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Posted

Heya, what's the best way to see which mod is buggering my DynDOLOD run?

 

Was using the latest DynDOLOD resources but was getting a constant CTD on Windhelm bridge. Once I dropped DynDOLOD it would work fine. Turn on instant reproducable CTD

 

I thought it was JKs (for some reason) but after re-running DYnDOLOD without JK it would CTD again.

 

So what's the best way to figure this out? What should I check out?

Posted

Heya, what's the best way to see which mod is buggering my DynDOLOD run?

 

Was using the latest DynDOLOD resources but was getting a constant CTD on Windhelm bridge. Once I dropped DynDOLOD it would work fine. Turn on instant reproducable CTD

 

I thought it was JKs (for some reason) but after re-running DYnDOLOD without JK it would CTD again.

 

So what's the best way to figure this out? What should I check out?

Start by checking the log for missing meshes. Then do the debug mode explained in the readme.txt.

Posted

Start by checking the log for missing meshes. Then do the debug mode explained in the readme.txt.

Sorry, classic case of RTFM. Since I posted I went over the readme.

 

With the debugger active I get this in the bottom of my papyrus log

[04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject < (DA026D5E)>] Disable #5 [Form < (1206CDAD)>] using dyndolod\lod\clutter\candlelanternwithcandle01_dyndolod_lod.nif

[04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject < (DA026569)>] Disable #5 [Form < (1206CDAF)>] using Effects\FXrapidsFallsLine01.nif

[04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject < (DA02657F)>] Disable #5 [Form < (1206CDB1)>] using Effects\FxRapidsRingHeavy.nif

[04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject < (DA0265B1)>] Disable #5 [Form < (1206CDB1)>] using Effects\FxRapidsRingHeavy.nif

[04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject < (DA027882)>] Disable #5 [Form < (1206CDC2)>] using lod\farmhouse\smith01glow_lod_0.nif

 

Actually there's tons like that but I'm guessing this is to do with DynDo initilising and not anything to do with a crash?

Posted (edited)

Sorry, classic case of RTFM. Since I posted I went over the readme.

 

With the debugger active I get this in the bottom of my papyrus log

[04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject ] Disable #5 [Form ] using dyndolod\lod\clutter\candlelanternwithcandle01_dyndolod_lod.nif

[04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject ] Disable #5 [Form ] using Effects\FXrapidsFallsLine01.nif

[04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject ] Disable #5 [Form ] using Effects\FxRapidsRingHeavy.nif

[04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject ] Disable #5 [Form ] using Effects\FxRapidsRingHeavy.nif

[04/10/2018 - 12:10:08PM] [sHESON_DynDOLOD_LODObject ] Disable #5 [Form ] using lod\farmhouse\smith01glow_lod_0.nif

 

Actually there's tons like that but I'm guessing this is to do with DynDo initilising and not anything to do with a crash?

Typically the last line in the papyrus log would would say "Enable" if that nif somehow caused a crash. "Disable" should be fine, as that means the nif was enabled before.

 

So if those checked do not reveal anything, you can try to remove references from DynDOLOD plugins while trying to only keep the data that causes the problem. (First run game without the esp - if possible - to see if its in ESM which is more likely)

 

Then remove batches of worldspace data, like all temporary cells, only keeping the persistent cell 00000D74 or vice versa. Do not remove Tamriem_ShesonObject, Tamriel_Minion* or Tamriel_Firstborn, just the *_DynDOLOD_LOD/GLOWLOD/TOWN (TOWN is typically in temp cells only)

 

Once you narrowed down a reference it should be clear which mod from its EditorID or from the base record / mesh it is using.

Edited by sheson
Posted

Well it loads up fine without the .esp

 

It just says DynDolod.esp not found but still works fine

 

I gotta do what you say in the .esp as that's the problem

 

Question time: When you say remove reference from the plugin you mean make a back-up of the .esp and start pulling the data with xEdit from the Dyndolod.esp till I get to the point where it loads up the bridge?

