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DynDOLOD 3.00 Alpha 169


sheson

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6 hours ago, sheson said:

Texconv uses the DirectCompute/GPU to compress textures. Maybe there is an issue with the software, OS, graphics driver or hardware etc. decoding video at the same time.

Next time I'll make sure to start texgen and go for a walk.

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7 hours ago, had said:

Decided to update dydndolod, currently on a30.

Deactivated mod, entered interior, resaver shows 20 active dyndolod scripts, is it intended? Should i update or something is broken?

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD logs and papyrus log to upload.

See https://dyndolod.info/Updating#New-DynDOLOD-Version and follow https://dyndolod.info/Help/Clean-Save.

As explained on the first post and https://dyndolod.info#DynDOLOD-3-Alpha, this is an alpha test and you should always use latest the latest version.

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5 hours ago, sheson said:

you should always use latest

 
 

Sure, whats why im updating.

So it is not normal to have active scripts?

So i loaded in interior, went outside, disabled, got message, waited 24 hours, saved, checked scripts with resaver, still 20 active scripts.

Here are logs and save in case you want to look at scripts.

https://drive.google.com/file/d/1BpuBv3JV6OTqAvq-GdBNHKU0kzSGlxDO/view?usp=drive_link

I see nothing suspicious in papyrus logs.

Seems like scripts are about dwemer doors.

Checked my older save. Seems I had 5 instances for a time and got another 15 after entering black reach.

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8 hours ago, had said:

Sure, whats why im updating.

So it is not normal to have active scripts?

So i loaded in interior, went outside, disabled, got message, waited 24 hours, saved, checked scripts with resaver, still 20 active scripts.

Here are logs and save in case you want to look at scripts.

https://drive.google.com/file/d/1BpuBv3JV6OTqAvq-GdBNHKU0kzSGlxDO/view?usp=drive_link

I see nothing suspicious in papyrus logs.

Seems like scripts are about dwemer doors.

Checked my older save. Seems I had 5 instances for a time and got another 15 after entering black reach.

See https://dyndolod.info/Updating#New-DynDOLOD-Version and really read and follow https://dyndolod.info/Help/Clean-Save how to make a clean save in an interior when updating. Black Reach is not an interior.

Consider using DynDOLOD DLL and its scripts instead of the PapyrusUtil scripts for the new generation. https://dyndolod.info/Help/DynDOLOD-DLL

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2 hours ago, sheson said:

Black Reach is not an interior.

 
 
 
 
 

I know. As i said, i went through my old saves and found when more active stuck scripts appeared.

2 hours ago, sheson said:

really read and follow

 
 
 

Yeah, i did, still i dont know if it apply to updating with stuck active scripts or something is wrong.

Last time i tried to clear scripts on updating i got freeze on exiting interior.

So i decided to ask in advance.

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9 hours ago, had said:

I know. As i said, i went through my old saves and found when more active stuck scripts appeared.

Yeah, i did, still i dont know if it apply to updating with stuck active scripts or something is wrong.

Last time i tried to clear scripts on updating i got freeze on exiting interior.

So i decided to ask in advance.

Everything you wrote so far does not indicate that you made a clean save without the DynDOLOD plugins in an interior as explained. https://dyndolod.info/Help/Clean-Save

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2 hours ago, sheson said:

Everything you wrote so far does not indicate that you made a clean save without the DynDOLOD plugins in an interior as explained. https://dyndolod.info/Help/Clean-Save

 

I have concerns about removing plugins with active scripts because i expected mcm button should stop it and because scripts considered sensitive things in community.

As author of scripts, what is your opinion about it?

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52 minutes ago, had said:

I have concerns about removing plugins with active scripts because i expected mcm button should stop it and because scripts considered sensitive things in community.

As author of scripts, what is your opinion about it?

The clean save instructions for updating DynDOLOD exists since 2014.
A clean save is mandatory before adding new DynDOLOD output that was generated from scratch to avoid issues. Whatever scripts are active are attached to records, that will be removed and do not exist in the new DynDOLOD plugins anymore. The clean save is in part done to remove script data from the save, since it is not needed anymore. In case new different records have the same form ids as old different records, old script data would be causing problems.

