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DynDOLOD 3.00 Alpha 169


sheson

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54 minutes ago, kaska said:

Thank you very much for the explanation
from what I can see no other plugins overwrite 0008C16E and 000AD3AE

gvhgh.thumb.png.832184b547a4d07a14d5a9d1d06d9367.pnghjygjghj.thumb.png.59de2cde2f2453f10a4ca3985d059c80.png

Thanks.

Use the DynDOLOD SkyUI MCM https://dyndolod.info/Help/Mod-Configuration-Menu to deactivate DynDOLOD. Close the menu and wait for the deactivated message. Then activate it from the MCM again. Does the LOD show again or stay disabled as it should? Also test coming back once you have been to Riverwood or Whiterun.

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Hi, I'm having an issue running DynDOLOD.

The error is:

Error: OpenGL: invalid operation for 189B311C while processing 189B311C (4) while processing textures\lod\wrwallslod01.dds.

Here are the bugreport.txt, DynDOLOD_SSE_Debug_log.txt, and DynDOLOD_SSE_log.txt logs.

I'm running DynDOLOD Resources SE 3 Alpha-37, DynDOLOD 3 Alpha-128 and the latest drivers for my AMD RX 6800, Adrenalin 23.5.2.

Thanks!

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2 hours ago, sheson said:

Thanks.

Use the DynDOLOD SkyUI MCM https://dyndolod.info/Help/Mod-Configuration-Menu to deactivate DynDOLOD. Close the menu and wait for the deactivated message. Then activate it from the MCM again. Does the LOD show again or stay disabled as it should? Also test coming back once you have been to Riverwood or Whiterun.

Ok, when Im deactive dynyndolod in mcm then everything was back to normal

Screen-Shot12.png

, but when I activated the dyndolod again in mcm farmhouses it came back

Screen-Shot13.png

I go to riverwood and came back to helgen but the problem with farmhouses still exists:(

in whiterun I took pictures when dyndolod is deactivated

dyn-off.png

and when dyndolods is activated

dyn-on.png

I see no difference :O

Edited by kaska
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2 hours ago, Ahobala said:

Hi, I'm having an issue running DynDOLOD.

The error is:

Error: OpenGL: invalid operation for 189B311C while processing 189B311C (4) while processing textures\lod\wrwallslod01.dds.

Here are the bugreport.txt, DynDOLOD_SSE_Debug_log.txt, and DynDOLOD_SSE_log.txt logs.

I'm running DynDOLOD Resources SE 3 Alpha-37, DynDOLOD 3 Alpha-128 and the latest drivers for my AMD RX 6800, Adrenalin 23.5.2.

Thanks!

Try terminate all crapware that is installed with the AMD driver or install the graphics driver only to see if it makes a difference.

If not change, test with RenderSingle=1 added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

If  no change upload new logs, bugreport.txt if it exists.

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1 hour ago, kaska said:

Ok, when Im deactive dynyndolod in mcm then everything was back to normal

Screen-Shot12.png

, but when I activated the dyndolod again in mcm farmhouses it came back

Screen-Shot13.png

I go to riverwood and came back to helgen but the problem with farmhouses still exists:(

in whiterun I took pictures when dyndolod is deactivated

dyn-off.png

and when dyndolods is activated

dyn-on.png

I see no difference :O

Install DynDOLOD DLL SSE, both the DynDOLOD DLL SE - Scripts that need to overwrite DynDOLOD Resources and DynDOLOD DLL SE - SKSE64 Plugin - Skyrim Special Edition 1.6.640. See https://dyndolod.info/Help/DynDOLOD-DLL

Make a clean save beforehand. https://dyndolod.info/Help/DynDOLOD-DLL#Switching-between-DynDOLOD-DLL-and-PapyrusUtil

Report if that makes a difference in regards to the issue in Helgen.

Deactivating dynamic LOD does not affect tree, object or terrain LOD.

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19 minutes ago, sheson said:

Install DynDOLOD DLL SSE, both the  DynDOLOD DLL SE — Skrypty, które muszą zastąpić zasoby D SKSE64 ynDOLOD ynDOLOD Resources and D ynDOLO D DLL SE Plugin — Skyrim Special Edition 1.6.640 Zobacz https://dyndolod.info/Help/DynDOLOD-DLL

Make a clean save beforehand. https://dyndolod.info/Help/DynDOLOD-DLL#Switching-between-DynDOLOD-DLL-and-PapyrusUtil

Report if that makes a difference in regards to the issue in Helgen.

