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DynDOLOD 3.00 Alpha 169


sheson

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2 hours ago, leostevano said:

Sheson, I just installed this mod Ships on the Horizon and ran DynDolod, but it seems DynDolod ignored the mod and threw this at me

 

<Warning: Ignoring STAT Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]>
Loading High rules
<Warning: Ignoring STAT Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]>

 

Here's my log : https://ufile.io/sflfnkrs

 

I tried to set custom rules for it and it threw me this error :

[01:21] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]>
[01:21] [MarkarthWorld] Processing 2162 references
[01:22] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]>
[01:22] [WhiterunWorld] Processing 3136 references
[01:23] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]>
[01:23] [WindhelmWorld] Processing 2525 references
[01:24] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]>
[01:24] [RiftenWorld] Processing 2208 references
[01:25] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]>
[01:25] [SolitudeWorld] Processing 2820 references
[01:26] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]>
[01:27] [Tamriel] Processing 296049 references

Replace ..DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_shipsonthehorizonesp.ini which was made for 1.1 with the one attached for 1.2

DynDOLOD_SSE_shipsonthehorizonesp.ini

Upload new logs in case there are still errors.

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Hello, I am using Skyrim VR with new game files (from the newest AE) (as in everything but SkyrimVR.esm is from the newest AE version so as far as plugins are concerned there should be no difference between AE and VR (except SkyrimVR.esm) and the backported esl support however I am getting errors like
 

Error: Record [STAT:0000000B] in file _ResourcePack.esl is being overridden by record [REFR:0000000B] in file morthal.esp. These errors can cause CTD and other serious issues and need to be fixed.

Where the formid is in the new expanded range. I believe this is because DynDOLOD/TexGen are not aware VR can load the extended ESLs now. But I don't know if this causes issues.

Also I am getting strange error with DynDOLOD
 

<Error: Unresolved FormID [0F00091C] Error in cctwbsse001-puzzledungeon.esm DLCDwarvenPuzzleDungeon_StaffPedestal "Altar of the Seasons" [ACTI:0F000883]>

which is strange to me because I have all masters of that file and it is official besthda content. I checked this formid in xedit and it does not appear to exist at all. Maybe it is related to the above.

Attached bellow are my logs
https://gist.github.com/duplexsystem/cf38acfc2640bb1749764922bfe56c2f

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2 hours ago, duplexsystem said:

Hello, I am using Skyrim VR with new game files (from the newest AE) (as in everything but SkyrimVR.esm is from the newest AE version so as far as plugins are concerned there should be no difference between AE and VR (except SkyrimVR.esm) and the backported esl support however I am getting errors like
 

Error: Record [STAT:0000000B] in file _ResourcePack.esl is being overridden by record [REFR:0000000B] in file morthal.esp. These errors can cause CTD and other serious issues and need to be fixed.

Where the formid is in the new expanded range. I believe this is because DynDOLOD/TexGen are not aware VR can load the extended ESLs now. But I don't know if this causes issues.

Also I am getting strange error with DynDOLOD
 

<Error: Unresolved FormID [0F00091C] Error in cctwbsse001-puzzledungeon.esm DLCDwarvenPuzzleDungeon_StaffPedestal "Altar of the Seasons" [ACTI:0F000883]>

which is strange to me because I have all masters of that file and it is official besthda content. I checked this formid in xedit and it does not appear to exist at all. Maybe it is related to the above.

Attached bellow are my logs
https://gist.github.com/duplexsystem/cf38acfc2640bb1749764922bfe56c2f

Moved to the DynDOLOD 3 Alpha thread.
Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts.

Download the latest build of xEdit with ESL support for Skyrim VR from the xEdit discord.

Load the load order as usual. If the background loader reports the same record is being overridden messages, report it to the xEdit discord or github so it can be being fixed. If it doesn't report it, let us know.

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17 hours ago, sheson said:

Replace ..DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_shipsonthehorizonesp.ini which was made for 1.1 with the one attached for 1.2

DynDOLOD_SSE_shipsonthehorizonesp.iniFetching info...

Upload new logs in case there are still errors.

