Daemonjax Posted January 23, 2022 Posted January 23, 2022 (edited) Quick question related to: Warning: Initially disabled large reference in RealisticWaterTwo - Resources.esm [REFR:0600AE48] (places RockPileL02Wet [STAT:00039393] in GRUP Cell Temporary Children of [CELL:000095D7] (in Tamriel "Skyrim" [WRLD:0000003C] at 10,-1)) I fixed the above by un-disabling it and sticking it way deep into the ground. However, I thought ESM's were able to edit large references (that's how I end up fixing most "Overwritten large reference" warnings -- by flagging the esp as an esm). Why is disabling them different? Was marking it as "deleted" a valid option (instead of moving it under ground since it's a reference this esm added and also marked as disable)? Edited January 23, 2022 by Daemonjax stuff
sheson Posted January 23, 2022 Author Posted January 23, 2022 1 hour ago, Daemonjax said: Quick question related to: Warning: Initially disabled large reference in RealisticWaterTwo - Resources.esm [REFR:0600AE48] (places RockPileL02Wet [STAT:00039393] in GRUP Cell Temporary Children of [CELL:000095D7] (in Tamriel "Skyrim" [WRLD:0000003C] at 10,-1)) I fixed the above by un-disabling it and sticking it way deep into the ground. However, I thought ESM's were able to edit large references (that's how I end up fixing most "Overwritten large reference" warnings -- by flagging the esp as an esm). Why is disabling them different? Was marking it as "deleted" a valid option (instead of moving it under ground since it's a reference this esm added and also marked as disable)? Didn't DynDOLOD.esm already contain a similar change for that reference? it probably requires a z=-30,000 to take effect Read https://dyndolod.info/Help/Large-References#Large-Reference-Bugs which explains some trigger of the bugs, including an example how an initially disabled reference in Skyrim.esm triggers the bug.
DarkladyLexy Posted January 23, 2022 Posted January 23, 2022 hey sheson i have a issue with my distant Mountains that i can't figure out how to fix. I am preety sure it related to the Underside mesh but why and how to fix i don't know DynDOLOD_SSE_log.txt TexGen_SSE_log.txt
DoubleYou Posted January 23, 2022 Posted January 23, 2022 47 minutes ago, DarkladyLexy said: hey sheson i have a issue with my distant Mountains that i can't figure out how to fix. I am preety sure it related to the Underside mesh but why and how to fix i don't know DynDOLOD_SSE_log.txt 3.4 MB · 1 download TexGen_SSE_log.txt 2.53 MB · 0 downloads You need to increase your TerrainManager SkyrimPrefs.ini block distances (most notably fBlockMaximumDistance), as the underside mesh will show if the LOD doesn't cover it.
DarkladyLexy Posted January 23, 2022 Posted January 23, 2022 52 minutes ago, DoubleYou said: You need to increase your TerrainManager SkyrimPrefs.ini block distances (most notably fBlockMaximumDistance), as the underside mesh will show if the LOD doesn't cover it. Thanks DoubleYou I have: [TerrainManager] bShowLODInEditor=1 fBlockLevel0Distance=75000.0000 fBlockLevel1Distance=140000.0000 fBlockMaximumDistance=300000.0000 fSplitDistanceMult=4.0000 fTreeLoadDistance=75000.0000 Edit: I had this set in the Skyrimcustom.ini I moved to Skyrimpref.ini and it look like that fixed it. Thou I Throught thing placed in Skyrimcustom.ini overwrote stuff in Skyrim.ini and skyrimprefs.ini?
DoubleYou Posted January 23, 2022 Posted January 23, 2022 26 minutes ago, DarkladyLexy said: Thanks Sheson I have: [TerrainManager] bShowLODInEditor=1 fBlockLevel0Distance=75000.0000 fBlockLevel1Distance=140000.0000 fBlockMaximumDistance=300000.0000 fSplitDistanceMult=4.0000 fTreeLoadDistance=75000.0000 Edit: I had this set in the Skyrimcustom.ini I moved to Skyrimpref.ini and it look like that fixed it. Thou I Throught thing placed in Skyrimcustom.ini overwrote stuff in Skyrim.ini and skyrimprefs.ini? SkyrimCustom.ini does NOT overwrite settings in SkyrimPrefs.ini, only ones placed in Skyrim.ini.
