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DynDOLOD 3.00 Alpha 182


sheson

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10 hours ago, semithicc said:

Sorry, here's the log and a screenshot of my settings.

https://ufile.io/wyeyj6c7

https://imgur.com/a/M7JbLZE

I'm afraid I'm not experienced with using xEdit so some more detailed instructions would be greatly appreciated. 

You have tried increasing the fSplitDistantMult to 1.5 or 2?

Open DynDOLOD.esp in xEdit.

In the left tree view, unfold DynDOLOD.esp, unfold Worldspace, unfold 00000003C Tamriel, unfold 00000D74 Cell, unfold Persistent.
Click on the column header FormID to flip its sort order.
The terrain underside reference should be first record now.

Click it in the left tree view to shows its data in the right window. Scroll the right window down to the bottom and unfold the DATA - Position/Rotation.
Double click or right click the value in the row Position / Z in order to edit it.

underside.png

Close xEdit to save. If there is a problem with renaming, find the saved plugin in MO2 Overwrite folder and rename the filename manually.

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3 hours ago, fractalbase said:

I get a "Range Check Error" exception with TexGen.

logs: https://drive.google.com/drive/folders/18jUb4MPFhPKAO3SvEwKO7Eb4SkYLvoyl?usp=share_link

Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions
and
Use search to find similar questions and answers
as explained on the first post.

The problem was already reported, discussed and fixed in the latest alpha version.

https://dyndolod.info/Changelog
Version 3.00 Alpha 106
TexGen.exe/DynDOLOD.exe - fixed an out of range error because of undefined worldspace bounds

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory ...

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2 hours ago, cat210803 said:

Trying to use DyndoLOD through MO2. When I run it, and after pressing the high option, I get countless warnings and errors. I've attached the log below.

I aleady used texgen and installed the output. I don't know what I have done wrong. Please help.

DYNDOLOD Log.txt 1.21 MB · 1 download

Moved to the DynDOLOD 3 Alpha thread. Read the first post which debug log to upload as well.

Read https://dyndolod.info/Messages what a particular message means and what/if something needs to be done about it.
Also read https://dyndolod.info/Help/Summary-Of-Messages, which groups similar messages to show them with their explanations to make it easier to check and learn about them.

For example see https://dyndolod.info/Messages/Overwritten-Large-Reference and click through to https://dyndolod.info/Help/Large-References to learn about large reference bugs.

https://dyndolod.info/Mods/Beyond-Skyrim-Bruma
File not found errors are because not all required assets for LOD generation ship with the mod.

https://dyndolod.info/Messages/Max-Tree-LOD-Billboard-Count-Of-256-On-Atlas-Exceeded
You might have installed third party billboards that add billboards for small bushes and shrups that typically do not have LOD. See https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards

https://dyndolod.info/Generation-Instructions#Prerequisites
Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean

If you require help with a specific message, problem or mod then ask a specific question.

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45 minutes ago, fractalbase said:

I downloaded latest DynDOLOD and extracted to a new folder.

TexGen ran successfully.

I ran DynDOLOD and ran into an exception: "LODGenx64Win.exe failed to generate object LOD for one or more worlds."

logs: https://drive.google.com/drive/folders/1JNr5YFDXWJdw8BglcvptNWqr0t6Y8Lle?usp=share_link

I might be blind but the link does not seem to contain the DynDOLOD log and debug log.

The log would say exactly which LODGen log shows the issue. If you check LODGen_SSE_DLC2SolstheimWorld_WIN_log.txt or LODGen_SSE_Tamriel_WIN_log.txt yourself as explained, the error message seems to be self explanatory. For example:

Error writing D:\Tools\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\DLC2SolstheimWorld\Objects\\DLC2SolstheimWorld.4.-36.-12.WIN.bto There is not enough space on the disk.

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On 11/12/2022 at 6:44 AM, sheson said:

I have two different ESM to test to see if this can be still narrowed down to something more concrete. One is 963kb (9860099 bytes) while the other is 929kb (951422 bytes).

Let me know if either makes a difference or not.

Test the plugins with that second to last papyrus test script the last toml where things happen later than "usual".

DynDOLOD.esm DynDOLOD.esm

Hi Sheson thank you for this new test.

I tried just using the two provided DynDOLOD.esm files with the default script and .toml and unfortunately there was no change there.

I then tried with the second to last SHESON_DynDOLOD_Worshipper.pex you gave me earlier and also the last .toml and that was also identical in my testing where my stutter is delayed and starts at Riften. This happens with both of those provided DynDOLOD.esm files.

I apologize for the bad news here. Thank you again for your help.

 

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49 minutes ago, sheson said:

I might be blind but the link does not seem to contain the DynDOLOD log and debug log.

The log would say exactly which LODGen log shows the issue. If you check LODGen_SSE_DLC2SolstheimWorld_WIN_log.txt or LODGen_SSE_Tamriel_WIN_log.txt yourself as explained, the error message seems to be self explanatory. For example:

Error writing D:\Tools\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\DLC2SolstheimWorld\Objects\\DLC2SolstheimWorld.4.-36.-12.WIN.bto There is not enough space on the disk.

thank you.

I hadn't exited DynDOLOD yet which is probably why I didn't find those two particular log files initially.