Sorry for the late report, it worked! 

image.thumb.png.733b99ea20db76480699fb603a5c5b4f.png

But it still threw this at me

<Warning: Ignoring STAT Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CB800]>

Full logs : https://ufile.io/0wo9iy9u

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Sorry my debug logs were 28mbs and I couldn't find a pastebin service to host them.

I am running the latest xedit build 4.1.5c, when I load all my mods I get stuff like

Quote

Warning: Record [BPTD:0000001D] in file Skyrim.esm is being overridden by record [STAT:0300001D] in file _ResourcePack.esl.

and no pop-up message.

As for the other error, since xedit is still logging this (just as a warning) I think that it's either a problem with the mod file (I cleaned it so maybe somehow that's it) or xedit, so I'll move to the xedit discord about it

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7 hours ago, leostevano said:

Sorry for the late report, it worked! 

image.thumb.png.733b99ea20db76480699fb603a5c5b4f.png

But it still threw this at me

<Warning: Ignoring STAT Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CB800]>

Full logs : https://ufile.io/0wo9iy9u

You still got the message because it load the saved default preset form the last generation that still contains the lines from the old config file.
It is ignoring the "reference rule" because the form id now matches a STAT base record.
Once you load the new rules with low, medium or high and generate LOD no message should show anymore about it if you start DynDOLOD again.

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26 minutes ago, duplexsystem said:

Sorry my debug logs were 28mbs and I couldn't find a pastebin service to host them.

I am running the latest xedit build 4.1.5c, when I load all my mods I get stuff like

and no pop-up message.

As for the other error, since xedit is still logging this (just as a warning) I think that it's either a problem with the mod file (I cleaned it so maybe somehow that's it) or xedit, so I'll move to the xedit discord about it

Since you verified that the latest xEdit experiemental with VR ESL support still reports the error, this needs to be fixed in xEdit first. The update will then make it into xLODGen/DynDOLOD shortly after.

As the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs explains, use a file service for large log files.

None of the so far provided links/logs seem to show the unresolved form ID error. See https://dyndolod.info/Messages/Unresolved-Form-ID
Unresolved form IDs can not be fixed by cleaning plugins.

In the versions of cctwbsse001-puzzledungeon.esm I have, xx000833 is not an ACTI base record but an ENCH record, which DynDOLOD does not care about.

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I encountered "Error: [000001DD] <Error: Could not be resolved 2 >Reference." when I ran DynDOLOD 3 Alpha-167.
In SSEEDIT, it is from The Serpent's Covenant - Quest Mod, and its header version is 1.71 (extends the number of new records in ESL).

I'm using Skyrim SE 1.5.97 and Backported Extended ESL Support, so I guess DynDOLOD 3 Alpha-167 cannot recognize ESPFE header 1.71.
Should I use DynDOLOD DLL NG and Scripts 3.00 Alpha 14 for SE 1.5.97, even if I do not use Large reference bugs workarounds?
I set "uLargeRefLODGridSize=5" in my SkyrimPrefs.ini, and thus I set "IgnoreLargeReferences=1" in my DynDOLOD_SSE.ini.

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Hi,

I noticed SSEEdit's "check for errors" returns several "Unknown Record Flags" in CELLs in dyndolod.esp like this:

[00:00] [CELL:0001691F] (in WindhelmWorld "Windhelm" [WRLD:0001691D])
[00:00]     CELL \ Record Header \ Record Flags -> <Unknown: 14 $E>

and in MSTT in dyndolod.esm like this:

Tamriel_Underside [MSTT:08006C62]
[00:00]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>

Is this normal?

I have the "old" Skyrim SE 1.5.97 and using the latest DynDOLOD alpha, xLODGen and DynDOLOD DLL NG and Scripts 3.00.

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5 hours ago, kelvineppolon said:

I encountered "Error: [000001DD] <Error: Could not be resolved 2 >Reference." when I ran DynDOLOD 3 Alpha-167.
In SSEEDIT, it is from The Serpent's Covenant - Quest Mod, and its header version is 1.71 (extends the number of new records in ESL).

I'm using Skyrim SE 1.5.97 and Backported Extended ESL Support, so I guess DynDOLOD 3 Alpha-167 cannot recognize ESPFE header 1.71.
Should I use DynDOLOD DLL NG and Scripts 3.00 Alpha 14 for SE 1.5.97, even if I do not use Large reference bugs workarounds?
I set "uLargeRefLODGridSize=5" in my SkyrimPrefs.ini, and thus I set "IgnoreLargeReferences=1" in my DynDOLOD_SSE.ini.

