Jump to content

DynDOLOD 3.00 Alpha 173


sheson

Recommended Posts

14 hours ago, ExquisiteLemon said:

So for whatever reason, the current Dyndolod.esm does not seem to be compatible with the current release of Requiem.  Specifically, Requiemfortheindifferent.esp. After removing Dyndolod_Output from load order and re running the patcher, and then re installing Dyndolod_Output, the game works fine, no more CTD and Dyndolod is working as intended in game.

I don’t really know the specifics of why the Requiem patcher no longer works with Dyndolod for me at least, but that is what I have narrowed down my CTD on launch too.

I would like to say thank you for all the helpful links and advice for trouble shooting,  the new kids generated with LodGen look phenomenal.

If the load order changes, automatically generated patch plugins may become out of date and need to be generated again.

Link to comment
Share on other sites

5 hours ago, Soulmancer said:

The output I pathed to e:\DynDOLOD_Output\

The process completes successfully if I build from scratch :) but I still get the same assertion error if I try to update using the old plugins :( 

EDIT: don't know if this is relevant, but according to the date stamp it seems to be finishing updating the Occlusion and Dyndolod ESPs according to the date modified stamp and creating the meshes and textures...  but it is not updating the Dydolod.ESM or creating the SKSE folder.

Updating, especially across versions changes is not guaranteed to work. Is there an error updating output that was generated with the same version?

Link to comment
Share on other sites

7 hours ago, sheson said:

Updating, especially across versions changes is not guaranteed to work. Is there an error updating output that was generated with the same version?

Understandable.  I had not tried updating with same version, but I will in the future. I have read instructions for updating on an existing save. Does the same apply to generating from scratch?

I guess my concern there is wont the exclusive dyndolod form IDs be different when creating from scratch?  … On an existing save isn’t that bad? akin to compacting form records to ESL flag a plugin mid save?

Link to comment
Share on other sites

7 minutes ago, Soulmancer said:

Understandable.  I had not tried updating with same version, but I will in the future. I have read instructions for updating on an existing save. Does the same apply to generating from scratch?

I guess my concern there is wont the exclusive dyndolod form IDs be different when creating from scratch?  … On an existing save isn’t that bad? akin to compacting form records to ESL flag a plugin mid save?

https://dyndolod.info/Help/Clean-Save
The DynDOLOD plugins or the Occlusion.esp itself are very simple and mostly self contained. That means removing and/or updating does not have any known ill-effects, if following the below procedure.
The clean procedure only needs to be done if generating new DynDOLOD output from scratch (in case a 3rd party plugin that is a master in a DynDOLOD plugin has been removed for example) or when switching from PapyrusUtil to DynDOLOD DLL or vice versa for an existing save game.
There is no need for a clean save when updating existing DynDOLOD plugins and/or Occlusion.esp.

Link to comment
Share on other sites

The newest version's changelog says: fixed an item not found error

The problem is that this is what I have with TexGen:

[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass02 [GRAS:000F17FE]>
[05:06] [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\grass\rockgrasswater01.nif bounds volume 0, height 0 Update.esm RockGrassWater01 [GRAS:000F871D]>
[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass01Light [GRAS:000F17FD]>
[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass01Forest [GRAS:000BC025]>
[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm WaterCoralGrass01 [GRAS:0007AACC]>
[05:06] [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\grass\watercoralgrass01.nif bounds volume 155.261077880859, height 86 Update.esm WaterCoralGrass01 [GRAS:0007AACC]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\fieldgrassflowers02.nif FieldGrassFlowers17:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm FieldGrass02 [GRAS:001098CA]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\fieldgrassflowers02.nif FieldGrassFlowers17:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm FieldGrass02 [GRAS:001098CA]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass02.nif SnowGrass02:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm SnowGrass02 [GRAS:000F17FE]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass02.nif SnowGrass02:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm SnowGrass02 [GRAS:000F17FE]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass01.nif SnowGrass01:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm SnowGrass01Light [GRAS:000F17FD]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass01.nif SnowGrass01:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm SnowGrass01Light [GRAS:000F17FD]>
Item not found
[06:00] 00000000 ???                                         
0104c2e7 TexGenx64.exe DynDOLODResourceStrings   930 dynMessageDialog
00fca699 TexGenx64.exe xeMainForm               4920 TfrmMain.DoGenerateLOD
0102af78 TexGenx64.exe xeMainForm              17745 TfrmMain.tmrGeneratorTimer
007c0080 TexGenx64.exe Vcl.ExtCtrls                  TTimer.Timer
007bfea8 TexGenx64.exe Vcl.ExtCtrls                  TTimer.WndProc
005e49f3 TexGenx64.exe System.Classes                StdWndProc
6fffff63 user32.dll                                  DispatchMessageW
0085f65e TexGenx64.exe Vcl.Forms                     TApplication.ProcessMessage
0085f6d3 TexGenx64.exe Vcl.Forms                     TApplication.HandleMessage
0085fb2a TexGenx64.exe Vcl.Forms                     TApplication.Run
01d46eb0 TexGenx64.exe DynDOLOD                  184 initialization
6fffffed kernel32.dll                                BaseThreadInitThunk
6ffffff4 ntdll.dll                                   RtlUserThreadStart
Item not found
Error: Item not found.
[06:01] [TMessageDialog.Dialog] <Debug: Creating TTaskDialog>
[06:01] [TMessageDialog.Dialog] <Debug: [TMessageDialog.Dialog] Executing TTaskDialog>
[06:07] [TMessageDialog.Dialog] <Debug: Gathering>
User says "Exit TexGen"
Forced

