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Posted (edited)

I can leave the interior with dyndolod.esp off and esm on and autosave on

I can leave the interior with dyndolod.esp on and esm on and autosave off

I can't leave the interior with dyndolod.esp on and esm on and autosave on. (manual save and timing autosave is ok. Only autosave on load door will CTD.)

 

Making a manual save works?

 

Making a quick save works?

 

Are you using SSE Engine fixes?

 

What happens if you remove other large plugins that modify/add a lot of things to Tamriel worldspace? (probably hard to test, I suppose)

 

You notice similar problems in smaller worlds, like interior to Solstheim?

Edited by sheson
Posted (edited)

Making a manual save works?

 

Making a quick save works?

 

Are you using SSE Engine fixes?

 

What happens if you remove other large plugins that modify/add a lot of things to Tamriel worldspace? (probably hard to test, I suppose)

 

You notice similar problems in smaller worlds, like interior to Solstheim?

Now I'm narrowing it down on the SHESON_DynDOLOD_LODObject.pex script.

I just comment out the OnCellAttach() event in this script and compiled it. No CTD.

Continue narrowing.

Edited by Elzee
Posted

Making a manual save works?

 

Making a quick save works?

 

Are you using SSE Engine fixes?

 

What happens if you remove other large plugins that modify/add a lot of things to Tamriel worldspace? (probably hard to test, I suppose)

 

You notice similar problems in smaller worlds, like interior to Solstheim?

The CTD will happen even I add some meaningless code like debug.notification. So I think my saved game has reached some limit.

 

I'm using SSE Engine Bug Fixes. But don't work after uninstalled it.

 

COC to any interior of any city in Skyrim then go outside will crash the game.

COC to any dungeon outside cities in Skyrim then go outside will crash the game.

COC to an interior of Raven Rock in Solstheim then go outside will NOT crash the game.

COC to an interior of Skall Village in Solstheim then go outside will NOT crash the game.

COC to Fort Dawnguard then go outside will NOT crash the game.

 

COC to whiterun bridge outside the city, make a manual save, load that save, the problem be gone.......WTX???

Posted

The CTD will happen even I add some meaningless code like debug.notification. So I think my saved game has reached some limit.

 

I'm using SSE Engine Bug Fixes. But don't work after uninstalled it.

 

COC to any interior of any city in Skyrim then go outside will crash the game.

COC to any dungeon outside cities in Skyrim then go outside will crash the game.

COC to an interior of Raven Rock in Solstheim then go outside will NOT crash the game.

COC to an interior of Skall Village in Solstheim then go outside will NOT crash the game.

COC to Fort Dawnguard then go outside will NOT crash the game.

 

COC to whiterun bridge outside the city, make a manual save, load that save, the problem be gone.......WTX???

Not sure what limit that would be. This is a first. 

Posted

Strange issue with SSE version.

 

If I go straight to the advanced options, scroll to the very bottom of the mesh lodgen rules window, and then hit Medium (without selecting any worlds), a "Loading More Information" loading bar window pops up. It will finish and then restart again. Every iteration becomes slower.

 

This doesn't happen when using the High or Low options.

Posted (edited)

Strange issue with SSE version.

 

If I go straight to the advanced options, scroll to the very bottom of the mesh lodgen rules window, and then hit Medium (without selecting any worlds), a "Loading More Information" loading bar window pops up. It will finish and then restart again. Every iteration becomes slower.

 

This doesn't happen when using the High or Low options.

Trying to replicate. Good thing that there is no need to scroll to the bottom of the rules window before loading them.

Edited by sheson
Posted (edited)

Trying to replicate. Good thing that there is no need to scroll to the bottom of the rules window before loading them.

You might have to do it a few times. I tried a clean install (including clearing out the associated files in appdata) and was able to reproduce again, though I had to try a few times and also adjust the checkboxes. This might also be related to how my DynDOLOD tends to hang when I use the medium setting.