Posted (edited)

Question time: When you say remove reference from the plugin you mean make a back-up of the .esp and start pulling the data with xEdit from the Dyndolod.esp till I get to the point where it loads up the bridge?

Yes like that, the idea is to remove all data that is not causing a problem. So if it works after removing some data, go back one step and remove something else, so that in the end you hopefully have one single entry left that is still causing the crash.

Edited by sheson
Posted

Well I went through all the things That were in worldspace deleting all the things like a madman but in the end it was THIS lil jerk

 

Not sure why but my Talos statue from No Snow under roof was causing my game to CTD. I restored everything before I started pulling records and bingo, CTD. Removed just that one record from static and BINGO, no CTD

 

TLDR: I messed around with some .nifs to mash some mod together and missed one. Working fine now plus Talos gets is nice fancy looking snowy shoulders.

 

Christ, 3 hours for a Talos in the north to have snowy shoulders. Welcome to Skyrim modding eh?

Posted

Hey Sheson.  First, thank you for DynDOLOD, and now that I've figured out the functionality a bit (largely thanks to your helpful advice in another thread), it's worked like a charm for me so far.  I've had to play around with some different settings, trial and error, but I've gotten it to where it's working mostly with everything in my game now, providing beautiful LOD, and such a detailed world map.

 

So, I was curious, will the current build work with LotD 4.0 or are we going to have to wait for a new rules set?  Or is there a way to adjust it ourselves for 4.0 support, such as renaming the rules .ini files for the new .esm format of LotD?

Posted (edited)

Hey Sheson.  First, thank you for DynDOLOD, and now that I've figured out the functionality a bit (largely thanks to your helpful advice in another thread), it's worked like a charm for me so far.  I've had to play around with some different settings, trial and error, but I've gotten it to where it's working mostly with everything in my game now, providing beautiful LOD, and such a detailed world map.

 

So, I was curious, will the current build work with LotD 4.0 or are we going to have to wait for a new rules set?  Or is there a way to adjust it ourselves for 4.0 support, such as renaming the rules .ini files for the new .esm format of LotD?

I am just looking at the new version these days and will provide update rules soon. You can definitely do the renaming of esp to esm in the filename and in the file itself.

Other than that I am not sure yet if new/updated rules are really required, but I want to update how the Gildhouse is done and make more things appear on the map, based on the feedback.

Well I went through all the things That were in worldspace deleting all the things like a madman but in the end it was THIS lil jerk

 

Not sure why but my Talos statue from No Snow under roof was causing my game to CTD. I restored everything before I started pulling records and bingo, CTD. Removed just that one record from static and BINGO, no CTD

 

TLDR: I messed around with some .nifs to mash some mod together and missed one. Working fine now plus Talos gets is nice fancy looking snowy shoulders.

 

Christ, 3 hours for a Talos in the north to have snowy shoulders. Welcome to Skyrim modding eh?

That is how it goes. Just to be sure I understand it correctly, the nif was damaged somehow and reinstalling fixed it?

Edited by sheson
Posted (edited)

I am just looking at the new version these days and will provide update rules soon. You can definitely do the renaming of esp to esm in the filename and in the file itself.

Other than that I am not sure yet if new/updated rules are really required, but I want to update how the Gildhouse is done and make more things appear on the map, based on the feedback.

Sounds great.  I have my rules file names updated as well as went into them with notepad++ to replace all the .esp references to .esm, so when I install 4.0 and run DynDOLOD hopefully that will work.  As far as I know, all the form IDs should still be the same, as all they did was change it from an .esp to an .esm and fixed a few bugs that were still left.  My current playthrough has already had its LOD generated and is working fine, so figured it would be safe to go ahead and edit those rules files to be ready for when I install LotD 4.0 to start my new playthrough.  Thanks for the advice again.

 

As for making things appear on the map, I hope my feedback about the museum helped.  Couldn't get it to work for the guild house and planetarium, though, even setting their rules to use the full model for everything.  Maybe I'd need to use the base models they used for those instead.  Also a real pain getting it to get the rocks that are built up around the back of the museum to generate map atlas models to cover the one little gap still left at the back of the museum, but that wasn't really such an issue to me.  Easy enough to overlook.

