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DynDOLOD 3.00 Alpha 180


sheson

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Hey Sheson think I have found an issue between DynDOLOD and wSkeevers - Windhelm Entrance Offset Fix - Base Object Swapper https://www.nexusmods.com/skyrimspecialedition/mods/98207

here are the Logs since they are too big to upload directly - https://drive.google.com/file/d/1_N8OCrkrNstxpnevJ2FrHdP2fDPcUr-l/view?usp=sharing

 

As you can see from my screenshot there is an issue with Windhelm wall when look towards windhelm near Kynesgrove sawmill

ScreenShot2790.pngScreenShot2791.png

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2 hours ago, DarkladyLexy said:

Hey Sheson think I have found an issue between DynDOLOD and wSkeevers - Windhelm Entrance Offset Fix - Base Object Swapper https://www.nexusmods.com/skyrimspecialedition/mods/98207

here are the Logs since they are too big to upload directly - https://drive.google.com/file/d/1_N8OCrkrNstxpnevJ2FrHdP2fDPcUr-l/view?usp=sharing

As you can see from my screenshot there is an issue with Windhelm wall when look towards windhelm near Kynesgrove sawmill

ScreenShot2790.pngScreenShot2791.png

Thanks. Will be fixed next alpha version.

For future reference https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
If making screenshots of the LOD area, also make screenshots of the close-up object or full model for comparison.
When making screenshots of full models, open console and click the object in question to show its reference form ID. Note that multi pass snow shaders can prevent full models from being selected. Temporarily disable any mod that prevents getting the form ID of full models in case getting the information is not possible otherwise.

Knowing the form ids of one or two of the objects makes troubleshooting things easier right away.

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Hello,
I'm trying to do my Dyndolod for Skyrim Special Edition but I have some issues. When I run Texgen, it get stucks on the same texture each time and don't continue to create texture (I know it get stuck because my CPU usage is at 0%). This texture is called "shiprope01lod.dds" and is part of the Dyndolod Resources SE mod. Of course I tried to reinstall the whole Dyndolod, tried to reinstall the Dyndolod resources and script, turn off Windows defender... but nothing, it always get stuck on this texture and I need to close Texgen and unlock MO2. Here the Debug Log
I hope you can help me, thank you in advance !

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7 minutes ago, Orimagen said:

Hello,
I'm trying to do my Dyndolod for Skyrim Special Edition but I have some issues. When I run Texgen, it get stucks on the same texture each time and don't continue to create texture (I know it get stuck because my CPU usage is at 0%). This texture is called "shiprope01lod.dds" and is part of the Dyndolod Resources SE mod. Of course I tried to reinstall the whole Dyndolod, tried to reinstall the Dyndolod resources and script, turn off Windows defender... but nothing, it always get stuck on this texture and I need to close Texgen and unlock MO2. Here the Debug Log
I hope you can help me, thank you in advance !

By the time shiprope01lod is reported in the log it has been created from the full textures to the output folder. Textures in the data folder with the same filename as the created textures are irrelevant.

See https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-134/?do=findComment&comment=273438

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DynDOLOD 3a134 / Resources 3a38 / DLL NG + Scripts 3a11

Not a problem report per se. Wondering if the observed plugin output is expected, as it doesn't look "right" in principle. I don't know how that translates practically in-game.

DynDOLOD.esm makes some changes to the 'Force Hide Land' flags of some WindhelmWorld cells. These changes must be done on purpose by DynDOLOD because they're not forwarded from any previous plugins in the load order. However they're not forwarded to DynDOLOD.esp, so they're lost due to other plugins overwriting DynDOLOD.esm.

WindhelmPalaceOfTheKingsExterior [CELL:00038380] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 32,10)

image.png

[CELL:00038384] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 31,10)

image.png

(Some mod plugins to the left of DynDOLOD.esm were hidden so that the remaining could fit in 1 screenshot)

Full logs here if needed: https://drive.google.com/file/d/19EQbVwyzUSpR3ReaOWITDJFmMuKv5JYF/view

Apologies if this is a stupid or not pertinent remark. Thank you.