DarkladyLexy Posted January 23, 2022 Posted January 23, 2022 15 minutes ago, DoubleYou said: SkyrimCustom.ini does NOT overwrite settings in SkyrimPrefs.ini, only ones placed in Skyrim.ini. Ah I thought it did both nice to know for future referecne. As Always thanks DoubleYou.
z929669 Posted January 23, 2022 Posted January 23, 2022 Latest alpha 65 crashed for me when generating object LOD. No bugreport. all logs attached.Logs.7z OS Event: Spoiler Log Name: Application Source: Application Error Date: 1/23/2022 2:44:12 PM Event ID: 1000 Task Category: (100) Level: Error Keywords: Classic User: N/A Computer: DHVP Description: Faulting application name: DynDOLODx64.exe, version: 3.0.0.0, time stamp: 0x61e81ae6 Faulting module name: KERNELBASE.dll, version: 10.0.19041.1466, time stamp: 0xe01c7650 Exception code: 0x0eedfade Fault offset: 0x0000000000034f69 Faulting process id: 0x11578 Faulting application start time: 0x01d810957559ef37 Faulting application path: C:\Modding\Tools\DynDOLOD\DynDOLODx64.exe Faulting module path: C:\Windows\System32\KERNELBASE.dll Report Id: 0af520c9-d55d-46c5-9f94-b4cb26c0eb8a Faulting package full name: Faulting package-relative application ID: Event Xml: <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Version>0</Version> <Level>2</Level> <Task>100</Task> <Opcode>0</Opcode> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2022-01-23T20:44:12.0755455Z" /> <EventRecordID>107605</EventRecordID> <Correlation /> <Execution ProcessID="0" ThreadID="0" /> <Channel>Application</Channel> <Computer>DHVP</Computer> <Security /> </System> <EventData> <Data>DynDOLODx64.exe</Data> <Data>3.0.0.0</Data> <Data>61e81ae6</Data> <Data>KERNELBASE.dll</Data> <Data>10.0.19041.1466</Data> <Data>e01c7650</Data> <Data>0eedfade</Data> <Data>0000000000034f69</Data> <Data>11578</Data> <Data>01d810957559ef37</Data> <Data>C:\Modding\Tools\DynDOLOD\DynDOLODx64.exe</Data> <Data>C:\Windows\System32\KERNELBASE.dll</Data> <Data>0af520c9-d55d-46c5-9f94-b4cb26c0eb8a</Data> <Data> </Data> <Data> </Data> </EventData> </Event> Currently running again. PS: I normally don't report this issue, since running again usually works (it's never been repeatable). So reporting this time, just because Second run worked without issue.
sheson Posted January 24, 2022 Author Posted January 24, 2022 20 hours ago, z929669 said: Latest alpha 65 crashed for me when generating object LOD. No bugreport. all logs attached.Logs.7z OS Event: Reveal hidden contents Log Name: Application Source: Application Error Date: 1/23/2022 2:44:12 PM Event ID: 1000 Task Category: (100) Level: Error Keywords: Classic User: N/A Computer: DHVP Description: Faulting application name: DynDOLODx64.exe, version: 3.0.0.0, time stamp: 0x61e81ae6 Faulting module name: KERNELBASE.dll, version: 10.0.19041.1466, time stamp: 0xe01c7650 Exception code: 0x0eedfade Fault offset: 0x0000000000034f69 Faulting process id: 0x11578 Faulting application start time: 0x01d810957559ef37 Faulting application path: C:\Modding\Tools\DynDOLOD\DynDOLODx64.exe Faulting module path: C:\Windows\System32\KERNELBASE.dll Report Id: 0af520c9-d55d-46c5-9f94-b4cb26c0eb8a Faulting package full name: Faulting package-relative application ID: Event Xml: <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Version>0</Version> <Level>2</Level> <Task>100</Task> <Opcode>0</Opcode> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2022-01-23T20:44:12.0755455Z" /> <EventRecordID>107605</EventRecordID> <Correlation /> <Execution ProcessID="0" ThreadID="0" /> <Channel>Application</Channel> <Computer>DHVP</Computer> <Security /> </System> <EventData> <Data>DynDOLODx64.exe</Data> <Data>3.0.0.0</Data> <Data>61e81ae6</Data> <Data>KERNELBASE.dll</Data> <Data>10.0.19041.1466</Data> <Data>e01c7650</Data> <Data>0eedfade</Data> <Data>0000000000034f69</Data> <Data>11578</Data> <Data>01d810957559ef37</Data> <Data>C:\Modding\Tools\DynDOLOD\DynDOLODx64.exe</Data> <Data>C:\Windows\System32\KERNELBASE.dll</Data> <Data>0af520c9-d55d-46c5-9f94-b4cb26c0eb8a</Data> <Data> </Data> <Data> </Data> </EventData> </Event> Currently running again. PS: I normally don't report this issue, since running again usually works (it's never been repeatable). So reporting this time, just because Second run worked without issue. The log folder does not contain useful logs since it seems the OS terminated the program without letting it go through its exception handler and shutdown procedure. See if the event is preceded by other events with the same time stamp.