 

Then again I reinstalled since I'm having trouble with it not generating tree billboards correctly in the first place (even on High), so maybe there's something wrong somewhere.

 

I'm using Indistinguishable Billboards but the generated tree billboards north of Whiterun are still vanilla.

Edited by nanashi
Posted (edited)

You might have to do it a few times. I tried a clean install (including clearing out the associated files in appdata) and was able to reproduce again, though I had to try a few times and also adjust the checkboxes. This might also be related to how my DynDOLOD tends to hang when I use the medium setting.

 

Then again I reinstalled since I'm having trouble with it not generating tree billboards correctly in the first place (even on High), so maybe there's something wrong somewhere.

 

I'm using Indistinguishable Billboards but the generated tree billboards north of Whiterun are still vanilla.

 Any problems with the interface and rules have no correlation to billboards and tree LOD (each tree needs a matching billboard and the log tells you that exactly) or LOD generation hanging (usually resources/files being blocked by UAC or Antivirus)

 

If something is still vanilla, files from DynDOLOD output are most likley being ovewritten, though only a few trees being vanilla is rather impossible with tree LOD as there can be only one *.LST file and texture atlas. They could be old object LOD though.

Edited by sheson
Posted (edited)

Hello! Just wanted to ask a small question: does that look normal  https://imgur.com/a/v08fclb  ?
 
I mean the tree trunks of the LOD models - they look very bright, almost white (look in the top left corner). Is it supposed to look like that or did I screw up the installation? The reason I'm asking is because I don't remember it looking like that when I used DynDolod a few months ago and Sheson's screenshots on the Dyndolod Nexus page also don't seem to look like that. Thanks for help in advance.
 
Relevant info: not using any mods other than Dyndolod (clean vanilla install), billboards used https://www.nexusmods.com/skyrimspecialedition/mods/11446  , Dyndolod options: "high" preset, Treelod=0 in the ini file, tree settings: static lod 4, billboard, billboard.

Edited by Mirelurk123
Posted (edited)

Hello! Just wanted to ask a small question: does that look normal  https://imgur.com/a/v08fclb  ?

 

I mean the tree trunks of the LOD models - they look very bright, almost white (look in the top left corner). Is it supposed to look like that or did I screw up the installation? The reason I'm asking is because I don't remember it looking like that when I used DynDolod a few months ago and Sheson's screenshots on the Dyndolod Nexus page also don't seem to look like that. Thanks for help in advance.

 

Relevant info: not using any mods other than Dyndolod (clean vanilla install), billboards used https://www.nexusmods.com/skyrimspecialedition/mods/11446  , Dyndolod options: "high" preset, Treelod=0 in the ini file, tree settings: static lod 4, billboard, billboard.

So those are 3D hybrid LOD trees. You did not mention which version of DynDOLOD Resources was used or if you might be using EVT.

 

By default has no shadows, that is why the LOD trees may seem brighter than the full models in the foreground. The brightness of such flat textures depends on weather mods and ENB. You could try to darken the relevant textures in the atlas texture Textures\DynDOLOD\lod\dyndolodtreelod.dds

 

The latest ENB versions now have "Distant Shadow" you might want to look into.

Edited by sheson
  • +1 1
Posted (edited)

Hey, thanks for answering. Yes, those are 3D hybrid LOD trees. I'm using Dyndolod Standalone 2.54, Dyndolod Resources SE 2.45. I'm not using EVT (I'm not using any mods apart from Dyndolod and billboards I linked to earilier), those are vanilla trees.

 

Yes, I've heard that LOD in Skyrim cannot receive shadows. Thing is, the leaves of LOD trees are ok in terms of brightness, only their trunks look very bright. I'm not using any ENBs or weather mods, what you see on the screenshot is vanilla lighting. How can I identify the relevant textures and what tools should I use to do that?