Deactivating dynamic LOD does not affect tree, object or terrain LOD.

Do I need to install these both?? Sorry for the stupid question but I want to make sure I'm doing it right

Screenshot2023-07-03at20-40-08DynDOLODDLLSE.thumb.png.e502d74a23c896fbe7ff8ae1f609cff3.png

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1 godzinę temu sheson powiedział:

Tak, potrzebujesz zarówno skryptów, jak i faktycznej wtyczki SKSE DLL.

Thank you . I hope I installed it correctly in mo2

rtyryr.thumb.png.abdf0e46d24173d6f4723563549f1e88.png

so the farmhouses look good and i thought everything was ok, but i saw that now the windows appeared :O please look

ScreenShot23.thumb.png.78871072e25a085fb91ce9b96ff7df21.png

Screen-Shot24.png

Screen-Shot26.png

023-07-03-21-58-49-760.jpg

07-03-22-01-23-804.jpg

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8 hours ago, kaska said:

Thank you . I hope I installed it correctly in mo2

rtyryr.thumb.png.abdf0e46d24173d6f4723563549f1e88.png

so the farmhouses look good and i thought everything was ok, but i saw that now the windows appeared :O please look

ScreenShot23.thumb.png.78871072e25a085fb91ce9b96ff7df21.png

Screen-Shot24.png

Screen-Shot26.png

023-07-03-21-58-49-760.jpg

07-03-22-01-23-804.jpg

Download the attached pex script and replace it in the scripts folder of the "DynDOLOD DLL SE - Scripts" mod.

Start new game and let me know if things look correct then.

SHESON_DynDOLOD_LODObject.pex

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2 hours ago, sheson said:

Pobierz załączony skrypt pex i zastąp go w folderze scripts moda „ DynDOLOD DLL SE - Scripts" mod.

Rozpocznij nową grę i daj mi znać, czy wtedy wszystko wygląda dobrze.

SHESON_DynDOLOD_LODObject.pex 13.52 kB · 0 downloads

This script fixed all my problems,everything looks as it should be :) Thank you, thank you, thank you very much for your help and patience

Screen-Shot30.png

Screen-Shot32.png

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What do "Current Activator" and "Active Activator" in the MCM stand for? Does them being empty mean something's wrong? Every time I checked the MCM there wasn't anything inside those two blanks, and the only potential problem I've noticed is that sometimes the dynamic LOD windmill fan would fail to show up after fast traveling or loading a save, even if I waited for a while. This could just be a performance related issue though, since my game was quite cluttered.

The log is attached in case it is needed. Unfortunately no debug log this time since it was overwritten.

DynDOLOD_SSE_log.txt

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1 hour ago, heheloveer said:

What do "Current Activator" and "Active Activator" in the MCM stand for? Does them being empty mean something's wrong? Every time I checked the MCM there wasn't anything inside those two blanks, and the only potential problem I've noticed is that sometimes the dynamic LOD windmill fan would fail to show up after fast traveling or loading a save, even if I waited for a while. This could just be a performance related issue though, since my game was quite cluttered.

The log is attached in case it is needed. Unfortunately no debug log this time since it was overwritten.

DynDOLOD_SSE_log.txt 2.37 MB · 0 downloads

https://dyndolod.info/DynDOLOD-Reference#11-Generate-dynamic-LOD

The "current" activator is the reference with the ACTI base record for the cell player is currently in. The "active" one is the center cell for which the far and near grids are being updated. They should be mostly the same reference, but do not have to be.

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8 minutes ago, sheson said:

https://dyndolod.info/DynDOLOD-Reference#11-Generate-dynamic-LOD

The "current" activator is the reference with the ACTI base record for the cell player is currently in. The "active" one is the center cell for which the far and near grids are being updated. They should be mostly the same reference, but do not have to be.

So does this mean there's an ACTI record for every outdoor cell? Should there always be a Current Activator and an Active Activator while DynDOLOD is active and the player character is outdoors?

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35 minutes ago, Kiwi said:

image.thumb.png.b7711015daade4cf1ce79bf6a211cba7.png

Hello, i'm getting this error after many "Information - Please wait" pop-ups. Any fixes?

Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log,  debug log and bugreport.txt to upload when making posts.

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, do not post screenshots of messages, use the "Copy this message to clipboard" and post the text instead.

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages click the link "Click on this link for additional explanations and help for this message" link of the message to open and read https://dyndolod.info/Messages/Exceptions

https://dyndolod.info/Messages/Exceptions#Access-violation
This could be low or out of memory problems. Use the x64 version of the tools.

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