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DynDOLOD 3.00 Alpha 173


sheson

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On 6/4/2022 at 5:23 PM, sheson said:

The L/H  difference is in the vertex color alpha values. It controls how light or heavy the cover of the HD LOD snow shader is. See last paragraph of https://dyndolod.info/Help/Snow-Ash-LOD-Shader

This helped a lot, thanks! I was able to use Sniff to batch apply the correct vertex color alpha values to the meshes. Just a small addition to that info: Not all L mountain LOD meshes use exactly 0.4 vertex color alpha. From the ones I covered for now, I found that mountainpeak01_lod_0l.nif uses 0.41 and mountainpeak02_lod_0l.nif uses 0.42. Probably not much of a difference from 0.4 regarding how heavy the snow cover is, but just FYI.

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On 6/10/2022 at 12:45 AM, sheson said:

Read he first post of the DynDOLOD 3 Alpha thread where to make posts. I moved your post.

Upload the log and debug log when making posts as explained in the first post.

What is "its not working"  supposed to mean? What is it that is not working?

Use forum search to find similar posts https://stepmodifications.org/forum/search/?q=autumn whiterun&quick=1&type=forums_topic&nodes=223

Sry my english is not that good, by not working i meant that dyndolod aint generating LODS for Autumn of Whiterun added trees, im not good explaining myself :( Thx for answering <3

EDIT: Dyndolod is working for everything else, so the only problem i have is that it does not add lods for those trees 

Edited by VetortasChills
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27 minutes ago, Phlunder said:

This helped a lot, thanks! I was able to use Sniff to batch apply the correct vertex color alpha values to the meshes. Just a small addition to that info: Not all L mountain LOD meshes use exactly 0.4 vertex color alpha. From the ones I covered for now, I found that mountainpeak01_lod_0l.nif uses 0.41 and mountainpeak02_lod_0l.nif uses 0.42. Probably not much of a difference from 0.4 regarding how heavy the snow cover is, but just FYI.

I will change the text to say ~0.4 and ~0.5 ...

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39 minutes ago, VetortasChills said:

Sry my english is not that good, by not working i meant that dyndolod aint generating LODS for Autumn of Whiterun added trees, im not good explaining myself :( Thx for answering <3

EDIT: Dyndolod is working for everything else, so the only problem i have is that it does not add lods for those trees 

Upload the log and debug log when making posts as explained in the first post.

It "works" just fine:

AutumnOfWhiterun.jpg

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9 hours ago, sheson said:

Can you check DynDOLOD.esp for errors with xEdit to see if anything is being reported?

 

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [5B] DynDOLOD.esp
[00:06] cuttingroomflooresp_01a42a_DynDOLOD_PATCH [REFR:5B1371FE] (places WRDragonDoor01 "Door" [DOOR:000252C7] in GRUP Cell Temporary Children of [CELL:0001A280] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-3))
[00:06]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00069688] (in GRUP Cell Temporary Children of WhiterunExterior01 [CELL:0000961B] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-3))">
[00:16] still checking for Errors in [5B] DynDOLOD.esp
[00:16] Done: Checking for Errors, Processed Records: 73420, Errors found: 1, Elapsed Time: 00:16

image.thumb.png.0bbb4c3054e7f98b67b58978e138d279.png

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48 minutes ago, Joe9075 said:

 


[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [5B] DynDOLOD.esp
[00:06] cuttingroomflooresp_01a42a_DynDOLOD_PATCH [REFR:5B1371FE] (places WRDragonDoor01 "Door" [DOOR:000252C7] in GRUP Cell Temporary Children of [CELL:0001A280] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-3))
[00:06]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00069688] (in GRUP Cell Temporary Children of WhiterunExterior01 [CELL:0000961B] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-3))">
[00:16] still checking for Errors in [5B] DynDOLOD.esp
[00:16] Done: Checking for Errors, Processed Records: 73420, Errors found: 1, Elapsed Time: 00:16

image.thumb.png.0bbb4c3054e7f98b67b58978e138d279.png

Check if removing the reference from the DynDOLOD.esp changes anything. Let me know if you need additional information how to do that.

