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Posted

Okay, I‘ll search for the tree report. But please understand that I haven’t changed my tree mods since the last time I ran DynDOLOD. Obviously, they do have 3D models. 🙂 I‘m pretty sure there‘s one tiny little step I forgot about...

Posted

Alas, I can't find any other log than the one I've linked you.

By the way, the billboards are included in the mods I'm using. On running DynDOLOD, the generate tree LOD option is disabled, which indicates that the trees will be treated as static objects instead, and will use 3D billboards. At least that's how I understood it.

Posted

I am new to generating these things so if anyone knows what is the problem pls keep it simple so that my tiny brain can understand it. Thank You!!

These Were Written In DynDOLOD :-

TreePineForestSnow01 [TREE:0005C072] #0 using billboard textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnow01_0005c072.dds
[00:09:11.112]        TreePineForestSnow02 [TREE:0005C071] #3 using billboard textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnow02_0005c071.dds
[00:09:11.112]        TreePineForestSnow03 [TREE:0005C070] #2 using billboard textures\terrain\lodgen\skyrim.esm\treepineforestsnow03_0005c070.dds
[00:09:11.112]        TreePineForestSnow04 [TREE:0005C06F] #1 using billboard textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnow04_0005c06f.dds
[00:09:11.112]        TreePineForestSnow05 [TREE:0005C06E] #4 using billboard textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnow05_0005c06e.dds
[00:09:11.112]        TreeTundraDriftWoodTree01 [TREE:000B8F53] #5 using billboard textures\terrain\lodgen\skyrim.esm\tundradriftwood01_000b8f53.dds
[00:09:11.112]    Creating atlas 512x512 with 6 textures
[00:09:11.112]    [DeepwoodRedoubtWorld] Trees LOD generation error: Access violation at address 000000000040DEF0 in module 'DynDOLODx64.exe'. Read of address FFFFFFFFFFFFFFFF
[00:09:11.112]    [00:00]  
[00:09:11.112]    [00:00] Exception in unit userscript line 255: [DeepwoodRedoubtWorld] Trees LOD generation error: Access violation at address 000000000040DEF0 in module 'DynDOLODx64.exe'. Read of address FFFFFFFFFFFFFFFF
[00:09:11.112]    [00:00]  
[00:09:11.112]    [00:00] Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors.
[00:09:11.112]    [00:00]  
[00:09:11.112]    [00:00] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/
[00:09:11.112]    [00:00] Error: [DeepwoodRedoubtWorld] Trees LOD generation error: Access violation at address 000000000040DEF0 in module 'DynDOLODx64.exe'. Read of address FFFFFFFFFFFFFFFF

 

There was no DynDOLOD_SSE_log.txt found inside log folder so  I was only able to attach bug report.

bugreport.txtFetching info...

Posted

The DynDOLOD log is saved when closing the program. On the other hand you managed to copy and paste the log from the message window. You might as well could have copied the entire log from it.

Use the legal version of the game.

Be mindful of the max path length allowed by the OS. One of the mentioned billboard textures might be corrupt.

Posted
  On 4/1/2021 at 12:53 PM, sheson said:

The DynDOLOD log is saved when closing the program. On the other hand you managed to copy and paste the log from the message window. You might as well could have copied the entire log from it.

Use the legal version of the game.

Be mindful of the max path length allowed by the OS. One of the mentioned billboard textures might be corrupt.

Expand  

oh lemme retry generating lod files at shorter path length...Thnx for quick response

Posted

I am having a couple issues (latest Dyndolod/texgen release, but happened in older version I was using before too).

  1. Dyndolod doesn't seem to be using the texgen output.  I run texgen, verify its output reflects the current textures, install it (and see it in the appropriate data\textures\lod folder afterwards) but when I then run Dyndolod it seems to ignore those textures.  For example, large lod like Whiterun city walls and the Mage's College clearly change from a different color to the correct color when I approach it.  Ultra tree lod trunks also seem to be a different color.  Am I missing a step?
  2. I added a rule to have mountains and cliffs use full model in lod 4, and lod 4 in lod 8, which looks great!  I also upgraded near grids, used original lod assignments, and enabled the largerefs fix in the MRM.  Running ulargereflodgridsize=5.  But some "transition rock" meshes on the sides of mountains now flash from a distance like they are trying to show 2 slightly different meshes/textures simultaneously.  Also, snow on mountain rock changes dramatically from LOD4 level to the loaded cell, as does shadow on mountain rock.  Usually LOD4 has more snow and less shadow than the loaded cell.
  3. Is there a way to completely disable the fade from LOD4 to active cell (like just do an instant change instead)?  Or make it actually fade?  Right now mountain ledges seem to "strobe" for a second or two, which wouldn't matter since I am running full mesh in LOD4, except for the huge discrepancy in shadow and snow mentioned above - so it looks like shadow and/or snow are strobing as I approach mountain rock and it is very distracting.  I turned the "time to fade in from black" in the MRM to 0.00 but that made no difference.

