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DynDOLOD 3.00 Alpha 169


sheson

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[04:09] Created a summary of log messages S:\DynDOLOD 3.00-68518-Alpha-119-1678452757\DynDOLOD\Summary\DynDOLOD_Index.html.
Access violation at address 000000000040FDA5 in module 'DynDOLODx64.exe'. Read of address 0000004000000008 while processing Dawnguard.esm [REFR:0200299F] (places sc_freewallCap02 [STAT:0200F9F0] in GRUP Cell Temporary Children of SoulCairnStartAmbush [CELL:02002CFB] (in DLC01SoulCairn "Каирн Душ" [WRLD:02001408] at -4,-3))
Error: Access violation at address 000000000040FDA5 in module 'DynDOLODx64.exe'. Read of address 0000004000000008 while processing Dawnguard.esm [REFR:0200299F] (places sc_freewallCap02 [STAT:0200F9F0] in GRUP Cell Temporary Children of SoulCairnStartAmbush [CELL:02002CFB] (in DLC01SoulCairn "Каирн Душ" [WRLD:02001408] at -4,-3))
User says "OK"
Can someone help?

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16 minutes ago, VladossX said:

[04:09] Created a summary of log messages S:\DynDOLOD 3.00-68518-Alpha-119-1678452757\DynDOLOD\Summary\DynDOLOD_Index.html.
Access violation at address 000000000040FDA5 in module 'DynDOLODx64.exe'. Read of address 0000004000000008 while processing Dawnguard.esm [REFR:0200299F] (places sc_freewallCap02 [STAT:0200F9F0] in GRUP Cell Temporary Children of SoulCairnStartAmbush [CELL:02002CFB] (in DLC01SoulCairn "Каирн Душ" [WRLD:02001408] at -4,-3))
Error: Access violation at address 000000000040FDA5 in module 'DynDOLODx64.exe'. Read of address 0000004000000008 while processing Dawnguard.esm [REFR:0200299F] (places sc_freewallCap02 [STAT:0200F9F0] in GRUP Cell Temporary Children of SoulCairnStartAmbush [CELL:02002CFB] (in DLC01SoulCairn "Каирн Душ" [WRLD:02001408] at -4,-3))
User says "OK"
Can someone help?

Read the first post which entire log of the meaningful session, entire debug log and bugreport.txt if it exists to upload when making posts.

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On 3/3/2023 at 4:37 PM, heheloveer said:

I made a save on the Whiterun watchtower and every time I load the save the grass lod bug appears, even if when I made the save the grass looked completely normal. As I suspected this only happened in large reference cells outside the loaded zone, since changing uLargeRefLODGridSize to 5 apparently fix this. Moving the player character to the previously affected area also makes the lod grass go away. Notice in the screenshots how not all cells are affected by this. I can't seem to find any particular pattern in affected cells either. The second screenshot shows how it looks like up close. I enabled papyrus logging and there doesn't seem to be anything related to SHESON_DynDOLOD scripts in Papyrus.0.log. Should I disable large reference bugs workarounds and regenerate DynDOLOD to see what happens?

enb2023_3_3_16_03_43.jpg

enb2023_3_3_16_05_05.jpg

enb2023_3_3_16_37_17.jpg

Papyrus.0.log 202.35 kB · 1 download

Reported this in version 118 and after updating to version 119 it seems the large reference bugs persist in the same cells. Maybe version 119 fixed such occurrences in some other cells, I'm not sure. Also I can confirm this does not only happen in Whiterun, but in Falkreath as well, so it's pretty widespread. Logs and the files you requested last time are here: https://anonfiles.com/88s8c5fbz8/Logs_and_Stuff_rar

295090686_enb2023_3_17_22_11_07().thumb.jpg.92a9d69cbfd79cffcaefb7cbe14c9083.jpg

Also, two unrelated questions: 1) The mod Northern Roads replaced the Whiterun bridges with its own unique models. The bridges looked and worked completely fine but after generating lod with DynDOLOD I noticed the lod models of the bridges seem a little bit misplaced, as shown in the screenshots. What could have caused this and is there a fix?19545896_enb2023_3_17_22_12_02().thumb.jpg.cb3ed544eb8737eb32d2db1aed2d9663.jpg1882177676_enb2023_3_17_22_12_44().thumb.jpg.b2182fe682eb2107f5d2b68a43090d5e.jpg

2) How to make the Whiterun Temple Tree show up on the map? I use LOD Level 32 object lod for the map and tried editing the wrtempletree rule, but nothing seemed to work.

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25 minutes ago, VladossX said:

Forgive my ignorance.
But I thought that I do not care so much cairn and just removed the check mark. Without it seems to be generated smoothly

You mean you decided to simply not check a worldspace in order to ignore the problem?

You are participating in an ALPHA TEST that is done specifically to find and report problems. Read the first post which log, debug log and bugreport.txt to upload, so that the issue can be troubleshooted and fixed.

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40 minutes ago, heheloveer said:

Reported this in version 118 and after updating to version 119 it seems the large reference bugs persist in the same cells. Maybe version 119 fixed such occurrences in some other cells, I'm not sure. Also I can confirm this does not only happen in Whiterun, but in Falkreath as well, so it's pretty widespread. Logs and the files you requested last time are here: https://anonfiles.com/88s8c5fbz8/Logs_and_Stuff_rar

295090686_enb2023_3_17_22_11_07().thumb.jpg.92a9d69cbfd79cffcaefb7cbe14c9083.jpg

Also, two unrelated questions: 1) The mod Northern Roads replaced the Whiterun bridges with its own unique models. The bridges looked and worked completely fine but after generating lod with DynDOLOD I noticed the lod models of the bridges seem a little bit misplaced, as shown in the screenshots. What could have caused this and is there a fix?19545896_enb2023_3_17_22_12_02().thumb.jpg.cb3ed544eb8737eb32d2db1aed2d9663.jpg1882177676_enb2023_3_17_22_12_44().thumb.jpg.b2182fe682eb2107f5d2b68a43090d5e.jpg

2) How to make the Whiterun Temple Tree show up on the map? I use LOD Level 32 object lod for the map and tried editing the wrtempletree rule, but nothing seemed to work.