Error checking latest Cuttingroomfloor.esp version from AFK mods shows the same error for me. You too?

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44 minutes ago, sheson said:

Check if removing the reference from the DynDOLOD.esp changes anything. Let me know if you need additional information how to do that.

Error checking latest Cuttingroomfloor.esp version from AFK mods shows the same error for me. You too?

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [0C] Cutting Room Floor.esp
[00:01] [REFR:0C013168] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -8,-7)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000E8588] (in GRUP Cell Temporary Children of POITundra14 [CELL:00009A91] (in Tamriel "Skyrim" [WRLD:0000003C] at -8,-7))">
[00:01] [REFR:0C014248] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -2,15)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000D6010] (in GRUP Cell Temporary Children of StonehillsExterior01 [CELL:000093B6] (in Tamriel "Skyrim" [WRLD:0000003C] at -2,15))">
[00:01] [REFR:0C01A42A] (places WRDragonDoor01 "Door" [DOOR:000252C7] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 4,-3)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00069688] (in GRUP Cell Temporary Children of WhiterunExterior01 [CELL:0000961B] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-3))">
[00:01] [REFR:0C030FD9] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -2,16)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000D6013] (in GRUP Cell Temporary Children of StonehillsExterior02 [CELL:00009395] (in Tamriel "Skyrim" [WRLD:0000003C] at -2,16))">
[00:01] [REFR:0C2B524B] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -3,15)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000E88EE] (in GRUP Cell Temporary Children of [CELL:000093B7] (in Tamriel "Skyrim" [WRLD:0000003C] at -3,15))">
[00:01] WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:02] Done: Checking for Errors, Processed Records: 4633, Errors found: 6, Elapsed Time: 00:02

Also I would appreciate the instructions if you don't mind

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25 minutes ago, Joe9075 said:

[00:00] Start: Checking for Errors
[00:00] Checking for Errors in [0C] Cutting Room Floor.esp
[00:01] [REFR:0C013168] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -8,-7)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000E8588] (in GRUP Cell Temporary Children of POITundra14 [CELL:00009A91] (in Tamriel "Skyrim" [WRLD:0000003C] at -8,-7))">
[00:01] [REFR:0C014248] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -2,15)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000D6010] (in GRUP Cell Temporary Children of StonehillsExterior01 [CELL:000093B6] (in Tamriel "Skyrim" [WRLD:0000003C] at -2,15))">
[00:01] [REFR:0C01A42A] (places WRDragonDoor01 "Door" [DOOR:000252C7] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 4,-3)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:00069688] (in GRUP Cell Temporary Children of WhiterunExterior01 [CELL:0000961B] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-3))">
[00:01] [REFR:0C030FD9] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -2,16)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000D6013] (in GRUP Cell Temporary Children of StonehillsExterior02 [CELL:00009395] (in Tamriel "Skyrim" [WRLD:0000003C] at -2,16))">
[00:01] [REFR:0C2B524B] (places FarmhouseLDoor01 "Wooden Door" [DOOR:00029CB0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -3,15)
[00:01]     REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000E88EE] (in GRUP Cell Temporary Children of [CELL:000093B7] (in Tamriel "Skyrim" [WRLD:0000003C] at -3,15))">
[00:01] WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:01]     QUST \ VMAD - Virtual Machine Adapter \ Aliases \ Alias \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "WERoad02 "Nobles Traveling with Bodyguard" [QUST:001027A5]">
[00:02] Done: Checking for Errors, Processed Records: 4633, Errors found: 6, Elapsed Time: 00:02

Also I would appreciate the instructions if you don't mind

Make a backup of DynDOLOD.esp somewhere outside the MO2 mods folders. Load DynDOLOD.esp in xEdit like you did when error checking it. It should have load order id 5B. It is the number in front of the plugin file name in the left tree view of xEdit. If it changed adjust the first two digits 5B of the reference form ID 5B1371FE accordingly.

