I can try is regenerate/reinstall dyndolod or uninstall something else seems unstable. 

Edited by Elzee
Posted

Hello, I got a few more questions. You said:

I tried to look into that and:

 

1. If I edit dyndolodtreelod.dds will I have to edit dyndolodtreelod_n.dds too?

2. What tool would you recommend to darken the texture to someone who had never done anything like that before?

3. Did anything change regarding 3d hybrid tree LOD between Dyndolod Standalone 2.35 - Dyndolod Standalone 2.54 and Dyndolod Resources SE 2.30 - Dyndolod Resources SE 2.45? It's just I never noticed those tree trunks before (when using Dyndolod 2.35 and Resources SE 2.30) and now I'm not sure if they've always been like that and I just never noticed or if they really look different now.

 

Thanks for help in advance and sorry if I'm being annoying ^_^

 

Oh, and (a kinda late) Merry Christmas

1. no

2. any image program will do, if it doesn't support dds format, convert with an external tool like texconv.

3. maybe, the all sides of the trunks now equally react to light, instead of a too bright and too dark side.

  • +1 1
Posted

I think so. Manual save will also crash this time.

I think some thing reached limte as I've installed 550 mods.

It will be very hard to trouble shooting because the problem only happens on a heavily modded and long time(300+hours) played save.

Only I can try is regenerate/reinstall dyndolod or uninstall something else seems unstable. 

I can see how an automatic save while entering a new worldspace might confuse things while data for the worldspace is loaded and scripts are executed. When you do a manual save later, then at that point nothing is active or running unless you do it while moving across cell borders. There is no mod limit. There is a plugin and open files limit (mitigated by SSE Engine Fixes)

Posted

Ok, thanks for help.

 

Btw. is there a way to download an older version of Dyndolod Resources SE (2.30 specifically)? I tried searching Dyndolod's Nexus page but the oldest I could find was 2.43.

Posted

Ok, thanks for help.

 

Btw. is there a way to download an older version of Dyndolod Resources SE (2.30 specifically)? I tried searching Dyndolod's Nexus page but the oldest I could find was 2.43.

No, there is no use to keep old versions with bugs around that have been fixed in newer versions.

Posted

I can see how an automatic save while entering a new worldspace might confuse things while data for the worldspace is loaded and scripts are executed. When you do a manual save later, then at that point nothing is active or running unless you do it while moving across cell borders. There is no mod limit. There is a plugin and open files limit (mitigated by SSE Engine Fixes)

Thank you for the info. I'll try to disable autosave on cell load.

Posted (edited)

I can see how an automatic save while entering a new worldspace might confuse things while data for the worldspace is loaded and scripts are executed. When you do a manual save later, then at that point nothing is active or running unless you do it while moving across cell borders. There is no mod limit. There is a plugin and open files limit (mitigated by SSE Engine Fixes)

I disabled autosave. But manual save still crash the game even when my character just standing there in exterior.

I also tried uninstalling some script heavy mods and SKSE plugins. But it doesn't work.

Now I'm willing to remove the quest record in dyndolod esp. At least it can stop the scripts crashing my game and remains most of assets and records. Is it dangerous?

Edited by Elzee
Posted (edited)

I disabled autosave. But manual save still crash the game even when my character just standing there in exterior.

I also tried uninstalling some script heavy mods and SKSE plugins. But it doesn't work.

Now I'm willing to remove the quest record in dyndolod esp. At least it can stop the scripts crashing my game and remains most of assets and records. Is it dangerous?

If a clean save, or LOD generated with the Temporary=1 option does not improve things permanently, generate LOD with "Generate DynDOLOD" on the advanced options unchecked to not include any of the scripted dynamic LOD.

Edited by sheson
Posted

Maybe I'm missing something, but after downloading the SE version of DynDOLOD from the OP, yet both versions of DynDOLOD look for original Skyrim, and refuses to interact with Skyrim SE. The following error is thrown:

 

Fatal: Could not open registry key: \SOFTWARE\Bethesda Softworks\Skyrim\

This can happen after Steam updates, run game's launcher to restore registry settings.

Verify game is starting in the desired game mode.

 

And the log is:

 

[00:00:00.054]    DynDOLOD based on xEdit x64 (3D42BB5F) starting session 2018-12-26 22:07:18

[00:00:00.056]    Using Skyrim Data Path:

[00:00:00.057]    Using Cache Path:

[00:00:00.058]    Using Temp Path: C:\Users\CMWin7\AppData\Local\Temp\TES5Edit\

[00:00:00.059]    Using ini:

[00:00:00.060]    Fatal: Could not find ini

RTFM and watch the ***** video in the manual please.

Posted

Hi sheson,

 

I need help with the following problem: I use oldrim Enhanced Vanilla Trees and the included RAT with 3D Tree LOD. The LOD of the 6 variants of aspen trees is not working properly. When far away, there are no leaves visible at all. That way, the leaves just pop in weirdly once I get close. Two screenshots so you know what I mean:

Far Closer

This only applies, like I said, to the 6 aspen trees, all other trees are working beautifully.

According to DynDOLOD Log, 3D Lod meshes and billboards are found. 1 2

 

Thanks in advance

Posted

Hi sheson,

 

I need help with the following problem: I use oldrim Enhanced Vanilla Trees and the included RAT with 3D Tree LOD. The LOD of the 6 variants of aspen trees is not working properly. When far away, there are no leaves visible at all. That way, the leaves just pop in weirdly once I get close. Two screenshots so you know what I mean:

Far Closer

This only applies, like I said, to the 6 aspen trees, all other trees are working beautifully.

According to DynDOLOD Log, 3D Lod meshes and billboards are found. 1 2

 

Thanks in advance

https://forum.step-project.com/topic/13029-dyndolod-254-skyrim-sevr-beta/page-70?p=230483&do=findComment&comment=230483

Posted

Hey sheson,

 

i recently tried out Claralux and so far i am really liking it. However i cant seem to manage to get proper glow lods for the city lights claralux adds (whiterun wall lights for example). I cant seem to find any topics about this, so i got to ask. I already tested the suggested culling data glitch fix, but it didnt change anything for me. Hope you could help me to fix this (if even possible).

Posted

Hey sheson,

 

i recently tried out Claralux and so far i am really liking it. However i cant seem to manage to get proper glow lods for the city lights claralux adds (whiterun wall lights for example). I cant seem to find any

topics about this, so i got to ask. I already tested the suggested culling data glitch fix, but it didnt change anything for me. Hope you could help me to fix this (if even possible).

Most lights and objects from Claralux can not have LOD because they are added as temporary objects at runtime when their cell attaches. One obstacle is that it is not possible to create temporary objects with the IsFullLOD flag set.

 

References using the IsFullLOD flag are not culled by the pre-computed occlusion. It also makes no sense to remove the culling data from any cells if they do not have visual problems caused by the pre-computed culling.

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