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DynDOLOD 3.00 Alpha 180


sheson

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7 hours ago, 103Vault said:

Sorry to bother you but I noticed that DynDOLOD.esp added the Has DIstance Lod tag to many statics, yet the texture sets is not carried over from Skyrim.esm, leading color changes to many statics, for example, the texture of TundraPond01.nif.

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

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. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Report the actual problem in the game. Provide useful screenshots of the full model with more informative console as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

The MODT - Model Information element is not the same as the MODS - Alternate Textures element.
The entries of MODT - Model Information are not Texture Sets.
The entries of MODT - Model Information list the textures the vanilla model uses. The entries do not affect which textures the model uses in the game. That is what MODS - Alternate Textures entries do.

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Hello sheson,

First of all, thank you for the amazing job you're doing on our Skyrim and, most of all, your efforts to help & support the community's troubles aound DynDOLOD !

I'm coming here because I'm searching for my 3 holidays around LOD's troubles - Ulvenwald 3.3 trees.

I only have this trouble with Ulvenwald trees (last version 3.3)

The 3D LODs here : https://www.nexusmods.com/skyrimspecialedition/mods/107214

Everything is ok with TexGen/DynDOLOD and I'm using the very last version.

When I'm approaching, the terrain/trees are lately popping so I though it might be a resource graphic card trouble but it's definitively not a VRAM trouble or something

(i9 13700 + RTX 4090).

I'm playing on 1.5.97 and the mod might simply be incompatible with this version as even the Ulvenwald's author said he only tested on 1.6xxx version.

But I also noticed terrain LOD troubles around those trees areas so I'm not certain about that. 

Can you help me sheson, please ?

Regards. 

 

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9 minutes ago, Devo said:

Hello sheson,

First of all, thank you for the amazing job you're doing on our Skyrim and, most of all, your efforts to help & support the community's troubles aound DynDOLOD !

I'm coming here because I'm searching for my 3 holidays around LOD's troubles - Ulvenwald 3.3 trees.

I only have this trouble with Ulvenwald trees (last version 3.3)

The 3D LODs here : https://www.nexusmods.com/skyrimspecialedition/mods/107214

Everything is ok with TexGen/DynDOLOD and I'm using the very last version.

When I'm approaching, the terrain/trees are lately popping so I though it might be a resource graphic card trouble but it's definitively not a VRAM trouble or something

(i9 13700 + RTX 4090).

I'm playing on 1.5.97 and the mod might simply be incompatible with this version as even the Ulvenwald's author said he only tested on 1.6xxx version.

But I also noticed terrain LOD troubles around those trees areas so I'm not certain about that. 

Can you help me sheson, please ?

Regards. 

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

Post useful screenshots of affected fulls model with more informative console as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

What are the "troubles" and what does "terrain popping" or "tree popping" mean exactly?

Newer runtime versions obviously did not change how the game loads and renders full models and LOD.

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Hello, i have huge problem with Dyndolod generated LOD and Dyndolod - SKSE plugin, for now its crashing my game, and still is showing me when i change the game version 1.1179.0 (gog version) "Dyndolod Problem with worlds config file". When i use old version of SKSE and Dyndolod Resources (nog NG) its working great, but this NG version is really broken for me and bugged as hell. If you need logs just tell me when to search for it, for i know how to generate LOD, not to resolve problem with this tool.

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1 hour ago, Lainkml said:

Hello, i have huge problem with Dyndolod generated LOD and Dyndolod - SKSE plugin, for now its crashing my game, and still is showing me when i change the game version 1.1179.0 (gog version) "Dyndolod Problem with worlds config file". When i use old version of SKSE and Dyndolod Resources (nog NG) its working great, but this NG version is really broken for me and bugged as hell. If you need logs just tell me when to search for it, for i know how to generate LOD, not to resolve problem with this tool.

Moved to the DynDOLOD 3 Alpha thread.

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.

See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing, also which papyrus and DynDOLOD.log to upload when having problems with DynDOLOD DLL NG.