Not sure what "mcm button" is supposed to be but I have not experienced any problems with the DynDOLOD SkyUI MCM pages. If there was a general problem that would affect the DynDOLOD SkyUI MCM working properly after doing a clean save, there would be lots of reports about it.

Making a new clean save file does not affect other saves files, so nothing is lost or permanent.

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8 minutes ago, sheson said:

"mcm button"

 

Deactivation.

I mean mod reacted and gave message its deactivated, it just doesnt stopped what active hanging scripts.

9 minutes ago, sheson said:

Whatever scripts are active are attached to records, that will be removed and do not exist in the new DynDOLOD plugins anymore.

 

Okay, got it.

Will update as usual then.

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45 minutes ago, had said:

Deactivation.

I mean mod reacted and gave message its deactivated, it just doesnt stopped what active hanging scripts.

Okay, got it.

Will update as usual then.

Deactivating from MCM disables all dynamic LOD references. It is not supposed or could stop any active scripts.

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https://i.imgur.com/mBbJ9PJ.png

It should be using the campfire01burning.nif from embers xd, but it's using the one from skyrim.esm. And it's also showing up in loaded cells. Any idea why this would be happening? Shouldn't it be using the nif from embers xd? There's nothing overwriting it and I can't figure out why dyndolod is using the wrong reference.

*forgot to mention "campfire01burning_dyndolod_lod.nif" is from dyndolod resources. 

Edited by jmeyer73
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I managed to make a "fix" by finding the record "Campfire01Burning_DynDOLOD_LOD" in DynDOLOD.esm, then changed the filename path to "meshes\clutter\woodfires\campfire01burning.nif" which is the correct mesh from embers xd. It duplicates the flame effects so looks slightly odd but I suppose it works for now. Still no idea why it did this.

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13 hours ago, jmeyer73 said:

https://i.imgur.com/mBbJ9PJ.png

It should be using the campfire01burning.nif from embers xd, but it's using the one from skyrim.esm. And it's also showing up in loaded cells. Any idea why this would be happening? Shouldn't it be using the nif from embers xd? There's nothing overwriting it and I can't figure out why dyndolod is using the wrong reference.

*forgot to mention "campfire01burning_dyndolod_lod.nif" is from dyndolod resources. 

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.

Usually the dynamic LOD model should not be enabled in attached cells, just the original full model/reference. Make sure the mod is active when generating the LOD patch. https://dyndolod.info/FAQ#Out-of-place-or-floating-object

If a mod changes full models for which LOD models exist, an updated new LOD model might be required. https://dyndolod.info/FAQ#Out-of-place-or-floating-objects#Something-has-wrong-or-not-matching-LOD

Provide a link to the mod you are writing about, so I can look into adding a new LOD model to DynDOLOD Resources that is then used automatically via CRC32 filename matching, or maybe add mesh mask rules to use the full model for LOD, but that is typically not a good idea if it used a lot and especially if the full models use particles.

https://dyndolod.info/Help/Mesh-Mask-Reference-Ruleshttps://dyndolod.info/Mod-Authorshttps://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue

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19 hours ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.

Usually the dynamic LOD model should not be enabled in attached cells, just the original full model/reference. Make sure the mod is active when generating the LOD patch. https://dyndolod.info/FAQ#Out-of-place-or-floating-object

If a mod changes full models for which LOD models exist, an updated new LOD model might be required. https://dyndolod.info/FAQ#Out-of-place-or-floating-objects#Something-has-wrong-or-not-matching-LOD

Provide a link to the mod you are writing about, so I can look into adding a new LOD model to DynDOLOD Resources that is then used automatically via CRC32 filename matching, or maybe add mesh mask rules to use the full model for LOD, but that is typically not a good idea if it used a lot and especially if the full models use particles.

https://dyndolod.info/Help/Mesh-Mask-Reference-Ruleshttps://dyndolod.info/Mod-Authorshttps://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue

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. 

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