LINK to the log files.

I tried some cleaning mods etc. but nothing really impacts the thing. 

The folder is new, no overwritten old version. The modlist is also new.

Also tried it a few times and sometimes it says "DATA - DATA" after "item not found"

Edited by Morti
Link to comment
Share on other sites

2 hours ago, Morti said:

The newest version's changelog says: fixed an item not found error

The problem is that this is what I have with TexGen:

[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass02 [GRAS:000F17FE]>
[05:06] [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\grass\rockgrasswater01.nif bounds volume 0, height 0 Update.esm RockGrassWater01 [GRAS:000F871D]>
[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass01Light [GRAS:000F17FD]>
[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass01Forest [GRAS:000BC025]>
[05:06] [GetRequiredBillboards] <Debug: Processing Update.esm WaterCoralGrass01 [GRAS:0007AACC]>
[05:06] [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\grass\watercoralgrass01.nif bounds volume 155.261077880859, height 86 Update.esm WaterCoralGrass01 [GRAS:0007AACC]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\fieldgrassflowers02.nif FieldGrassFlowers17:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm FieldGrass02 [GRAS:001098CA]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\fieldgrassflowers02.nif FieldGrassFlowers17:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm FieldGrass02 [GRAS:001098CA]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass02.nif SnowGrass02:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm SnowGrass02 [GRAS:000F17FE]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass02.nif SnowGrass02:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm SnowGrass02 [GRAS:000F17FE]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass01.nif SnowGrass01:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm SnowGrass01Light [GRAS:000F17FD]>
[05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass01.nif SnowGrass01:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm SnowGrass01Light [GRAS:000F17FD]>
Item not found
[06:00] 00000000 ???                                         
0104c2e7 TexGenx64.exe DynDOLODResourceStrings   930 dynMessageDialog
00fca699 TexGenx64.exe xeMainForm               4920 TfrmMain.DoGenerateLOD
0102af78 TexGenx64.exe xeMainForm              17745 TfrmMain.tmrGeneratorTimer
007c0080 TexGenx64.exe Vcl.ExtCtrls                  TTimer.Timer
007bfea8 TexGenx64.exe Vcl.ExtCtrls                  TTimer.WndProc
005e49f3 TexGenx64.exe System.Classes                StdWndProc
6fffff63 user32.dll                                  DispatchMessageW
0085f65e TexGenx64.exe Vcl.Forms                     TApplication.ProcessMessage
0085f6d3 TexGenx64.exe Vcl.Forms                     TApplication.HandleMessage
0085fb2a TexGenx64.exe Vcl.Forms                     TApplication.Run
01d46eb0 TexGenx64.exe DynDOLOD                  184 initialization
6fffffed kernel32.dll                                BaseThreadInitThunk
6ffffff4 ntdll.dll                                   RtlUserThreadStart
Item not found
Error: Item not found.
[06:01] [TMessageDialog.Dialog] <Debug: Creating TTaskDialog>
[06:01] [TMessageDialog.Dialog] <Debug: [TMessageDialog.Dialog] Executing TTaskDialog>
[06:07] [TMessageDialog.Dialog] <Debug: Gathering>
User says "Exit TexGen"
Forced

LINK to the log files.