For the large reference issue, can you check the papyrus log if there are any problems reported by the DYNDOLOD scripts?

For the question about northern roads, a screenshot with more informative console would be helpful https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

IIRC the mod includes the LOD model for the bridge itself. If its position is off, it could be because its root node has a translation. If there are no translations, then the vertices themselves are off. The game ignores root node translation, while the CK/LODGen LOD generation does not.

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17 minutes ago, sheson said:

For the large reference issue, can you check the papyrus log if there are any problems reported by the DYNDOLOD scripts?

For the question about northern roads, a screenshot with more informative console would be helpful https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

IIRC the mod includes the LOD model for the bridge itself. If its position is off, it could be because its root node has a translation. If there are no translations, then the vertices themselves are off. The game ignores root node translation, while the CK/LODGen LOD generation does not.

As with the last time, everything DynDOLOD related in the papyrus log seemed pretty normal.

As for the Northern Roads problem, the misplaced model is indeed a lod mesh included in the mod, and since it's an object lod and not a full model, clicking on it with the console open would not produce any results. In case it's somehow useful, screenshots of the console displaying the information about the full model:

enb2023_3_17_23_19_37.thumb.jpg.f62038a8c9fa0f23e8de7a5c26e9e991.jpgenb2023_3_17_23_20_07.thumb.jpg.c61b8de36c8b59a7802152501b315362.jpg

Note that the two bridges use the same model and the lod of both these bridges are misplaced.

The related meshes are attached here. Maybe you can see whether there are any problem with the meshes themselves.

COTN_WR_Bridge_LOD.nif Papyrus.0.log COTN_WR_Bridge.nif

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20 minutes ago, heheloveer said:

As with the last time, everything DynDOLOD related in the papyrus log seemed pretty normal.

As for the Northern Roads problem, the misplaced model is indeed a lod mesh included in the mod, and since it's an object lod and not a full model, clicking on it with the console open would not produce any results. In case it's somehow useful, screenshots of the console displaying the information about the full model:

enb2023_3_17_23_19_37.thumb.jpg.f62038a8c9fa0f23e8de7a5c26e9e991.jpgenb2023_3_17_23_20_07.thumb.jpg.c61b8de36c8b59a7802152501b315362.jpg

Note that the two bridges use the same model and the lod of both these bridges are misplaced.

The related meshes are attached here. Maybe you can see whether there are any problem with the meshes themselves.

COTN_WR_Bridge_LOD.nif 272.23 kB · 0 downloads Papyrus.0.log 96.4 kB · 0 downloads COTN_WR_Bridge.nif 1009.81 kB · 0 downloads

Indeed, no problems in papyrus log. I will have to look further into it.

A screenshot with more informative console, tells us the reference form id, the base record form id and the used full model. The base record form id can be used to lookup found/used the LOD models in DynDOLOD_SSE_Object_Report.txt, the actual base records in xEdit. With the full model filename we can deduct a possible LOD model filename.

As already suspected, the LOD model has a Y translation on the root BSFadeNode (so does the full model but that gets ignored by the game). Use Nifskope to set it to 0. Then Execute LODGen in expert mode. Use Specfifc Chunk if you know which specific BTOs need updating.

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5 minutes ago, VladossX said:

I don't know what kind of world space it is, but after all the generation.
I put the checkbox back on so that the error would pop up and I could send the logs.
But it just generated something without a critical stop.

Are you using the latest Alpha 119?

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1 hour ago, sheson said:

Indeed, no problems in papyrus log. I will have to look further into it.

A screenshot with more informative console, tells us the reference form id, the base record form id and the used full model. The base record form id can be used to lookup found/used the LOD models in DynDOLOD_SSE_Object_Report.txt, the actual base records in xEdit. With the full model filename we can deduct a possible LOD model filename.

As already suspected, the LOD model has a Y translation on the root BSFadeNode (so does the full model but that gets ignored by the game). Use Nifskope to set it to 0. Then Execute LODGen in expert mode. Use Specfifc Chunk if you know which specific BTOs need updating.

I haven't seen it in game yet since it's late where I am and that my game has been plagued with a strange CTD recently, but I can see how this could fix the issue after editing the mesh in NifSkope. This makes me wonder though, some other lod meshes in the mod also have translation in the BSFadeNode. Does this mean their in game positions would also be different from the full models'?

This also reminded me, the LODGen log has this message: meshes\cotn\landscape\bridges\lod\cotn_wood_small_01_noroof_end_lod.nif unexpected root node. Ignoring file. Now that I thought about it, it's most likely related to what is described here. However I looked at the mesh and its root node block type is BSTriShape, and I can't seem to convert it into BSFadeNode using NifSkope. Any workarounds?

Lastly I asked about how to show the Whiterun Temple Tree on the map. I use Level 32 object LOD for the map and changed the wrtempletree rule several times but could never get it to show. In fact sometimes the tree could also disappear from in game when viewed from a distance outside the city, which is very peculiar, since I even resorted to making all levels of its lod use the full model.

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