Thanks!

Posted
  On 4/3/2021 at 12:46 AM, vrnord said:

I am having a couple issues (latest Dyndolod/texgen release, but happened in older version I was using before too).

  1. Dyndolod doesn't seem to be using the texgen output.  I run texgen, verify its output reflects the current textures, install it (and see it in the appropriate data\textures\lod folder afterwards) but when I then run Dyndolod it seems to ignore those textures.  For example, large lod like Whiterun city walls and the Mage's College clearly change from a different color to the correct color when I approach it.  Ultra tree lod trunks also seem to be a different color.  Am I missing a step?
  2. I added a rule to have mountains and cliffs use full model in lod 4, and lod 4 in lod 8, which looks great!  I also upgraded near grids, used original lod assignments, and enabled the largerefs fix in the MRM.  Running ulargereflodgridsize=5.  But some "transition rock" meshes on the sides of mountains now flash from a distance like they are trying to show 2 slightly different meshes/textures simultaneously.  Also, snow on mountain rock changes dramatically from LOD4 level to the loaded cell, as does shadow on mountain rock.  Usually LOD4 has more snow and less shadow than the loaded cell.
  3. Is there a way to completely disable the fade from LOD4 to active cell (like just do an instant change instead)?  Or make it actually fade?  Right now mountain ledges seem to "strobe" for a second or two, which wouldn't matter since I am running full mesh in LOD4, except for the huge discrepancy in shadow and snow mentioned above - so it looks like shadow and/or snow are strobing as I approach mountain rock and it is very distracting.  I turned the "time to fade in from black" in the MRM to 0.00 but that made no difference.

Thanks!

Expand  

1. LOD generation always uses the texture that are installed in the load order. Read DynDOLOD_TexGen.html and this thread and then check specifically which textures TexGen can actually generate and update. Only TexGen 3 alpha as part of DynDOLOD 3 alpha can generate such pre-rendered textures automatically.

2. Read DynDOLOD_Manual_SSE.html when to enable the Large Reference fix in the DynDOLOD SkyUI MCM and when not:
If uLargeRefLODGridSize is turned off (uLargeRefLODGridSize <= uGridsToLoad), the Large Reference Fix checkbox should be unchecked, so that dynamic LOD objects for large references in the FarGrid switch correctly.
As explained many times, DynDOLOD does not change how LOD works. The engine always loads full models first, then disables LOD models. In this brief time both models show. LOD does *not* cast or receive shadows and LOD only has two material snow shaders. Hence, even when using full models for LOD, it is always different.

3. Program a different LOD system, update the LOD shaders etc. Make the load order lighter so all things in the cells load faster, then the brief overlap should be shorter. The settings that defines how long the screen stays black after loading does not affect anything else but the time how long the screen stays black after loading.

Posted
  On 4/3/2021 at 6:05 AM, sheson said:

1. LOD generation always uses the texture that are installed in the load order. Read DynDOLOD_TexGen.html and this thread and then check specifically which textures TexGen can actually generate and update. Only TexGen 3 alpha as part of DynDOLOD 3 alpha can generate such pre-rendered textures automatically.

2. Read DynDOLOD_Manual_SSE.html when to enable the Large Reference fix in the DynDOLOD SkyUI MCM and when not:
If uLargeRefLODGridSize is turned off (uLargeRefLODGridSize <= uGridsToLoad), the Large Reference Fix checkbox should be unchecked, so that dynamic LOD objects for large references in the FarGrid switch correctly.
As explained many times, DynDOLOD does not change how LOD works. The engine always loads full models first, then disables LOD models. In this brief time both models show. LOD does cast or receive shadows and LOD only has two material snow shaders. Hence, even when using full models for LOD, it is always different.

3. Program a different LOD system, update the LOD shaders etc. Make the load order lighter so all things in the cells load faster, then the brief overlap should be shorter. The settings that defines how long the screen stays black after loading does not affect anything else but the time how long the screen stays black after loading.

Expand  

Thanks for the response!  I have now turned off the Large Ref fix.

Time to try out v3.0!  

  • 2 weeks later...
Posted

I'm not sure where the best place to post this is...

