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Posted
25 minutes ago, KatCut said:

Is it normal to get random stutters every few seconds while using dyndolod on high settings on a pc like mine, 2060 super ryzen 5 3600 16 gb ram and ssd 500 gb on windows 10? I have very few mods, mostly vanilla playthrough. I'm also on a gsync monitor, with gsync active and triple buffering vsync in nvidia pannel active too. This is my first post here, so sorry if I missed something. 

There is nothing in the generated LOD mod that runs every few seconds, obviously. You may want to read the performance section in the manual.

Posted
2 hours ago, KatCut said:

Is it normal to get random stutters every few seconds while using dyndolod on high settings on a pc like mine, 2060 super ryzen 5 3600 16 gb ram and ssd 500 gb on windows 10? I have very few mods, mostly vanilla playthrough. I'm also on a gsync monitor, with gsync active and triple buffering vsync in nvidia pannel active too. This is my first post here, so sorry if I missed something. 

This sounds like something that can be resolved by modifying INI/driver-soft settings. I don't think you want vsync active with g-sync also active, fe. I have a upscale box with Ryzen 3950X and had same issue. Resolved by setting up the Radeon G-sync equivalent + input lag correction in driver-soft and letting the game handle everything else. SSE Display Tweaks also has some releated settings to play with. I run windowed borderless (via Display Tweaks) and have ensured that only ONE source defines any given setting, particularly with respect to FPS limiters and vsync (out of game INIs, driver-soft, and mods), so zero conflict/redundancy.

Posted
On 5/19/2021 at 3:20 PM, z929669 said:

This sounds like something that can be resolved by modifying INI/driver-soft settings. I don't think you want vsync active with g-sync also active, fe. I have a upscale box with Ryzen 3950X and had same issue. Resolved by setting up the Radeon G-sync equivalent + input lag correction in driver-soft and letting the game handle everything else. SSE Display Tweaks also has some releated settings to play with. I run windowed borderless (via Display Tweaks) and have ensured that only ONE source defines any given setting, particularly with respect to FPS limiters and vsync (out of game INIs, driver-soft, and mods), so zero conflict/redundancy.

I actually found out what was causing the issue. It was the mod No grass in object. I did do the while precache btw idk why it was causing stuttering tho. Maybe i went a bit overboard with the configs of the mod.

Posted (edited)

I know I am doing something wrong but don't know what it is, and can't find any relevant documentation on it.  Basically I added The Great Forest of Whiterun Hold (TGFWH) to my load order, and have now run Dyndolod 4 times and it seems to ignore the trees etc added by TGFWH every time.  Those added trees don't appear in game until up close, and I can see that TGFWH isn't even added as a master to the Dyndolod plugin.

TGFWH works in-game so I know it is activated and working properly, and Dyndolod works in-game too because trees added by other mods are still visible in the distance.  I can see in the log that Dyndolod sees the TGFWH plugin, and don't see any errors.  I deleted the cache.  I am no newbie at running Dyndolod, but I did just switch to MO2 so maybe that is something?  I am running Dyndolod via MO2, and the previous Dyndolod I ran via MO2 prior to installing TGFWH worked flawlessly.

Also I know TGFWH works with Dyndolod because I had it installed about 8 months ago and it was wonderful, but my system at the time couldn't handle the extra load.

I think I am losing my mind!  Any suggestions?

 

EDIT: I may have found the problem but don't know how to fix it.  I added a "patch" .esp after TGFWH to change about 50% of its added tree references from pine trees to aspens - I just used a script to change the "Name - Base" field from one tree base record to another.  That works fine in-game, but I noticed a line in the log that says "[00:00:21.589]    <Warning: 430 duplicate FormID numbers of trees references were detected, excluded from LOD>".  That isn't attached to any plugin in particular but it is a huge number compared to previous logs from before TGFWH; I wonder if it is ignoring both plugins (TGFWH and the patch) because the patch overrides all the trees and so Dyndolod thinks it is all duplicate?  Clearly I still want it to generate LOD for the winning record.  I will try to Z-merge the 2 together so they aren't duplicating each other and see what happens.

Edited by vrnord
Posted
4 hours ago, vrnord said:

I know I am doing something wrong but don't know what it is, and can't find any relevant documentation on it.  Basically I added The Great Forest of Whiterun Hold (TGFWH) to my load order, and have now run Dyndolod 4 times and it seems to ignore the trees etc added by TGFWH every time.  Those added trees don't appear in game until up close, and I can see that TGFWH isn't even added as a master to the Dyndolod plugin.