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1 hour ago, Mousetick said:

DynDOLOD 3a134 / Resources 3a38 / DLL NG + Scripts 3a11

Not a problem report per se. Wondering if the observed plugin output is expected, as it doesn't look "right" in principle. I don't know how that translates practically in-game.

DynDOLOD.esm makes some changes to the 'Force Hide Land' flags of some WindhelmWorld cells. These changes must be done on purpose by DynDOLOD because they're not forwarded from any previous plugins in the load order. However they're not forwarded to DynDOLOD.esp, so they're lost due to other plugins overwriting DynDOLOD.esm.

WindhelmPalaceOfTheKingsExterior [CELL:00038380] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 32,10)

image.png

[CELL:00038384] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 31,10)

image.png

(Some mod plugins to the left of DynDOLOD.esm were hidden so that the remaining could fit in 1 screenshot)

Full logs here if needed: https://drive.google.com/file/d/19EQbVwyzUSpR3ReaOWITDJFmMuKv5JYF/view

Apologies if this is a stupid or not pertinent remark. Thank you.

They are changed on purpose by DynDOLOD_SSE_skyrimesm_tamriel.patch. The vanilla land not showing can cause visible holes especially in the mountain north/west behind the palace while I did testing with the parent/child copies. Many of the mountain references in the child world do not match with the ones in the parent world.

They only being done in the esm is on purpose (albeit not the perfect solution). It is assumed that any non vanilla plugins changing the areas/cells should win any comnflict.

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2 hours ago, DarkladyLexy said:

just noticed that the Seasons option is checked but default in both Alpha 134 and Alpha 135 even if one has no season stuff installed

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

https://dyndolod.info/Help/Seasons
The checkbox is only available if swap data for a season has been found and loaded successfully.

Without a ..\Data\Seasons\*[SPR|SUM|AUT|WIN].ini. the Seasons options are disabled. The debug log typically reports the found INIs.

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1 hour ago, sheson said:

They only being done in the esm is on purpose (albeit not the perfect solution). It is assumed that any non vanilla plugins changing the areas/cells should win any comnflict.

Thanks for the explanation. I must be missing something, but I don't understand the reasoning or the rule of thumb.

Here I have unhidden some mod plugins to the left of DynDOLOD.esm:

image.png

Let's assume CWRepairs.esp is not in the load order, this would give:

image.png

In which case, the changes from DynDOLOD.esm would apply.

If the DynDOLOD.esm changes are considered to be OK for USSEP and OK for Legacy of the Dragonborn, why wouldn't they be OK for Civil War Repairs as well? Or taken from the opposite perspective, USSEP and Legacy of the Dragonborn are "non vanilla plugins changing the areas/cells", and yet DynDOLOD.esm changes win over them.

I understand this is an extremely complex and inextricable problem to solve generically when dealing with arbitrary load orders. A 'perfect' solution may not exist.

What if hypothetically I wanted the DynDOLOD.esm changes/fixes to apply to my mostly vanilla Windhelm load order, on which I used the Parent > Child feature. Could I forward them into a custom patch so they're not lost?

--

I noticed a similar loss of DynDOLOD.esm change, unrelated to previous:

arnimaDUPLICATE003 "The Reach" [WRLD:XX000D62] (from Beyond Reach)

image.png

DynDOLOD.esm changes the LOD Water Type. This change is unique to DynDOLOD so it must done on purpose. But it's lost because it's not forwarded to DynDOLOD.esp. Is this for the same reason as above? I.e. "It is assumed that any non vanilla plugins changing the areas/cells should win any conflict."

Thanks.

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12 minutes ago, Mousetick said:

Thanks for the explanation. I must be missing something, but I don't understand the reasoning or the rule of thumb.

Here I have unhidden some mod plugins to the left of DynDOLOD.esm:

image.png

Let's assume CWRepairs.esp is not in the load order, this would give:

image.png

In which case, the changes from DynDOLOD.esm would apply.

