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DynDOLOD 3.00 Alpha 169


sheson

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7 hours ago, teadude said:

I am using efps. should i let dyndolod esm load after efps or before? dyndolod.esm edits some things/conflicts with some of efps's stuff. something with xplanemarkers

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

If there are problem, then report the actual problems as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum

https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD
Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp. If a DynDOLOD.esm was generated it should be the ESM with the highest priority possible or just before the first non-ESM. Ignore any contradicting third party instructions. Instead use correct options and settings for the desired results.

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3 hours ago, jmeyer73 said:

Oh yeah, forgot to mention. The recent drivers for nvidia broke texgen. It hangs at the same texture each time. It works when I downgrade the driver but just thought you should know in case you want to look into it.

Read the first post of https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-128/ and https://dyndolod.info/Official-DynDOLOD-Support-Forum how to report problems or issues, which log files to upload etc. As explained, also use search before posting.

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4 hours ago, jmeyer73 said:

https://ufile.io/w1vesy9w - Log Folder

https://www.nexusmods.com/skyrimspecialedition/mods/37085?tab=description - The mod i'm referring to

I asked the mod author about it. He said he thinks it was his fault and that he'll fix it in the next version. 

The mod does not contain any LOD models nor where any requested so far. So for now it is expected that dynamic LOD uses the default campfire01burning_dyndolod_lod.nif shipping with DynDOLOD Resources.

Report the outcome of the suggestions explained at https://dyndolod.info/FAQ#Out-of-place-or-floating-object.

What steps need to be done to reproduce the problem of the dynamic LOD not unloading? When the cell is active, there should only be the original reference 00097825 with the base record 00035F49 active.

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25 minutes ago, sheson said:

What steps need to be done to reproduce the problem of the dynamic LOD not unloading?

If I disable dyndolod in the mcm the duplicate goes away. Turn it back on and after 10 seconds when dyndolod initializes, it comes back. Happens every time in a new save. But like I said, the mod author for embers xd said he thinks it was his fault, so I assume it's nothing to worry about.

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8 minutes ago, jmeyer73 said:

If I disable dyndolod in the mcm the duplicate goes away. Turn it back on and after 10 seconds when dyndolod initializes, it comes back. Happens every time in a new save. But like I said, the mod author for embers xd said he thinks it was his fault, so I assume it's nothing to worry about.

The mod is not doing anything to the reference or base record that could/should cause dynamic LOD to not unload.

What steps are required to reproduce the problem? How do you start the new game and get to the location?

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42 minutes ago, sheson said:

The mod is not doing anything to the reference or base record that could/should cause dynamic LOD to not unload.

What steps are required to reproduce the problem? How do you start the new game and get to the location?

If I type "coc poipineforest20" in the console at the main menu, the campfire is to the east. Dyndolod initializes after a couple seconds and the lod pops up. 

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1 hour ago, sheson said:

The mod is not doing anything to the reference or base record that could/should cause dynamic LOD to not unload.

What steps are required to reproduce the problem? How do you start the new game and get to the location?

Just to make sure I didn't have a mod conflict, I reran dyndolod in a vanilla install, and it still happens. Here are my logs: https://ufile.io/b7t7asnr

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23 minutes ago, jmeyer73 said:

Just to make sure I didn't have a mod conflict, I reran dyndolod in a vanilla install, and it still happens. Here are my logs: https://ufile.io/b7t7asnr

Install DynDOLOD DLL SE - Scripts and DynDOLOD DLL SE - SKSE64 Plugin - Skyrim Special Edition 1.6.640 from https://www.nexusmods.com/skyrimspecialedition/mods/DynDOLOD-DLL-SE/57264 as explained at https://dyndolod.info/Help/DynDOLOD-DLL and test if the dynamic LOD model behaves as it should, e.g. it only loads if the cell is not attached anymore.

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38 minutes ago, sheson said:

Install DynDOLOD DLL SE - Scripts and DynDOLOD DLL SE - SKSE64 Plugin - Skyrim Special Edition 1.6.640 from https://www.nexusmods.com/skyrimspecialedition/mods/DynDOLOD-DLL-SE/57264 as explained at https://dyndolod.info/Help/DynDOLOD-DLL and test if the dynamic LOD model behaves as it should, e.g. it only loads if the cell is not attached anymore.

Thanks, that fixed it. Not sure why, I've never had to use that before. Didn't even know it existed. Isn't that just supposed to be if you don't use papyrusutil? 

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4 minutes ago, jmeyer73 said:

Thanks, that fixed it. Not sure why, I've never had to use that before. Didn't even know it existed. Isn't that just supposed to be if you don't use papyrusutil? 

DynDOLOD 3 and DynDOLOD Resources SE 3 are an alpha to test for bugs. It appears the current scripts in DynDOLOD Resources SE 3 Alpha have a bug.

DynDOLOD DLL is a SKSE plugin and its accompanying papyrus scripts that can be used instead of PapyrusUtil. It does not matter if PapyrusUtil is installed as well.

Eventually the standard will be DynDOLOD DLL NG from https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

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I've spent days trying to get HD LOD's to work using DYNDOLOD 3, please help. My load order is clean and in order according to loot, SSELODGen creates terrain files just fine, and TEXGEN has no errors when I run it.