Enter the reference form id 5B1371FE into the FormID top left of xEdit and hit enter key. You can now right click the highlight record in the tree view in the left window or the top row that says [5B] DynDOLOD.esp in the right window and select "remove". Confirm any messages, then close xEdit. It should prompt you to save the plugin.

In case there is a problem renaming the plugin, you will find the saved plugin with a file-stamp in the filename in MO2 overwrite folder. Right click to "Rename" to DynDOLOD.esp. Then test if problem still happens. 

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51 minutes ago, sheson said:

Make a backup of DynDOLOD.esp somewhere outside the MO2 mods folders. Load DynDOLOD.esp in xEdit like you did when error checking it. It should have load order id 5B. It is the number in front of the plugin file name in the left tree view of xEdit. If it changed adjust the first two digits 5B of the reference form ID 5B1371FE accordingly.

Enter the reference form id 5B1371FE into the FormID top left of xEdit and hit enter key. You can now right click the highlight record in the tree view in the left window or the top row that says [5B] DynDOLOD.esp in the right window and select "remove". Confirm any messages, then close xEdit. It should prompt you to save the plugin.

In case there is a problem renaming the plugin, you will find the saved plugin with a file-stamp in the filename in MO2 overwrite folder. Right click to "Rename" to DynDOLOD.esp. Then test if problem still happens. 

Removed the reference, still crashed.
Crash_2022_6_11_14-45-49.txt

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1 hour ago, Joe9075 said:

Removed the reference, still crashed.
Crash_2022_6_11_14-45-49.txt

OK, then lets troubleshoot by doing a binary search for the problematic record:

The goal is to remove as many worldspaces, cells and references as possible from DynDOLOD.esp while still keeping the problematic record that causes the game to crash.

Make a backup of DynDOLOD.esp
Load DynDOLOD.esp into xEdit and unfold DynDOLOD.esp in the left tree view and then unfold "Worldspace"
You can mark worldspace records with left Shift key and mouse button like usual in Windows. Mark everything but Tamriel and Windhelmworld and right click remove. Save. Test in game.
We expect it still to crash.
Make a backup of this plugin.
Load it in xEdit and now remove Windhelmworld. Save.Test in game. 
If it still crashes make a backup and continue below, if not load the back from before than contains Tamriel and Windhelmworld, then remove Tamriel instead. Save. Test.

You now have either a plugin that should have only  Tamriel or Windhelmworld remaining. It really should be Tamriel...

Make a backup.
Load plugin in xEdit 
Unfold Worldspace, then unfold Tamriel.
Remove 00000D74 Cell, while keeping the Blocks. Save.Test.
If it doesn't crash, load the backup and remove all the Blocks instead to only keep 00000D74 Cell.
Otherwise, make backup, remove half the blocks, save, test. If it crashes rinse and repeat, other load backup and remove the other half. Once you are down to a single Block, do the asme with the subblocks, then with the cells. Always remove half, test, if it doesn't crash load backup and remove the other half, until you only one cell left.

Now you either have a plugin with 00000D74 persistent Cell or a Block/subblock, temporary cell. In that case let me know which temporary cell is left. They typically only contains one or a couple references.

If the crash happen with the 00000D74 persistent cell, make backup, load in xEdit, unfold the persistent cell and remove all the overwrites at the top. The records with red/yellow background.
If crash does not happen, load back up and remove all the other records, then do the cycle to remove half overwrites until you only have one overwrite left causing the problem.

Otherwise, do the cycle removing half of the references that do have an EditorID Tamriel_Firstborn* or Tamriel_Minion. Best to sort by the EditorID column for that.

It sounds like a lot of work but once you get the hang of it but by removing half, test remove other half if necessary it goes typically pretty quick to find at least one record causing the problem.

Let me know what you find or ask for clarification if something didn't make sense.

