sheson Posted August 9, 2023 Author Posted August 9, 2023 38 minutes ago, MisterMorden said: Sheson, just reporting back that everything seems to be working great on my end...nothing appearing nor disappearing outside Solitude anymore (though I personally wasn't bothered by any other city, it was just the surrounding mountainside + trees rising up behind Solitude was a particularly unavoidable annoyance). Also, I think my issue with the junipers is that I wasn't checking "visible when distant" on my rule as I didn't think they had vanilla lod and so my rule of "full, billboard4, billboard1" wasn't producing any billboards even past lod level 4. I plan to test this assumption with a run tonight. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#VWD-Visible-When-Distant explains what the flag controls. The VWD flag determines if the rule is applied or not depending on LOD asset existing or not.
sheson Posted August 9, 2023 Author Posted August 9, 2023 11 hours ago, Ran said: Hoping you can point me in the right direction or give me a few ideas to try. I am using SkyrimVR and the last working copy of NG DLL's that I could use was Alpha 5. When using any past that (6, 7, or 8), I CTD right before the SkyrimVR load screen. If I load ENB, the CTD is after the ENB splash screen and before the VR load screen. I removed all mods except SKSEVR, Crash Logger, VR Address Library, VRIK, Dyndolod Resources & DLL NG #, with the same CTD. I reinstalled MS C++ and Runtime 6, disabled antivirus. reset NVIDIA profiler to default values and ran a Windows memory test. Still CTD. If I disable the DLL NG and start, everything is fine. I also have a crashdump log that I added to the combined logs. Thanks in advance for the help, Combined logs.txt 34.25 kB · 1 download It seems commonlibsse-ng is not fully including all things from commonlibvr for player character events - or maybe there is a deeper problem. This is going to take a while to sort out. I might provide an update for Alpha-6 (that is a different problem is easily fixed) in the interim and it still can be used with current DynDOLOD Alpha versions.
Ran Posted August 9, 2023 Posted August 9, 2023 Thanks for the response. If there is any testing I can help with, please let me know. I am currently using 3.00 version 127 with Alpha 37 resources and NG Alpha-5. Would any of the changes after version 122 still work with NG 5? The LOD looks great, but just wondering if any of your updates since then are working with the old DLL. Should I keep using the latest Dyndolod 3 updates with NG 5?
teadude Posted August 9, 2023 Posted August 9, 2023 (edited) getting lines on side of reach trees. am using enhanced vanilla trees which do not touch reach trees. apparently its a mipmap issue but i have no mods affecting reach trees or textures. for dyndolod settings i followed the latest step guide on skyrim se modding https://imgur.com/a/P79PvML theyre very faint but you can see them on those trees DynDOLOD_SSE_log.txt Edited August 10, 2023 by teadude
sheson Posted August 10, 2023 Author Posted August 10, 2023 5 hours ago, teadude said: getting lines on side of reach trees. am using enhanced vanilla trees which do not touch reach trees. apparently its a mipmap issue but i have no mods affecting reach trees or textures. for dyndolod settings i followed the latest step guide on skyrim se modding https://imgur.com/a/P79PvML theyre very faint but you can see them on those trees DynDOLOD_SSE_log.txt 1.06 MB · 2 downloads Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and which TexGen/DynDOLOD debug log to also upload. As explained, always use the latest version. https://dyndolod.info/Generation-Instructions#Prerequisites Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards
sheson Posted August 10, 2023 Author Posted August 10, 2023 6 hours ago, Ran said: Thanks for the response. If there is any testing I can help with, please let me know. I am currently using 3.00 version 127 with Alpha 37 resources and NG Alpha-5. Would any of the changes after version 122 still work with NG 5? The LOD looks great, but just wondering if any of your updates since then are working with the old DLL. Should I keep using the latest Dyndolod 3 updates with NG 5? The https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements explain which DynDOLOD DLL NG and Scripts 3 Alpha version is required by which DynDOLOD 3 Alpha version. DynDOLOD DLL NG and Scripts 3 Alpha-5 will not work properly with DynDOLOD 3 Alpha versions 123 and newer. Only Alpha-6 and higher.