If the DynDOLOD.esm changes are considered to be OK for USSEP and OK for Legacy of the Dragonborn, why wouldn't they be OK for Civil War Repairs as well? Or taken from the opposite perspective, USSEP and Legacy of the Dragonborn are "non vanilla plugins changing the areas/cells", and yet DynDOLOD.esm changes win over them.

I understand this is an extremely complex and inextricable problem to solve generically when dealing with arbitrary load orders. A 'perfect' solution may not exist.

What if hypothetically I wanted the DynDOLOD.esm changes/fixes to apply to my mostly vanilla Windhelm load order, on which I used the Parent > Child feature. Could I forward them into a custom patch so they're not lost?

--

I noticed a similar loss of DynDOLOD.esm change, unrelated to previous:

arnimaDUPLICATE003 "The Reach" [WRLD:XX000D62] (from Beyond Reach)

image.png

DynDOLOD.esm changes the LOD Water Type. This change is unique to DynDOLOD so it must done on purpose. But it's lost because it's not forwarded to DynDOLOD.esp. Is this for the same reason as above?

Thanks.

If you want those changes to always win and to survive updating, make a new patch file in (virtual) ..\Data\DynDOLOD\DynDOLOD_SSE_updateesm_tamriel.patch with
overwrite2esp=skyrim.esm;00038380,XCLC\Land Flags=11
overwrite2esp=skyrim.esm;00038384,XCLC\Land Flags=2
They will then be added to the DynDOLOD.esp as well.

The water record is done by
DynDOLOD_SSE_arnimaesm_arnimaduplicate003.patch

These patches are "for me" and this avoids forcing them on everybody. 

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Hi, i have a puzzle to solve and hope to get some insights.

Skyrim Latest Version (1.6640).

Open Cities (yes)

Jks' Skyrim AIO and a bunch of other Mods ( > 1000) 

 

I used the latest Dyndolod Version on an new Save and the "Palace" in Whiterun has a slight Problem.

Maybe you can set me up on the right track.  

 

image.thumb.png.d928fa734cf80ef15f369255e7c2cf2e.png

 

I tried the update Procedure with the clean save and something happened.

The Palace looks as before :( but the Bridge to the palace is gone :amazed: .

I can bring the Bridge back with prid though, but it is disabled after generation ? Do you have an idea, why this is occuring ?

image.thumb.png.265746167b030ef7d870072cefd52817.png

 

If you need any further information, please let me know. 

Thanks for your time, i really appreciate your efforts. 

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1 hour ago, IskanderStep said:

Hi, i have a puzzle to solve and hope to get some insights.

Skyrim Latest Version (1.6640).

Open Cities (yes)

Jks' Skyrim AIO and a bunch of other Mods ( > 1000) 

 

I used the latest Dyndolod Version on an new Save and the "Palace" in Whiterun has a slight Problem.

Maybe you can set me up on the right track.  

 

image.thumb.png.d928fa734cf80ef15f369255e7c2cf2e.png

 

I tried the update Procedure with the clean save and something happened.

The Palace looks as before :( but the Bridge to the palace is gone :amazed: .

I can bring the Bridge back with prid though, but it is disabled after generation ? Do you have an idea, why this is occuring ?

image.thumb.png.265746167b030ef7d870072cefd52817.png

 

If you need any further information, please let me know. 

Thanks for your time, i really appreciate your efforts. 

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.

Make screenshots in broad daylight as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

Explain in a sentence what the "slight problem" with the palace is.
What do you mean by new save? A new game? The clean save procedure can only be applied to an existing save that had old DynDOLOD output.

The 1st screenshot has a glow model marked and not the palace. It is unclear what the worldspace is.

The 2nd screenshot shows that no plugins affects the marked bridge reference. You should double check with xEdit that no plugin overwrites the reference.
It also shows that the reference is in the Whiterun childworld, which seems pointless to enter when using Open Cities.
Typically DynDOLOD does not do anything to existing references in childworlds, especially when a plugin like Open Cities is installed.

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