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Posted

I'm now using the latest 2.39 for SSE (and 2.38 beta resources), but have recently adopted using the more advanced features adding window glow, and lights affected by time of day etc ..

 

.. Nothing to report so far, its fantastic as usual and I haven't managed to find any new bugs for you to be concerned with.

 

hgxyryW.jpg

 

You cant really see it from this angle but I also love the glow you can see reflecting off the sides of the buildings within Whiterun from the braziers, while you are still outside the city.

 

xLODGen + TexGen + DynDOLOD does amazing things I dont think we will ever see Bethesda resolve in the base game.

Posted

This should be all fixed in DynDOLOD Standalone 2.39 beta, get it from first post.

Regenerated everything using the new 2.39 Beta.

No more injected records and everything is working great!

 

Thanks again sheson!  ::):

Posted

FYI. My issue with the sky by Dawnstar posted above I believe to be an engine bug related to culling. Nico21000's fix here, https://www.nexusmods.com/skyrimspecialedition/mods/6314?tab=description did not help. Need to keep investigating.

The pre-computed occlusion data disables LOD quads. It does not add cell wide water LOD.

 

If you can not get a form ID when in the same cell, then it might be CELL water. However then there should be no ocean level water in the same cell anymore. Just open the cell in xEdit and see which plugins are modifying it. You get the cell coordinates from DynDOLODs SkyUI MCM You Are Here. In xEdit use CTRL+Shift+F to start Cell Browser and look up the Cell.

Posted (edited)

Thanks.  I will try.  The problem is that the "shape" moves.  I haven't been able to get close enough to get a form ID. 

 

Here is another view of the same issue. 

 

1265-1529762817.jpg

 

Spun around towards land looks like this:

 

1265-1529763005.jpg

Edited by Zanderat
Posted (edited)

Thanks.  I will try.  The problem is that the "shape" moves.  I haven't been able to get close enough to get a form ID. 

 

Here is another view of the same issue. 

 

1265-1529762817.jpg

 

Spun around towards land looks like this:

 

1265-1529763005.jpg

It moves even when using tfc?

 

Have you figured out which mod actually adds this by enabling plugins one by one?

Edited by sheson
Posted (edited)

Update:  Still can't obtain a form ID.  It warps and moves, disappears and reappears whenever I try to get close to it.  I don't think a specific mod is causing this.  I believe that it is a weird end of the world engine bug.  It is possible, while not caused by a specific mod, that it could be aggravated by one or a combo of mods.  Further proof of this is that when I do enable Nico21000's culling fix, the shape becomes "fixed"  and then I can get right up to it but still can't get a form ID.  When that happens, you can see the sky and the water get "mixed up".  It only seems to be a problem in a very specific location (the sea between Dawnstar and Winterhold).  See the screenshots below.  The first shows the shape change when the culling fix is apply.  The second is up close with the culling fix.  Note that without the culling fix, I can't get close to it at all, as I mentioned above.  This is very weird.

 

1265-1529851254.jpg

 

1265-1529851511.jpg

Edited by Zanderat
Posted (edited)

Update:  Still can't obtain a form ID.  It warps and moves, disappears and reappears whenever I try to get close to it.  I don't think a specific mod is causing this.  I believe that it is a weird end of the world engine bug.  It is possible, while not caused by a specific mod, that it could be aggravated by one or a combo of mods.  Further proof of this is that when I do enable Nico21000's culling fix, the shape becomes "fixed"  and then I can get right up to it but still can't get a form ID.  When that happens, you can see the sky and the water get "mixed up".  It only seems to be a problem in a very specific location (the sea between Dawnstar and Winterhold).  See the screenshots below.  The first shows the shape change when the culling fix is apply.  The second is up close with the culling fix.  Note that without the culling fix, I can't get close to it at all, as I mentioned above.  This is very weird.

 

1265-1529851254.jpg

 

1265-1529851511.jpg

Those screenshots make it look a terrain LOD problem. See if disabling anything that adds *.BTR files helps, so it falls back to vanilla terrain LOD meshes.

Check if Data\lodsettings\tamriel.lod is overwritten.

Use xEdit assets browser (CTRL+F3) to check if Data\lodsettings\tamriel.lod is overwritten.

 

Check if the world record 0000003C Object Bounds are overwritten.

 

Assuming INIs are vanilla.

Edited by sheson
Posted (edited)

OK.  So, Data\lodsettings\tamriel.lod is not being overwritten.  BUT deleting the .BTR files fixed the problem.  Judging by the timestamps, they were all generated by xLODGen - Terrain LOD beta.....

 

I guess I will regenerate.

 

Log is here:  https://www.dropbox.com/s/7661x3uol7puxfe/LODGen_log.txt?dl=0

 

No obvious errors.  But this line looks "wrong".  How can there be a negative value here?

Quality LOD4: 10   Max Vertices: 30767   Optimize Unseen: -1
Edited by Zanderat
Posted (edited)

OK.  So, Data\lodsettings\tamriel.lod is not being overwritten.  BUT deleting the .BTR files fixed the problem.  Judging by the timestamps, they were all generated by xLODGen - Terrain LOD beta.....

 

I guess I will regenerate.

 

Log is here:  https://www.dropbox.com/s/7661x3uol7puxfe/LODGen_log.txt?dl=0

 

No obvious errors.  But this line looks "wrong".  How can there be a negative value here?

-1 means off.

 

Make sure to get latest beta version of xLODGen.

Edited by sheson
Posted (edited)

https://www.reddit.com/r/skyrimvr/comments/8tja55/anyone_else_have_this_i_believe_its_dyndolod/

 

Issue with not being able to advance in the VR start up because the SKSE warning. Any fix?

It is so gut wrenching having to read such unqualified discussions like removing the plugins. Why do people just not RTFM?

 

Installation Skyrim VR

 

After installing DynDOLOD Resources SE, remove the DynDOLOD Papyrus Scripts:

data\scripts\SHESON_DynDOLOD_*.pex

data\scripts\scource\SHESON_DynDOLOD_*.psc

 

Without scripts there won't be any checks.

Edited by sheson
Posted

Hi,

 

I upgraded Dyndolod from 2.36 to 2.39 and Dyndolod Resources from 2.36 to 2.38 and my Dyndolod output shrinked from ~950mb zipped to ~770mb zipped with the same options. Is that normal or did something went wrong?

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