teadude Posted August 10, 2023 Posted August 10, 2023 5 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and which TexGen/DynDOLOD debug log to also upload. As explained, always use the latest version. https://dyndolod.info/Generation-Instructions#Prerequisites Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards hi sheson, here are the logs https://www.mediafire.com/file/ziofbvoaiycxpfy/logs.zip/file i do not think i am using any tree replacers, just mods that make trees smaller. only reach trees have the line issue. i am not using any billboards, only dyndolod resources and requirements. settings used are from the latest step guide
sheson Posted August 10, 2023 Author Posted August 10, 2023 42 minutes ago, teadude said: hi sheson, here are the logs https://www.mediafire.com/file/ziofbvoaiycxpfy/logs.zip/file i do not think i am using any tree replacers, just mods that make trees smaller. only reach trees have the line issue. i am not using any billboards, only dyndolod resources and requirements. settings used are from the latest step guide Disable TexGen output. In MO2 right window, Data tab, unfold [+] Textures, [+] Terrain, [+] LODGen etc. if there are any files listed at all, they should be removed/hidden in their respective mod folders. Then generate\enable TexGen, generate LOD. If problem happens with no ..\Textures\Terrain\LODGen\ folder listed with TexGen ouput disabled, let me know.
teadude Posted August 10, 2023 Posted August 10, 2023 (edited) 10 minutes ago, sheson said: Disable TexGen output. In MO2 right window, Data tab, unfold [+] Textures, [+] Terrain, [+] LODGen etc. if there are any files listed at all, they should be removed/hidden in their respective mod folders. Then generate\enable TexGen, generate LOD. If problem happens with no ..\Textures\Terrain\LODGen\ folder listed with TexGen ouput disabled, let me know. ive just come back from generating fresh texgen and fresh dyndolod from scratch and the problem still persists. this time i disabled the mod which made trees smaller as i thought this was causing the problem. i saw no files under the lodgen folder tree when texgen was disabled Edited August 10, 2023 by teadude
sheson Posted August 10, 2023 Author Posted August 10, 2023 8 minutes ago, teadude said: ive just come back from generating fresh texgen and fresh dyndolod from scratch and the problem still persists. this time i disabled the mod which made trees smaller as i thought this was causing the problem. i saw no files under the lodgen folder tree when texgen was disabled Upload a screenshot of the full model of an affected tree, with console open, clicking the tree to show its form id etc. with More informative console installed as explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
teadude Posted August 10, 2023 Posted August 10, 2023 11 minutes ago, sheson said: Upload a screenshot of the full model of an affected tree, with console open, clicking the tree to show its form id etc. with More informative console installed as explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
sheson Posted August 10, 2023 Author Posted August 10, 2023 19 minutes ago, teadude said: In the MO2 right window Data tab, at the bottom is a filter field, enter reachtree01_000b8a73, the tree view should automatically list reachtree01_000b8a73.dds, reachtree01_000b8a73.txt etc. and as the source the TexGen output you generated last. Zip and upload all those files to a file service. Also upload ..\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds from the DynDOLOD output. In MO2 right window Data tab, at the bottom is a filter field, enter reachtree01.nif, the tree view should tell you which mod the model is from. Let me know the mod, best with link to Nexus
Ran Posted August 10, 2023 Posted August 10, 2023 I was trying to follow the requirements for pairing, but with NG 5 being the only one that works for me, I am unable to use Dyndolodx64 Alpha 121 or 122, as I get the pop up "this version has expired..." then it shuts down. Is there a way to disable the version check, so I can use 121 or 122? Sorry for the confusion, for my previous post I was trying to see which functions were lost by using a higher version of Dyndolodx64 with the old scripts. thanks
sheson Posted August 10, 2023 Author Posted August 10, 2023 6 minutes ago, Ran said: I was trying to follow the requirements for pairing, but with NG 5 being the only one that works for me, I am unable to use Dyndolodx64 Alpha 121 or 122, as I get the pop up "this version has expired..." then it shuts down. Is there a way to disable the version check, so I can use 121 or 122? Sorry for the confusion, for my previous post I was trying to see which functions were lost by using a higher version of Dyndolodx64 with the old scripts. thanks Use PapyrusUtil VR or DynDOLOD DLL VR for now.
teadude Posted August 10, 2023 Posted August 10, 2023 4 hours ago, sheson said: In the MO2 right window Data tab, at the bottom is a filter field, enter reachtree01_000b8a73, the tree view should automatically list reachtree01_000b8a73.dds, reachtree01_000b8a73.txt etc. and as the source the TexGen output you generated last. Zip and upload all those files to a file service. Also upload ..\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds from the DynDOLOD output. In MO2 right window Data tab, at the bottom is a filter field, enter reachtree01.nif, the tree view should tell you which mod the model is from. Let me know the mod, best with link to Nexus hi sheson. apologies for late reply i had to leave to do something but i think i may have found the culprit. while i went off i reran texgen/dyndolod with this https://www.nexusmods.com/skyrimspecialedition/mods/96484?tab=files disabled and my reach trees came out fine/no lines. i am rerunning texgen and dyndolod again with smallers trees enabled so narrow down the culprit
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