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DynDOLOD 3.00 Alpha 180


sheson

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Sheson, just reporting back that everything seems to be working great on my end...nothing appearing nor disappearing outside Solitude anymore (though I personally wasn't bothered by any other city, it was just the surrounding mountainside + trees rising up behind Solitude was a particularly unavoidable annoyance). 

Also, I think my issue with the junipers is that I wasn't checking "visible when distant" on my rule as I didn't think they had vanilla lod and so my rule of "full, billboard4, billboard1" wasn't producing any billboards even past lod level 4.  I plan to test this assumption with a run tonight.

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42 minutes ago, chemistofgor said:

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

Obviously also upload E:\HaydsModlist\Tools\DynDOLOD 3\Logs\LODGen_SSE_Tamriel_log.txt as explained.

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38 minutes ago, MisterMorden said:

Sheson, just reporting back that everything seems to be working great on my end...nothing appearing nor disappearing outside Solitude anymore (though I personally wasn't bothered by any other city, it was just the surrounding mountainside + trees rising up behind Solitude was a particularly unavoidable annoyance). 

Also, I think my issue with the junipers is that I wasn't checking "visible when distant" on my rule as I didn't think they had vanilla lod and so my rule of "full, billboard4, billboard1" wasn't producing any billboards even past lod level 4.  I plan to test this assumption with a run tonight.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#VWD-Visible-When-Distant explains what the flag controls.

The VWD flag determines if the rule is applied or not depending on LOD asset existing or not.

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6 minutes ago, chemistofgor said:

I think I see the issue, Sheson. I downloaded a gildergreen tree replacer mod recently, and it seems to include leaves.dds/_n.dds. i did upload that log, initally in the second most recent post, btw.

Where is the debug log for DynDOLOD?

What is the URL of the mod?

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5 minutes ago, sheson said:

Where is the debug log for DynDOLOD?

What is the URL of the mod?

https://www.nexusmods.com/skyrimspecialedition/mods/97680

LODGen_SSE_Tamriel_log.txt

this is the log that mentioned leaves/leaves_n

didnt see anything on the page about not having it active in lod generation. should be as simple as renaming the textures/rerouting the mesh paths

Edit: can confirm tamriel is generating lods now. also, apparently texgen really does complete in 3 minutes now! wow! you're a god dang miracle worker my friend.

 

Edited by chemistofgor
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12 minutes ago, chemistofgor said:

https://www.nexusmods.com/skyrimspecialedition/mods/97680

LODGen_SSE_Tamriel_log.txt

this is the log that mentioned leaves/leaves_n

didnt see anything on the page about not having it active in lod generation. should be as simple as renaming the textures/rerouting the mesh paths

Edit: can confirm tamriel is generating lods now. also, apparently texgen really does complete in 3 minutes now! wow! you're a god dang miracle worker my friend.

Where is the DynDOLOD debug log?

As explained many times before, disabling mods is a troubleshooting step and not a fix. Preventing a problem from happening by disabling something does not fix the actual cause of the problem. The changes of the mod are now not reflected in the LOD patch.

According to your logs, TexGen already completed in about 3 minutes.

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5 minutes ago, chemistofgor said:

yes, it did complete that quickly. i was simply applauding the improvements that allowed it to do so! :) I am friends with the mod author of the gildergreen replacer and we are working on a solution on our end

Where is the DynDOLOD debug log?

Why do you believe you can or should even attempt to fix problems in the tools?

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6 minutes ago, chemistofgor said:

it's not the tools, it looks like the author accidentally used the same texture paths that dyndolod is supposed to create. it was a mistake on their end, from my understanding.

Where is the DynDOLOD debug log?

This is not how any of this works. 

I did a quick generation with vanilla + G.I.R.T.H. - Gildergreen Is Really Thicc HD 4k version and there were no errors.

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Just now, chemistofgor said:

i do not have a debug log for dyndolod

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
The log and debug log are saved when the program shuts down Do not interrupt the shut down process so it can write the log files. If there are no logs or debug logs because the tool is being terminated prematurely, check the Windows Event log for related messages. Add RealTimeLog=1 under [TexGen] or [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI respectively. Then execute the tool again to generate a debug log in the Logs folder in real time and upload that.

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11 hours ago, Ran said:

Hoping you can point me in the right direction or give me a few ideas to try.  I am using SkyrimVR and the last working copy of NG DLL's that I could use was Alpha 5.  When using any past that (6, 7, or 8), I CTD right before the SkyrimVR load screen.  If I load ENB, the CTD is after the ENB splash screen and before the VR load screen.  I removed all mods except SKSEVR, Crash Logger, VR Address Library, VRIK, Dyndolod Resources & DLL NG #, with the same CTD.  I reinstalled MS C++ and Runtime 6, disabled antivirus. reset NVIDIA profiler to default values and ran a Windows memory test. Still CTD.  If I disable the DLL NG and start, everything is fine.  I also have a crashdump log that I added to the combined logs.

Thanks in advance for the help,

Combined logs.txt 34.25 kB · 1 download

It seems commonlibsse-ng is not fully including all things from commonlibvr for player character events - or maybe there is a deeper problem. This is going to take a while to sort out.

I might provide an update for Alpha-6 (that is a different problem is easily fixed) in the interim and it still can be used with current DynDOLOD Alpha versions.

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