TGFWH works in-game so I know it is activated and working properly, and Dyndolod works in-game too because trees added by other mods are still visible in the distance.  I can see in the log that Dyndolod sees the TGFWH plugin, and don't see any errors.  I deleted the cache.  I am no newbie at running Dyndolod, but I did just switch to MO2 so maybe that is something?  I am running Dyndolod via MO2, and the previous Dyndolod I ran via MO2 prior to installing TGFWH worked flawlessly.

Also I know TGFWH works with Dyndolod because I had it installed about 8 months ago and it was wonderful, but my system at the time couldn't handle the extra load.

I think I am losing my mind!  Any suggestions?

 

EDIT: I may have found the problem but don't know how to fix it.  I added a "patch" .esp after TGFWH to change about 50% of its added tree references from pine trees to aspens - I just used a script to change the "Name - Base" field from one tree base record to another.  That works fine in-game, but I noticed a line in the log that says "[00:00:21.589]    <Warning: 430 duplicate FormID numbers of trees references were detected, excluded from LOD>".  That isn't attached to any plugin in particular but it is a huge number compared to previous logs from before TGFWH; I wonder if it is ignoring both plugins (TGFWH and the patch) because the patch overrides all the trees and so Dyndolod thinks it is all duplicate?  Clearly I still want it to generate LOD for the winning record.  I will try to Z-merge the 2 together so they aren't duplicating each other and see what happens.

LOD meshes and textures are just files that the engine loads. There is no data/master required in any DynDOLOD plugin for those.

For a tree to have LOD it requires a billboard (and/or a 3D LOD model for ultra tree LOD) to be installed. The log prints a list of found and not found billboards. The plugin filename and the form id of the base record is part of a billboards path.

If different plugins add tree references with the same form id (without the first two bytes for the load order), then only the first can have tree LOD. Any duplicate will be done in object LOD instead automatically. DynDOLOD just logs facts and what it is doing.

There is no need or use to delete the cache folder.

Posted
7 hours ago, sheson said:

LOD meshes and textures are just files that the engine loads. There is no data/master required in any DynDOLOD plugin for those.

For a tree to have LOD it requires a billboard (and/or a 3D LOD model for ultra tree LOD) to be installed. The log prints a list of found and not found billboards. The plugin filename and the form id of the base record is part of a billboards path.

If different plugins add tree references with the same form id (without the first two bytes for the load order), then only the first can have tree LOD. Any duplicate will be done in object LOD instead automatically. DynDOLOD just logs facts and what it is doing.

There is no need or use to delete the cache folder.

Please disregard: I ran once more over night and the latest output works properly!  Don't know what changed but is good now.

Thanks!

  • 2 weeks later...
Posted (edited)

First of all, the forum won't permit me to post the other log file because of size limitations. Second, I only posted to help you, you could afford to be a little more polite. I appreciate modders, I really do, but it seems modders don't really appreciate players. If it weren't for us, the modding community would just be one big circle-jerk.

I get that you see a lot of players who don't read instructions and come at you with bad reviews and accusations of your mod being broken, but I also see a lot of "Nobody told me there was a bug!" Now, shall I go open a pastebin account or just let it lie?
 

 

EDIT: FWIW, pastebin has a limit of 512 kB unless you pay for the PRO version.

Here's the dropbox links:

https://www.dropbox.com/s/9hw4zl66yagwy0g/DynDOLOD_SSE_log.txt?dl=0

https://www.dropbox.com/s/ke2t9bkyzjqzni4/TexGen_SSE_log.txt?dl=0

Edited by Elaura
more info
Posted
2 hours ago, Elaura said:

First of all, the forum won't permit me to post the other log file because of size limitations. Second, I only posted to help you, you could afford to be a little more polite. I appreciate modders, I really do, but it seems modders don't really appreciate players. If it weren't for us, the modding community would just be one big circle-jerk.

I get that you see a lot of players who don't read instructions and come at you with bad reviews and accusations of your mod being broken, but I also see a lot of "Nobody told me there was a bug!" Now, shall I go open a pastebin account or just let it lie?
 

 

EDIT: FWIW, pastebin has a limit of 512 kB unless you pay for the PRO version.

Here's the dropbox links:

https://www.dropbox.com/s/9hw4zl66yagwy0g/DynDOLOD_SSE_log.txt?dl=0

https://www.dropbox.com/s/ke2t9bkyzjqzni4/TexGen_SSE_log.txt?dl=0

Pastebin does not require an account. Truncate logs to the last meaningful generation with the error.