Obviously post the crash log when reporting crashes in the game. See https://dyndolod.info/FAQ#ILS-or-CTD

Dyndolod Problem with worlds config file probably means the file does not exist, which might mean the DynDOLOD patch was not generated for DynDOLOD DLL NG. DynDOLOD DLL NG is not a drop-in replacement. See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

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Hi,

Not sure if this is actually dyndolod related or a false lead.  I recently moved from Net Script Framework to Crash Logger as I updated to 1.6.1170 ... I've been getting occasional crashes on loading a saved game and moving between loading areas and am noticing this is a common theme in every log.

DynDOLOD.esm: count: (1)
    There is a chance that this might cause a CTD when changing locations.

I do see in your FAQ that this will have nothing to do with auto save, but do you think it has enough validity to post a crash log and dyndolod log now or should I follow the steps outlines in your read me?  It's a bit hard to duplicate as the crashes seem at random and not consistent, just sometimes loading a save game or sometimes passing through a loading screen. I can't really "make it CTD" on the fly.

 

 

 

 

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52 minutes ago, Soulmancer said:

Hi,

Not sure if this is actually dyndolod related or a false lead.  I recently moved from Net Script Framework to Crash Logger as I updated to 1.6.1170 ... I've been getting occasional crashes on loading a saved game and moving between loading areas and am noticing this is a common theme in every log.

DynDOLOD.esm: count: (1)
    There is a chance that this might cause a CTD when changing locations.

I do see in your FAQ that this will have nothing to do with auto save, but do you think it has enough validity to post a crash log and dyndolod log now or should I follow the steps outlines in your read me?  It's a bit hard to duplicate as the crashes seem at random and not consistent, just sometimes loading a save game or sometimes passing through a loading screen. I can't really "make it CTD" on the fly.

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.
Obviously posts the crash log when making posts about CTDs in the game.

https://dyndolod.info/Official-DynDOLOD-Support-Forum
Report the actual problem or error message without making assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how. Also see Don't ask to ask, just ask and How do I ask a good question?

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
In case of issues in the game, test if the problem persists without any DynDOLOD output.

I will obviously look at the logs regardless of the reason of the CTD and not just make up illogical nonsense just because a filename of a plugin is listed in the load order or suggest to use the Skyrim LE SKSE memory patch with Skyrim SE. How saves, scripts and script instances work is known and documented since decades.

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Hi all. I've got a question. Is DynDOLOD 3.00 recommended over the old one? (I'm using 1.5.97) I was able to successfully generate TexGen and DynDOLOD Outputs using the NG dll but when I started the game it said that I was missing the dll so I had to replace the NG dll with the old 1.5.97 Steam dll. 

I'm just confused on how that happened.

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21 minutes ago, maxxpower said:

Hi all. I've got a question. Is DynDOLOD 3.00 recommended over the old one? (I'm using 1.5.97) I was able to successfully generate TexGen and DynDOLOD Outputs using the NG dll but when I started the game it said that I was missing the dll so I had to replace the NG dll with the old 1.5.97 Steam dll. 

I'm just confused on how that happened.

DynDOLOD 2.x had no updates since years. DynDOLOD 3 is released for alpha testing so people can help with finding and reporting problems.

Since you did mention a problem, 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. Also upload the papyrus logs and the c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing

Do not paraphrase messages. Provide the actual message.

It is unclear if "1.5.97 Steam dll" refers to DynDOLOD DLL SE or the DynDOLOD DLL NG version that works for 1.5.97 and not 1.6.1130+
Which DLL is needed, depends on which papyrus scripts are installed last.
However, DynDOLOD DLL SE and DynDOLOD DLL NG are not interchangeable, like DynDOLOD DLL SE and PapyrusUtil are. DynDOLOD DLL NG requires a LOD specifically generated for it. See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds

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On 4/16/2024 at 10:00 PM, Soulmancer said:

Hi,

Not sure if this is actually dyndolod related or a false lead.  I recently moved from Net Script Framework to Crash Logger as I updated to 1.6.1170 ... I've been getting occasional crashes on loading a saved game and moving between loading areas and am noticing this is a common theme in every log.

DynDOLOD.esm: count: (1)
    There is a chance that this might cause a CTD when changing locations.