Edited by ScottyRage
Posted

That is how it goes. Just to be sure I understand it correctly, the nif was damaged somehow and reinstalling fixed it?

 

 

 

The .nif was fine. User error, or in this case too much user interference!

 

I was using the statue textures from Stunning Statues and the .nifs from No Snow Under Roof except for the Snowy Talos statue and forgot to change the name of the .nif. So the Snowy One overlooking the bridge at Windhelm CTDed the game. Silly me, my bad. Took awhile but still felt good to pinpoint the corruption.

 

Thanks for the hand holding

Posted

Hello :)

 

"Waiting for LODGenx64.exe to finish..."

Little DOS window churning out "Finished LOD level 4 coord ..."

 

from 17 min  straight to 27 min sec.

"Gave up waiting for C:\Users\~~~~\Desktop\SSE LOOSE FILES\- DynDOLOD Dynamic BETA -\DynDOLOD 2.36\Logs\LODGen_SSE_Tamriel_log.txt to become available.

 

All the while the littel DOS window is still churning out "Finished LOD level 4 coor..."

 

Message says : "Wait for LODGenx64.exe to finish before closing DynDOLOD.exe"

that means I have to wait till that little DOS window is finished ?

I mean that could take a while, right ?

 

What can I do? I remember it finishing quicker ?

 

Cheers

-=DD=-

Posted

Hello :)

 

"Waiting for LODGenx64.exe to finish..."

Little DOS window churning out "Finished LOD level 4 coord ..."

 

from 17 min  straight to 27 min sec.

"Gave up waiting for C:\Users\~~~~\Desktop\SSE LOOSE FILES\- DynDOLOD Dynamic BETA -\DynDOLOD 2.36\Logs\LODGen_SSE_Tamriel_log.txt to become available.

 

All the while the littel DOS window is still churning out "Finished LOD level 4 coor..."

 

Message says : "Wait for LODGenx64.exe to finish before closing DynDOLOD.exe"

that means I have to wait till that little DOS window is finished ?

I mean that could take a while, right ?

 

What can I do? I remember it finishing quicker ?

 

Cheers

-=DD=-

 

FAQ: LODGen.exe runs a long time

 

A: The selected configuration options require a lot of work. Wait for all processes to complete before closing DynDOLOD.

 

A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer.

 

A: Do not use the experimental TreeFullFallBack=1 setting without understanding what it does and what it is for.

Posted
Hello, Sheson. 

First, thank you for all your work and for answering the questions in this and adjacent threads, many of them helped me a lot. 

I have very strange bug in my game and I cannot figure out what causes it. At some point of playthrough all the water reflections "freezes" at certain state and stays the same. Neither daytime nor character position changing does not do anything with reflections. Only game relaunch. Besides there is a strange line that divides water reflections (it always heads to 45°, for example south-west and north-west from current character position). 

Using DynDOLOD 2.36. Can LODs be the cause of this problem? If not, do you have any thoughts on this?

Video demonstrating this effect: https://youtu.be/D0I2_KXcl6M

Posted

Hello, Sheson. 

First, thank you for all your work and for answering the questions in this and adjacent threads, many of them helped me a lot. 

I have very strange bug in my game and I cannot figure out what causes it. At some point of playthrough all the water reflections "freezes" at certain state and stays the same. Neither daytime nor character position changing does not do anything with reflections. Only game relaunch. Besides there is a strange line that divides water reflections (it always heads to 45°, for example south-west and north-west from current character position). 

Using DynDOLOD 2.36. Can LODs be the cause of this problem? If not, do you have any thoughts on this?

Video demonstrating this effect: https://youtu.be/D0I2_KXcl6M

Looks like something stops updating the cubemap reflections. This is an engine function and I don't see how LOD would be able to change it. The vanilla game already has LOD, too.

 

Typically the cubemap is updated all the time since the INI setting sets it to 0

 

[Water]

fCubeMapRefreshRate=0.0000

 

There are a few more settings related to the cubemap reflections, https://wiki.step-project.com/Guide:Skyrim_INI/Water.

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