Searching the forum for the error message '$;;Far LO' is not a valid integer value as suggested by the log messages finds this:

Do not install or use files from DynDOLOD Resources SE alpha with DynDOLOD Standalone 2.x

The bugreport that was posted without any additional log files or information was from DynDOLOD 3 alpha posted to a wrong thread.
Decide if you want to use DynDOLOD 3 alpha or if you want to use DynDOLOD 2.x.
Make a clean install of that version according to the manual.
In case of problems follow the instructions given the log messages and/or the first post and post on the appropriate thread.

Posted (edited)

Thank you. I will delete All DYNdolod files from my disk and download only what is available on Nexus, run it again and report back.

 

 

 

EDIT: generation completed. Thank you.

I thought I'd deleted everything from the previous install before, but I clearly didn't. I'm not even sure where I got DYNDOLOD 3 alpha. I usually avoid alpha releases and it isn't on the nexus page. As for following the instructions in the log, it said nothing of truncating the files, nor of searching the forum for a particular error string. If it had, I would have.

I generally don't read through or search forum threads to report errors; I follow the instructions given in the error message. If those instructions aren't clear or are incomplete, I often just don't report the error and either revert to a previous version or wait until a newer version comes out.

I appreciate all your hard work over the years, Sheson. I've used your work since Morrowind, I believe. I apologize if I seem like such a simpleton I havent RTFM, or followed the instructions. Imagine, though, that I am one of the more experienced Skyrim players and have been playing and modding Bethesda games since Morrowind. If I can be confused, even by what you feel to be perfectly clear instructions, what do you think happens to players who are modding their game for the first time?

Edited by Elaura
more info
Posted
11 hours ago, Elaura said:

First of all, the forum won't permit me to post the other log file because of size limitations. Second, I only posted to help you, you could afford to be a little more polite. I appreciate modders, I really do, but it seems modders don't really appreciate players. If it weren't for us, the modding community would just be one big circle-jerk.

How big are your logs?? You should have a 2Mb limit for a single post, which should be more than enough. Keep in mind that many of the LOD-related logs append between runs rather than replace, so they can get big if not ever deleted.

Posted
10 hours ago, Elaura said:

As for following the instructions in the log, it said nothing of truncating the files, nor of searching the forum for a particular error string. If it had, I would have.

From the log you posted:
Check the FAQ and search official forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ for those errors.

I do not care if people lack common sense, are ignorant, do not know how to read or how to use a forum.
I will always briefly and polity point out where to find information or analyze the facts/logs/information that have been given.

  • 1 month later...
Posted

Hi yesterday i updated RW2 and Majestic Mountains to latest versions both said i need to re-generate DynDOLOD and xLODgen so i run DynDOLODx64 2.96 through MO2 (2.3.2) selected all worlds High rules and clicked ok Oclussion.esp disabled Bashed patch 0.esp disabled also i clicked yes to update existing .esm and .esp. After like 11 minutes of generating files it gave me this error: Exception in unit userscript line 350: Load order FileID [F8] cannot be mapped to file FileID for file "DynDOLOD.esm". F8 is Dyndolod.esp  Any help would be appreciated thx

If it helps i am using Living Skyrim 2 modlist with custom mods added to it.

DynDOLOD_SSE_log.txt

bugreport.txt

Posted
2 hours ago, tomasko3 said:

Hi yesterday i updated RW2 and Majestic Mountains to latest versions both said i need to re-generate DynDOLOD and xLODgen so i run DynDOLODx64 2.96 through MO2 (2.3.2) selected all worlds High rules and clicked ok Oclussion.esp disabled Bashed patch 0.esp disabled also i clicked yes to update existing .esm and .esp. After like 11 minutes of generating files it gave me this error: Exception in unit userscript line 350: Load order FileID [F8] cannot be mapped to file FileID for file "DynDOLOD.esm". F8 is Dyndolod.esp  Any help would be appreciated thx

If it helps i am using Living Skyrim 2 modlist with custom mods added to it.

DynDOLOD_SSE_log.txt 312.98 kB · 0 downloads

bugreport.txt 65.87 kB · 0 downloads

There should have been a message that said "Update an existing DynDOLOD.esm and DynDOLOD.esp? If this is not successful start from scratch." that you clicked yes to.

So, generate from scratch to see if that works without error.

Disabling Bashed Patch is a troubleshooting step in case it causes errors to see if it is broken.

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