I just wanted to say that if anyone here regularly tests places in game by COC'ing to them, that will probably NOT be a good test since all kinds of anomalies can happen. LODs in particular often are not unloaded properly, so you get LODs instead of fully rendered objects, or tons of z-fighting with both full and LODs on top of each other causing horrible flashing/shimmering. Even if you COC into an adjacent cell and walk to your final destination, or pass through load door of some type to get there, I've often found problems with LODs persisting. Even saving the game and reloading right there will not fix it. So keep that in mind if you COC. And this is just LOD problems; there are many other things that can happen since you aren't triggering events in their proper order, resulting in broken quests and other glitches.

In addition, IF YOU ARE USING A PAPER MAP THAT INCLUDES THE FOLLOWING SKYRIM.INI SETTINGS (OR ITS OWN INI FILE WITH THESE SETTINGS), IT CAN PREVENT LODS FROM UNLOADING!

uLockedObjectMapLOD=32

uLockedTerrainLOD=32

 

This problem is especially prevalent in Blackreach and The Forgotten Vale where the textures will flash and shimmer horribly once you start traveling around. For more info on that and how to fix it. see my post in the Paper Map mod.

Posted
  On 4/12/2021 at 4:38 PM, Glanzer said:

I'm not sure where the best place to post this is...

I just wanted to say that if anyone here regularly tests places in game by COC'ing to them, that will probably NOT be a good test since all kinds of anomalies can happen. LODs in particular often are not unloaded properly, so you get LODs instead of fully rendered objects, or tons of z-fighting with both full and LODs on top of each other causing horrible flashing/shimmering. Even if you COC into an adjacent cell and walk to your final destination, or pass through load door of some type to get there, I've often found problems with LODs persisting. Even saving the game and reloading right there will not fix it. So keep that in mind if you COC. And this is just LOD problems; there are many other things that can happen since you aren't triggering events in their proper order, resulting in broken quests and other glitches.

In addition, IF YOU ARE USING A PAPER MAP THAT INCLUDES THE FOLLOWING SKYRIM.INI SETTINGS (OR ITS OWN INI FILE WITH THESE SETTINGS), IT CAN PREVENT LODS FROM UNLOADING!

uLockedObjectMapLOD=32

uLockedTerrainLOD=32

 

This problem is especially prevalent in Blackreach and The Forgotten Vale where the textures will flash and shimmer horribly once you start traveling around. For more info on that and how to fix it. see my post in the Paper Map mod.

Expand  

From the DynDOLOD FAQ

Q: Game: Out of place objects / floating objects / flickering full models 

A: DynDOLOD does not change how the engine works. When new cells attach, first it loads the full models, then unloads object LOD. For that brief time both models show and there can be flicker. The busier the cell is and the more system rsource are strained the longer it takes to load full models and unload LOD.

A: If LOD was generated for a different load order generate LOD for the current load order.

A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video https://www.youtube.com/watch?v=1_5MWqeHIzw&t=2320 or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. 

A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html 

A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this object originates. 

A: Deleted record by a dirty plugin. Check the log for messages about deleted references by dirty plugins. Clean all UDRs and ITMs from dirty plugins.

A: Sometimes LOD objects are placed on top of other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD. 

A: Game engine limitation. If the game enables objects that have static object LOD, the entire static object LOD for a cell may briefly show with the full models at the same time. Since now more objects have LOD this might be more obvious than before, especially while playing the intro. Consider installing the generated LOD mod after completing the intro. 

A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000. 

A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true with mods modifying the walled cities. Users are asked and welcome to provide feedback to https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with console / form id) about issues if possible. 

A: Flickering textures (full and LOD model showing at the same time) in the LOD area outside the active cells in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in . Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini.

A: In case large references are enabled in the game, make sure to generate both the DynDOLOD.esm and DynDOLOD.esp and to enable the Large Reference Fix in the DynDOLOD SkyUI MCM. See ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html

A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini.

 

As you can see by the last FAQ answer, this is already a well known/documented cause for this type of problem issue. COC in itself is fine, it is not really different from fast travel.

  • Like 1
Posted

Hello. I started using DynDoLOD about two days ago. I didn't really have any issues with its use, but my issue is when I tried to uninstall it.

I followed the instructions as outlined in the MCM menu. First I disabled it, waited for the confirmation saying the mod was disabled. I entered an interior cell. Saved. I reloaded that save, this time with DynDoLOD disabled (files and esp deactivated). Then saved again.

Finally I reloaded that save, waited for like 25 days, still in the interior cell (with the hope that all of the world's cell would refresh). Then saved again.