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11 hours ago, sheson said:

You have tried increasing the fSplitDistantMult to 1.5 or 2?

Open DynDOLOD.esp in xEdit.

In the left tree view, unfold DynDOLOD.esp, unfold Worldspace, unfold 00000003C Tamriel, unfold 00000D74 Cell, unfold Persistent.
Click on the column header FormID to flip its sort order.
The terrain underside reference should be first record now.

Click it in the left tree view to shows its data in the right window. Scroll the right window down to the bottom and unfold the DATA - Position/Rotation.
Double click or right click the value in the row Position / Z in order to edit it.

underside.png

Close xEdit to save. If there is a problem with renaming, find the saved plugin in MO2 Overwrite folder and rename the filename manually.

Thank you for your help. For some reason, the edits are having no visual effect whatsoever. For example, I changed the Z value from -500 to -1000 and successfully saved and exited xEdit/SSEEdit, but in-game, the mountain looked identical to how it did before.

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1 hour ago, semithicc said:

Thank you for your help. For some reason, the edits are having no visual effect whatsoever. For example, I changed the Z value from -500 to -1000 and successfully saved and exited xEdit/SSEEdit, but in-game, the mountain looked identical to how it did before.

The problem goes away if you disable the underside in the game via opening console and clicking it, then typing disable/enable?

Toggle the LOD with tll as before to be able to click it. Make sure to install More Informative Console so you know the underside is selected and not some cloud.

If that is the case, lowering eventually has to make terrain LOD be above/in front of it. Also make sure That all terrain LOD levels (and the underside) have been generated for the current load order. Skyrim SE lowers terrain LOD in the distance (that is why at a certain distance it only happens at the edge of the screen), so you need to account for that.

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39 minutes ago, sheson said:

The problem goes away if you disable the underside in the game via opening console and clicking it, then typing disable/enable?

Toggle the LOD with tll as before to be able to click it. Make sure to install More Informative Console so you know the underside is selected and not some cloud.

If that is the case, lowering eventually has to make terrain LOD be above/in front of it. Also make sure That all terrain LOD levels (and the underside) have been generated for the current load order. Skyrim SE lowers terrain LOD in the distance (that is why at a certain distance it only happens at the edge of the screen), so you need to account for that.

Okay I fixed the problem! I just needed to lower the underside by a few thousand more. Thank you very much for your help.

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On 11/12/2022 at 6:44 AM, sheson said:

I have two different ESM to test to see if this can be still narrowed down to something more concrete. One is 963kb (9860099 bytes) while the other is 929kb (951422 bytes).

Let me know if either makes a difference or not.

Test the plugins with that second to last papyrus test script the last toml where things happen later than "usual".

DynDOLOD.esm DynDOLOD.esm

Hi Sheson quick update here. I tried some more troubleshooting this morning and I found that if I hide EngineFixes.toml in MO2 I still get the stutter so I do not think that the .toml is the cause. I tried to hide all of the other files except EngineFixes.dll, but it wouldn't load without the EngineFixes_preload.txt. So it still seems like SSE Engine Fixes is still conflicting in some way, but it looks like its now the EngineFixes.dll or EngineFixes_preload.txt that is the conflict.

 

SSE Engine Fixes.PNG

Edited by Saint_Chewy
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11 minutes ago, Saint_Chewy said:

Hi Sheson quick update here. I tried some more troubleshooting this morning and I found that if I hide EngineFixes.toml in MO2 I still get the stutter so I do not think that the .toml is the cause. I tried to hide all of the other files except EngineFixes.dll, but it wouldn't load without the EngineFixes_preload.txt. So it still seems like SSE Engine Fixes is still conflicting in some way, but it looks like its now the EngineFixes.dll or EngineFixes_preload.txt that is the conflict.

 

SSE Engine Fixes.PNG

The toml is a settings file that controls which SSE Engine Fixes options are enabled or disabled. We learned we can influence when the stutter starts by disabling things in SSE Engine Fixes, however even with every option disabled the stutter still happens. Meaning it is not a particular fix/option it can be attributed to but more likely some code that is already used.

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On 11/12/2022 at 9:55 PM, BISOM said:

1) Add the command line argument -autoexit to the arguments starting DynDOLOD to see if it automatically saves and zips without waiting for the prompt/input.

 

It worked! esp and esm has appeared in output folder, i can just zip all folder and extract in mo2.

though the program didn't auto closed, it just freeze like it used to do, need to alt+f4 to force close.(have wait 15 mimutes already, show no reponsing.)

just let you know.

 

going to test in game, very appreciate.

 image.thumb.png.b9941bed09372174b9a8df2c67b8bfe5.pngimage.thumb.png.3430d47c0c8076cf98440cc66e9e7ca1.png

image.thumb.png.e901b3a45166e094130b2882bb5e2dff.pngimage.thumb.png.3a18b6538387a75e5429ad55963d54e0.pngimage.thumb.png.c83f1af179cd33d5fdc3141fc49a5d01.png

 

HI Sheson

here is the logs 

sadly there is no bug_repot either zip file in ..\DynDOLOD\Edit Scripts\Export, still,  I compress the whole export file, hope it will help.

 

thanks alot

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