I do see in your FAQ that this will have nothing to do with auto save, but do you think it has enough validity to post a crash log and dyndolod log now or should I follow the steps outlines in your read me?  It's a bit hard to duplicate as the crashes seem at random and not consistent, just sometimes loading a save game or sometimes passing through a loading screen. I can't really "make it CTD" on the fly.

 

 

 

 

 

Use old papyrus dyndolod scripts for now, i had crashes on load[infamous skyrim.esm::902560] with dyndo alpha 17, but with papyrus i had none. Havent tried alpha 18 yet. The crashes might had been due to my LO too, since i had a patcher for static objects/land textures after dyndolod, some activator objects too and a patch that needed dyndolod as master, which sheson said that's haram basically. So whether the crashes were because of dyndo or my LO[which i now fixed and always put dyndo output plugins last] is unknown. The one thing is almost certain - large reference bug workaround is way less lenient on load order of dyndo.esp plugin due to that activator object switching. If something replace that object, it's scripts/whatever and uses dyndo plugin as master, you gonna have a bad time. 

Edited by RainingTacco
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5 hours ago, RainingTacco said:

i had crashes on load[infamous skyrim.esm::902560] with dyndo alpha 17, but with papyrus i had none. Havent tried alpha 18 yet. The crashes might had been due to my LO too, since i had a patcher for static objects/land textures after dyndolod, some activator objects too and a patch that needed dyndolod as master, which sheson said that's haram basically. So whether the crashes were because of dyndo or my LO[which i now fixed and always put dyndo output plugins last] is unknown

Read the first post and/or  https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. Also upload the papyrus log as explained. Also upload the c:\Users\[USERNAME]\Documents\My Games\[Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for as explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing
Obviously upload the crash log when having crashes.

https://dyndolod.info
Use the Latest Versions
Participating in the alpha test requires to report any problems to the official DynDOLOD support forum. 

https://dyndolod.info/Official-DynDOLOD-Support-Forum:
Report the actual problem or error message without making assumptions or asking leading questions. 

Do not make patches that require DynDOLOD plugins as a master. Create all required patches before generating LOD. Otherwise report the problem or technical issue that makes you believe you need to do this afterwards.

Not using something is a troubleshooting step and not a fix. Report the problem so it can be fixed.

Do not tell users not to use something as a fix. Tell users to report the actual issue so it can be fixed.

This is the DynDOLOD 3 Alpha test to find and report bugs so they can be troubleshooted and fixed. If you are unable to meet the requirements, do not participate in the alpha test. The is just not very useful random ramblings if the actual reason for the crash "is unknown". We actually troubleshoot things here to find the actual causes of problems so we can understand and fix them.

What object activator switching? What is using DynDOLOD as a master?

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Hello! I'm having a dyndolod issue I've never had before. Sorry for the wall of text, but I want to give you guys as much info as possible.

I'm using skyrim version 1.6.640. My texgen output and dyndolod output (together with dyndolod esm, esp and occlusion esp) seems to generate succesfully, but the filesize is just way to small for a list like mine, with an ungodly amount of content. When I go in-game, I see various visual errors which you can see here- floating lod textures, low res textures on many objects, flickering textures everywhere. Typing a tll command fixes every single one of these issues. It's not like dyndolod output is using vanilla assets, but it looks like huge chunks of them are missing. I'm using an Aurora modlist as a base - I know the usual troubleshooting route with wabbajack modlists is to contact the author, but keep in mind that I added more mods to the list than it had at the start, and I deleted its dyndolod&texgen output, occlusion, dyndolod resources, dyndolod programme and dyndolod DLL NG before doing a fresh install of everything and trying to generate LOD by myself.

I also had to move the list to another disc, which caused me some issues with texgen and dyndolod reading only a plugin list of my base game install, not MO2's (I'm using a stock game with my modlist), but I did fix it with proper executable arguments shown here. I'm wondering if maybe I'm supposed to do something more than changing executable's settings in MO2. I know my modlist is an absolute horror to get through, but maybe someone here has an idea on what to do. thanks for all the help in advance.

debug texgen log   texgen log

dyndolod log   dyndolod debug log

 

 

 

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