I reloaded that final save expecting to be rid of any residue of the mod, but for some reason, I now see a lot of blue textures throughout the world, including when I pull up the Map menu. I know enough about modding to understand that blue meshes and textures mean that the game (or the esp being used) is looking for a resource that it is unable to find, but I'm stumped as to why my save would still look for those DynDoLOd related resources when I've already removed the files and esp from the game, and loaded a Save without them active. Normally, when I deal with meshes and textures, a simple matter of disabling the mod would leave no issue or traces behind in my save. But it doesn't seem to be the case for DynDoLOd.

I use Mod Organizer 2 so every mod is installed in its own folder which can easily be removed without harm to the game. When I disabled then uninstalled DynDoLOD, I made sure nothing remained in my Skyrim folder. So I don't understand how the game is still looking for those textures and meshes. What is telling it to do so? Certainly not the esp or esm (they're both gone).

Does DynDoLOD save any of those world changing information in the Save itself (thereby making it permanent) ? Is there a way for the Save to be used without DynDoLOD?

Hopefully someone would be able to help me.

Posted
  On 4/15/2021 at 12:03 PM, AlbertH69 said:

Hello. I started using DynDoLOD about two days ago. I didn't really have any issues with its use, but my issue is when I tried to uninstall it.

I followed the instructions as outlined in the MCM menu. First I disabled it, waited for the confirmation saying the mod was disabled. I entered an interior cell. Saved. I reloaded that save, this time with DynDoLOD disabled (files and esp deactivated). Then saved again.

Finally I reloaded that save, waited for like 25 days, still in the interior cell (with the hope that all of the world's cell would refresh). Then saved again.

I reloaded that final save expecting to be rid of any residue of the mod, but for some reason, I now see a lot of blue textures throughout the world, including when I pull up the Map menu. I know enough about modding to understand that blue meshes and textures mean that the game (or the esp being used) is looking for a resource that it is unable to find, but I'm stumped as to why my save would still look for those DynDoLOd related resources when I've already removed the files and esp from the game, and loaded a Save without them active. Normally, when I deal with meshes and textures, a simple matter of disabling the mod would leave no issue or traces behind in my save. But it doesn't seem to be the case for DynDoLOd.

I use Mod Organizer 2 so every mod is installed in its own folder which can easily be removed without harm to the game. When I disabled then uninstalled DynDoLOD, I made sure nothing remained in my Skyrim folder. So I don't understand how the game is still looking for those textures and meshes. What is telling it to do so? Certainly not the esp or esm (they're both gone).

Does DynDoLOD save any of those world changing information in the Save itself (thereby making it permanent) ? Is there a way for the Save to be used without DynDoLOD?

Hopefully someone would be able to help me.

Expand  

Missing textures on the map have nothing to do with any plugins or the save games.

The LOD meshes and textures on the map are just loaded directly from the data folder (or BSA if there are no loose files). 

It means LOD textures were removed from the load order but not the LOD meshes that require them.

Simply use  MO2 right data tab to find out which mod supplies the current LOD meshes. In case there are no loose files, use xEdit Assets Browser (CTRL+F3).

On the other hand you do not really have to worry about it. Once you generated the new output from scratch and install it last so it overwrites everything, the LOD and map will be fine again and not have any missing textures (unless there were warning/error message in the log)

Posted

Hey Sheson,

first of all, thanks so much for creating dyndolod, it's invaluable for a proper visual overhaul! I have a question regarding shadows on LODs: My LODs don't receive shadows, but a bit above on this page you wrote "LOD does cast or receive shadows", so I am now wondering if something is broken in my game or what I can/should do to enable shadows for LODs. Or was that a mistake and a "not" is missing in that sentence, so LODs do not cast nor receive shadows and that's just what it is and can't be changed?

I'm on the latest alpha of dyndolod.

Thanks!

Posted
  On 4/19/2021 at 8:40 AM, Cangar said:

Hey Sheson,

first of all, thanks so much for creating dyndolod, it's invaluable for a proper visual overhaul! I have a question regarding shadows on LODs: My LODs don't receive shadows, but a bit above on this page you wrote "LOD does cast or receive shadows", so I am now wondering if something is broken in my game or what I can/should do to enable shadows for LODs. Or was that a mistake and a "not" is missing in that sentence, so LODs do not cast nor receive shadows and that's just what it is and can't be changed?

I'm on the latest alpha of dyndolod.

Thanks!

Expand  

LOD does not cast or receive shadows in the vanilla game. The "not" must be missing in the post. Post the link so I can update it.

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