When I open the DYNDOLOD 3 launcher I get three warnings about Worldspace Transition Tweaks:

 

<Warning: Worldspace bounds SW [-106,-131] to NE [128,128] larger than 257 cells (259). Worldspace Transition Tweaks - Skyrim To Solstheim.esp DLC2SolstheimWorld "Solstheim" [WRLD:04000800]>


<Warning: Worldspace bounds SW [-106,-131] to NE [128,128] larger than 257 cells (259). WTT - Skyrim-Solstheim - Worldsettings.esp DLC2SolstheimWorld "Solstheim" [WRLD:04000800]>


<Warning: Worldspace bounds SW [-106,-131] to NE [128,128] larger than 257 cells (259). WTT - Skyrim-Solstheim + Paper Map - Worldsettings.esp DLC2SolstheimWorld "Solstheim" [WRLD:04000800]>

 

When I try to generate tree and object LOD with DYNDOLOD I get two warnings about large references in Realistic Water Two and a Paper World Map: 

 

<Warning: Large references found in non master plugin RealisticWaterTwo.esp Tamriel "Skyrim" [WRLD:0000003C]>
[00:00]

 

<Warning: Large references found in no master plugin Paper World Map.esp Tamriel "Skyrim" [WRLD:0000003C]>

 

When I run DYNDOLOD for trees objects and occlusion I get a myriad of errors and warnings about files not being found and about large references being overwritten. I've spent days rummaging through year old forums trying to find some useful information as to what to do. 

 

Screenshot (1333).png

DxDiag.txt

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10 hours ago, NukeOhio said:

I've spent days trying to get HD LOD's to work using DYNDOLOD 3, please help. My load order is clean and in order according to loot, SSELODGen creates terrain files just fine, and TEXGEN has no errors when I run it.

When I open the DYNDOLOD 3 launcher I get three warnings about Worldspace Transition Tweaks:

 

<Warning: Worldspace bounds SW [-106,-131] to NE [128,128] larger than 257 cells (259). Worldspace Transition Tweaks - Skyrim To Solstheim.esp DLC2SolstheimWorld "Solstheim" [WRLD:04000800]>


<Warning: Worldspace bounds SW [-106,-131] to NE [128,128] larger than 257 cells (259). WTT - Skyrim-Solstheim - Worldsettings.esp DLC2SolstheimWorld "Solstheim" [WRLD:04000800]>


<Warning: Worldspace bounds SW [-106,-131] to NE [128,128] larger than 257 cells (259). WTT - Skyrim-Solstheim + Paper Map - Worldsettings.esp DLC2SolstheimWorld "Solstheim" [WRLD:04000800]>

 

When I try to generate tree and object LOD with DYNDOLOD I get two warnings about large references in Realistic Water Two and a Paper World Map: 

 

<Warning: Large references found in non master plugin RealisticWaterTwo.esp Tamriel "Skyrim" [WRLD:0000003C]>
[00:00]

 

<Warning: Large references found in no master plugin Paper World Map.esp Tamriel "Skyrim" [WRLD:0000003C]>

 

When I run DYNDOLOD for trees objects and occlusion I get a myriad of errors and warnings about files not being found and about large references being overwritten. I've spent days rummaging through year old forums trying to find some useful information as to what to do. 

 

Screenshot (1333).png

DxDiag.txt 93.82 kB · 0 downloads

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

As explained on the first post, if the option "Copy this message to clipboard" is available, copy and paste the text instead posting a screenshothttps://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

As explained o the first post, Click on this link for additional explanations and help for this message to open https://dyndolod.info/Messages/Unresolved-Form-ID for further help and information for that error in the load order. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages
In case the message mentions that a plugin might be the wrong version, double check it is the correct version for the game version and for any other plugins using it as a master and vice versa. 

See https://dyndolod.info/Messages (and the summary of message https://dyndolod.info/Help/Summary-Of-Messages that open after the process went through without a stop error for explanations of other log messages.)
https://dyndolod.info/Messages/Worldspace-Bounds
https://dyndolod.info/Messages/Large-References-Found-In-Non-Master-Plugin

Use search to find similar questions and answers as explained on the first post. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search
For example:
https://stepmodifications.org/forum/search/?q=unresolved form id&quick=1&type=forums_topic&nodes=223
https://stepmodifications.org/forum/topic/15567-unresolved-formid/
https://stepmodifications.org/forum/search/?&q="Worldspace bounds"&type=forums_topic&quick=1&nodes=223&search_and_or=and&sortby=relevancy

You did not ask a question. If further help is required, provide the requested information and ask a specific question.

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Hi,

I am having a persistent issue with DynDOLOD where it will not progress past '[Tamriel] Creating texture atlas'.

I have found some older posts about this issue but did not seem to provide the solution. Here is the latest generation log: https://pastebin.com/iTzY6ZCf

I have ran DynDOLOD previously on different load orders and it's ran without issue, however, on my previous load order I had this same issue and managed to resolve it myself but unfortunately this time I haven't been able to.

I have an AMD GPU but have stopped all AMD tasks via task manager. I have also tried adding 'RenderSingle=1' to the ini file as this is what worked previously, but it made no change this time. I have also added exceptions within Windows Security.

Apologies if more info is needed, I am assuming it will be but I am not sure what is relevent. Happy to provide whatever is needed.

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2 hours ago, Tazke said:

Hi,

I am having a persistent issue with DynDOLOD where it will not progress past '[Tamriel] Creating texture atlas'.

I have found some older posts about this issue but did not seem to provide the solution. Here is the latest generation log: https://pastebin.com/iTzY6ZCf

I have ran DynDOLOD previously on different load orders and it's ran without issue, however, on my previous load order I had this same issue and managed to resolve it myself but unfortunately this time I haven't been able to.

I have an AMD GPU but have stopped all AMD tasks via task manager. I have also tried adding 'RenderSingle=1' to the ini file as this is what worked previously, but it made no change this time. I have also added exceptions within Windows Security.

Apologies if more info is needed, I am assuming it will be but I am not sure what is relevent. Happy to provide whatever is needed.

Moved to the DynDOLOD 3 Alpha thread. Read the first post which debug log and bugreport.txt (it exists) to also upload. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

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