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

Use the "Click on this link for additional explanations and help for this message" of messages to open https://dyndolod.info/Messages/Unresolved-Form-ID for further explanations and help for a message as explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages

Read https://dyndolod.info/Messages/Unresolved-Form-ID for explanations about possible causes and fixes of unresolved form IDs.

See https://dyndolod.info/Changelog
Support for plugins with version 1.71 has been added in Alpha 157 December 6th, 2023.

DynDOLOD DLL NG has scriptless dynamic LOD and other fixes even if the large reference system is disabled. It always requires the large reference bugs workarounds checkbox checked. The IgnoreLargeReferences setting is irrelevant with it.

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1 hour ago, tabaras said:

Hi,

I noticed SSEEdit's "check for errors" returns several "Unknown Record Flags" in CELLs in dyndolod.esp like this:

[00:00] [CELL:0001691F] (in WindhelmWorld "Windhelm" [WRLD:0001691D])
[00:00]     CELL \ Record Header \ Record Flags -> <Unknown: 14 $E>

and in MSTT in dyndolod.esm like this:

Tamriel_Underside [MSTT:08006C62]
[00:00]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>

Is this normal?

I have the "old" Skyrim SE 1.5.97 and using the latest DynDOLOD alpha, xLODGen and DynDOLOD DLL NG and Scripts 3.00.

Moved to the DynDOLOD 3 alpha thread.

Use latest xEdit build from discord server to have flag 14 show its name.

Use search: https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-167/page/600/#comment-276720
Read FAQ: https://dyndolod.info/FAQ#Checking-DynDOLOD-plugins-for-errors-with-xEdit

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Hi, it's me again. As I wrote, this fix didn't help, moreover, now I have the opposite effect. I have now disabled all graphics mods, community shaders, generated texgen and dyndolod using only resources. (yes i know, the terrane texture is not vanilla, i didn't regenerate the terrane). The animated waterfalls flicker, as does this section of the mountain. It's insane. :ermm:

logs

Edited by Farsveinn
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9 hours ago, Farsveinn said:

Hi, it's me again. As I wrote, this fix didn't help, moreover, now I have the opposite effect. I have now disabled all graphics mods, community shaders, generated texgen and dyndolod using only resources. (yes i know, the terrane texture is not vanilla, i didn't regenerate the terrane). The animated waterfalls flicker, as does this section of the mountain. It's insane. :ermm:

logs

 

Make useful screenshots with more informative console of the dynamic LOD model and the full model.

Does the flicker stop when disabling all static LOD with tll in console?

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20240226081152-1.jpg 20240226081211-1.jpg

 

It's the same waterfall as before. Yes, if I disable it via console or disable DynDoLod in MCM, the flickering stops.

It's fxwaterfallbodytall02_dyndolod_lod.nif 

Tested on default settings, no graphics mods, just skse tweaks, interface tweaks and unofficial patch (and some minor things that couldn't affect the result).

It's most likely my problem as I haven't seen similar bugreports, but I don't know where I could be wrong as I've been using your wonderful program for a few years now and it's always been ok. :thinking:

Edited by Farsveinn
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5 hours ago, Farsveinn said:

20240226081152-1.jpg 20240226081211-1.jpg

It's the same waterfall as before. Yes, if I disable it via console or disable DynDoLod in MCM, the flickering stops.

It's fxwaterfallbodytall02_dyndolod_lod.nif 

Tested on default settings, no graphics mods, just skse tweaks, interface tweaks and unofficial patch (and some minor things that couldn't affect the result).

It's most likely my problem as I haven't seen similar bugreports, but I don't know where I could be wrong as I've been using your wonderful program for a few years now and it's always been ok. :thinking:

I am not sure if you used the "disable" command or "tll" command in console?
Disabling the dynamic LOD model in the console with "disable" or all dynamic LOD in the MCM is not the same as disabling all static LOD with tll in console.

Does the flicker stop when disabling all static LOD with "tll" in console and only the dynamic LOD remains?

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