 

Again, the reason I'm asking is because on your screenshots (I mean those: https://staticdelivery.nexusmods.com/mods/110/images/59721/59721-1518810007-1767873234.jpeg

                                                                                                             https://staticdelivery.nexusmods.com/mods/110/images/59721/59721-1519905746-1935151858.jpeg

the tree LOD trunks look perfect, mine don't look like those. Just want to make sure that I'm not making any mistakes during the installation of Dyndolod.

Edited by Mirelurk123
Posted (edited)

 Any problems with the interface and rules have no correlation to billboards and tree LOD (each tree needs a matching billboard and the log tells you that exactly) or LOD generation hanging (usually resources/files being blocked by UAC or Antivirus)

 

If something is still vanilla, files from DynDOLOD output are most likley being ovewritten, though only a few trees being vanilla is rather impossible with tree LOD as there can be only one *.LST file and texture atlas. They could be old object LOD though.

The DynDOLOD output is at the bottom of my modlist in MO2. I confirmed the issue was from DynDOLOD by using the LE version of the mod that had pregenerated tree LOD. With DynDOLOD off, I could see the indistinguishable billboards. With DynDOLOD on, it went back to looking like vanilla.

 

For LOD generation hanging, it only happens on the Medium setting. I started using the High setting and that has worked consistently so I've been doing that instead.

Edited by nanashi
Posted (edited)

The DynDOLOD output is at the bottom of my modlist in MO2. I confirmed the issue was from DynDOLOD by using the LE version of the mod that had pregenerated tree LOD. With DynDOLOD off, I could see the indistinguishable billboards. With DynDOLOD on, it went back to looking like vanilla.

 

For LOD generation hanging, it only happens on the Medium setting. I started using the High setting and that has worked consistently so I've been doing that instead.

FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees 
 
A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. 
 
A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log.
 
 
The "bottom" of MO is not the same as making sure nothing should overwrite the generated LOD files from the output folder. The sort order can be reversed or alphabetical etc, files can be in MOs Overwrite folder. Use the Conflicts tab from the mods Information.
Edited by sheson
Posted (edited)

Again. After playing several hours in Soltheim. I returned to Skyrim(Windhelm dock exterior). But game crashes when saving with dydndolod esp and esm on.

 

This time papyrus log barely showes the reason:

[12/25/2018 - 11:59:33PM] VM is freezing...
[12/25/2018 - 11:59:33PM] VM is frozen
[12/25/2018 - 11:59:34PM] Saving game...
[12/25/2018 - 11:59:34PM] Error: Failed to write stack frame 0 in stack 255619121 to save
[12/25/2018 - 11:59:34PM] Error: Failed to write stack 255619121 to save game
[12/25/2018 - 11:59:34PM] Error: Unable to write stacks to save game
[12/25/2018 - 11:59:34PM] Errors occurred while saving the Papyrus save game data
 
No problem in new game.
No problem without dyndolod.esp and esm.
No problem in Soltheim world.
SE test scripts can't solve the problem.
Edited by Elzee
Posted (edited)

 

Again. After playing several hours in Soltheim. I returned to Skyrim(Windhelm dock exterior). But game crashes when saving with dydndolod esp and esm on.

 

This time papyrus log barely showes the reason:

[12/25/2018 - 11:59:33PM] VM is freezing...
[12/25/2018 - 11:59:33PM] VM is frozen
[12/25/2018 - 11:59:34PM] Saving game...
[12/25/2018 - 11:59:34PM] Error: Failed to write stack frame 0 in stack 255619121 to save
[12/25/2018 - 11:59:34PM] Error: Failed to write stack 255619121 to save game
[12/25/2018 - 11:59:34PM] Error: Unable to write stacks to save game
[12/25/2018 - 11:59:34PM] Errors occurred while saving the Papyrus save game data
 
No problem in new game.
No problem without dyndolod.esp and esm.
No problem in Soltheim world.
SE test scripts can't solve the problem.

 

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.

Edited by sheson

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