piestogo Posted January 25, 2022 Posted January 25, 2022 (edited) Help, I'm at my wit's end. I have SSE AE 1.6.353 Steam I have done everything Sheson has asked in his own installation instruction page. I get this flicker whenever I go closer to large distant objects. It's like a pop-in or flash or whatever instead of just gradually transitioning to a different, more detailed texture. https://imgur.com/a/8Os0w1I I have Enhanced Vanilla trees and Majestic Mountains but the flicker effect also happens in vanilla structures like windmills and castle walls. This issue does not happen in 2.98. It looks like the issue that I have with the post above from Darklady Lexy seems similar though I don't know if she gets the flashing effect. So I copied the [TerrainManager] to my Skyprefs.ini but that didn't solve it. So I returned the settings to what they used to be. Also, where can I find Skyrimcustom.ini? Edited January 25, 2022 by piestogo
sheson Posted January 25, 2022 Author Posted January 25, 2022 23 minutes ago, piestogo said: Help, I'm at my wit's end. I have SSE AE 1.6.353 Steam I have done everything Sheson has asked in his own installation instruction page. I get this flicker whenever I go closer to large distant objects. It's like a pop-in or flash or whatever instead of just gradually transitioning to a different, more detailed texture. https://imgur.com/a/8Os0w1I I have Enhanced Vanilla trees and Majestic Mountains but the flicker effect also happens in vanilla structures like windmills and castle walls. This issue does not happen in 2.98. It looks like the issue that I have with the post above from Darklady Lexy seems similar though I don't know if she gets the flashing effect. So I copied the [TerrainManager] to my Skyprefs.ini but that didn't solve it. So I returned the settings to what they used to be. Also, where can I find Skyrimcustom.ini? Install the latest DynDOLOD Resources SE 3 Alpha. Install the latest DynDOLOD DLL Scripts in case you are using DynDOLOD DLL. Download and install the archives again. Generate LOD with the latest DynDOLOD 3 Alpha Standalone version. Test with a new game. If that works, but it doesn't with an existing save, make a clean save https://dyndolod.info/Help/Clean-Save. If none of that helps upload the logs as explained on the first post.
piestogo Posted January 25, 2022 Posted January 25, 2022 (edited) I use Papyrus Util. I created a new game and it looks fine. It could be possible that I made a mistake in updating from 2.98 to 3 because I did not go to the MCM and deactivate, nor did I go to an interior area. Finally, I see light at the end of the tunnel Edited January 25, 2022 by piestogo
aragonit Posted January 25, 2022 Posted January 25, 2022 After running the patcher for 1.5 hours, suddenly an error about a patch was shown. Now I have to start from scratch. Would it be possible to save the state and begin again from the point where the error occured?
sheson Posted January 25, 2022 Author Posted January 25, 2022 1 hour ago, aragonit said: After running the patcher for 1.5 hours, suddenly an error about a patch was shown. Now I have to start from scratch. Would it be possible to save the state and begin again from the point where the error occured? The object and tree LOD that generated successfully so far can be kept and doesn't have to be generated again. Everything that requires data in the plugins, like dynamic LOD, underside, occlusion needs to be generated for all worldspaces without error. It is possible to update thje existing plugins, especially if they do not yet contain data for a worldspace. So you can generate dynamic LOD, underside, occlusion for all worlspaces in one run and merge with the already existing object and tree LOD and install it. Then update that installation by loading the existing plugins and only select object and tree LOD for the remaining worldspaces. As the https://dyndolod.info/Generation-Instructions mentions, finalize and error check the load order with xEdit before generating LOD.
piestogo Posted January 25, 2022 Posted January 25, 2022 4 hours ago, sheson said: Install the latest DynDOLOD Resources SE 3 Alpha. Install the latest DynDOLOD DLL Scripts in case you are using DynDOLOD DLL. Download and install the archives again. Generate LOD with the latest DynDOLOD 3 Alpha Standalone version. Test with a new game. If that works, but it doesn't with an existing save, make a clean save https://dyndolod.info/Help/Clean-Save. If none of that helps upload the logs as explained on the first post. I made a clean save and installed version three. Everything works fine now, thanks to your help.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now