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59 minutes ago, sheson said:

OK, then lets troubleshoot by doing a binary search for the problematic record:

The goal is to remove as many worldspaces, cells and references as possible from DynDOLOD.esp while still keeping the problematic record that causes the game to crash.

Make a backup of DynDOLOD.esp
Load DynDOLOD.esp into xEdit and unfold DynDOLOD.esp in the left tree view and then unfold "Worldspace"
You can mark worldspace records with left Shift key and mouse button like usual in Windows. Mark everything but Tamriel and Windhelmworld and right click remove. Save. Test in game.
We expect it still to crash.
Make a backup of this plugin.
Load it in xEdit and now remove Windhelmworld. Save.Test in game. 
If it still crashes make a backup and continue below, if not load the back from before than contains Tamriel and Windhelmworld, then remove Tamriel instead. Save. Test.

You now have either a plugin that should have only  Tamriel or Windhelmworld remaining. It really should be Tamriel...

Make a backup.
Load plugin in xEdit 
Unfold Worldspace, then unfold Tamriel.
Remove 00000D74 Cell, while keeping the Blocks. Save.Test.
If it doesn't crash, load the backup and remove all the Blocks instead to only keep 00000D74 Cell.
Otherwise, make backup, remove half the blocks, save, test. If it crashes rinse and repeat, other load backup and remove the other half. Once you are down to a single Block, do the asme with the subblocks, then with the cells. Always remove half, test, if it doesn't crash load backup and remove the other half, until you only one cell left.

Now you either have a plugin with 00000D74 persistent Cell or a Block/subblock, temporary cell. In that case let me know which temporary cell is left. They typically only contains one or a couple references.

If the crash happen with the 00000D74 persistent cell, make backup, load in xEdit, unfold the persistent cell and remove all the overwrites at the top. The records with red/yellow background.
If crash does not happen, load back up and remove all the other records, then do the cycle to remove half overwrites until you only have one overwrite left causing the problem.

Otherwise, do the cycle removing half of the references that do have an EditorID Tamriel_Firstborn* or Tamriel_Minion. Best to sort by the EditorID column for that.

It sounds like a lot of work but once you get the hang of it but by removing half, test remove other half if necessary it goes typically pretty quick to find at least one record causing the problem.

Let me know what you find or ask for clarification if something didn't make sense.

I removed every worldspace record in dyndolod.esp, it still crashed.
However, when I removed WindhelmWorld and tested it, there was no crash.

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9 hours ago, Joe9075 said:

Edit: meant to say "every worldspace record in dyndolod.esp besides for WindhelmWorld and Tamriel" in the first line.

Just continue removing thins, while keep the version of the plugin that still crashes. Make a backup, then remove Windhelmworld. I expect it to still crash with only Tamriel. Other load the back and remove Tamriel and keep Windhelmworld.

Once you have only one worldspace left left, start continue by removing the persistent cell. Otherwise the blocks and so one as explained above.

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Trying to figure out if I am stupid or not... I am creating a fresh install of Skyrim AE. But No matter where I seem to put these programs... I keep getting the same error when I try running TexGenX64... I literally put it in c:\DynDOLOD\ as requested and it still gives me the same error.

image.thumb.png.d91d04449f6431bc1b05f1d6e33d31c8.png

EDIT: I am stupid... I initially installed it via MO and then moved it out as it requested me to do so... But  since the meta.ini file was still there, it wasn't liking that.

Edited by mouse0270
Found the issue
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18 hours ago, sheson said:

Just continue removing thins, while keep the version of the plugin that still crashes. Make a backup, then remove Windhelmworld. I expect it to still crash with only Tamriel. Other load the back and remove Tamriel and keep Windhelmworld.

Once you have only one worldspace left left, start continue by removing the persistent cell. Otherwise the blocks and so one as explained above.

I seem to have found the problematic record. Its 5B13CE51, a Placed Object within the WindhelmWorld worldspace and its 0001691F Cell. Deleting it stopped the crashing.
image.thumb.png.7c0e6355979b31ab572ad91be3aa930a.png

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