I tried some cleaning mods etc. but nothing really impacts the thing. 

The folder is new, no overwritten old version. The modlist is also new.

Also tried it a few times and sometimes it says "DATA - DATA" after "item not found"

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which bugreport.txt to also upload.

https://dyndolod.info/Messages/Exceptions#Item-not-found

Link to comment
Share on other sites

I suspected as much. There is a general issue with paths:

Z:\mnt\gry2\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini

To even start it in the first place, I needed to copy multiple files into this second DynDOLOD folder. This extra DynDOLOD folder is the problem here.

After copying the other files it complained about it finally started.

Link to comment
Share on other sites

16 minutes ago, Morti said:

I suspected as much. There is a general issue with paths:

Z:\mnt\gry2\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini

To even start it in the first place, I needed to copy multiple files into this second DynDOLOD folder. This extra DynDOLOD folder is the problem here.

After copying the other files it complained about it finally started.

This sounds like a problem with whatever tool was used to unpack not keeping the actual folder structure from the download archive.

As explained in https://dyndolod.info/Installation-Instructions, use official https://www.7-zip.org to unpack.

Link to comment
Share on other sites

I get a CTD when opening the world map (A Quality World Map). This happens each and every time when opening the map right after loading a savegame. It happens every now and then when having changed the cell after loading the savegame and then trying to open the world map. There are no other crashes, just this crashing on opening the map.

It didn't have this issue with DynDOLOD for PapyrusUtil. It seemingly started after having migrated to DynDOLOD NG. I did a clean save as described before migrating to DynDOLOD NG. Grass cache generation and LOG generation in general worked fine.

(I might add that it has been quite a long time since I generated the LOD with DynDOLOD for PapyrusUtil. I added and updated mods in between that and then generating with DynDOLOD NG. However I didn't change anything as far as I am aware of regarding Better Dynamic Snow and Ambient Slavers, which are mentioned in the crash log along with DynDOLOD.)

Versions:

1.5.97
DynDOLOD Resources SE 3.00-52897-Alpha-50
DynDOLOD 3.00-68518-Alpha-173
DynDOLOD DLL NG and Scripts 3.00-97720-Alpha-30

This is the beginning of the NetScript crash log:

Spoiler

Unhandled native exception occurred at 0x7FF66F2596A9 (SkyrimSE.exe+8E96A9) on thread 22636!

FrameworkName: NetScriptFramework
FrameworkVersion: 15
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 18
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 21 Jun 2024 19:21:46.605

Possible relevant objects (6)
{
  [   0]    TESObjectREFR(FormId: E60BCC43, File: `DynDOLOD.esp`, BaseForm: TESObjectSTAT(FormId: 2D0165E0, File: `DynDOLOD.esp <- DynDOLOD.esm`))
  [   0]    TESObjectSTAT(FormId: 2D0165E0, File: `DynDOLOD.esp <- DynDOLOD.esm`)
  [   0]    TESObjectREFR(FormId: 32089768, File: `Ambient Slaves SE.esp`, BaseForm: TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`))
  [   0]    TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`)
  [   1]    NiNode(Name: null)
  [  11]    TESObjectCELL(Name: Wilderness, FormId: FF000A4C)
}

Probable callstack
{
  [0]   0x7FF66F2596A9     (SkyrimSE.exe+8E96A9)          unk_8E9630+79
  [1]   0x7FF66F2590D5     (SkyrimSE.exe+8E90D5)          unk_8E8E10+2C5
  [2]   0x7FF66F2545B7     (SkyrimSE.exe+8E45B7)          MapMenu::unk_8E44A0+117
  [3]   0x7FF66F82F46A     (SkyrimSE.exe+EBF46A)          MenuManager::unk_EBF260+20A
  [4]   0x7FF66EF23620     (SkyrimSE.exe+5B3620)          Main::Update_5B2FF0+630
  [5]   0x7FFCED09DCE9     (hdtSMP64.dll+BDCE9)           
  [6]   0x225F28BA700                                     
}

Registers
{
  AX:       0x0                (NULL)
  BX:       0x0                (NULL)
  CX:       0x2274A9842C0      (TESObjectREFR*) -> (FormId: 32089768, File: `Ambient Slaves SE.esp`, BaseForm: TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`))
  DX:       0x0                (NULL)
  SI:       0x2265EF50EC0      (void*)
  DI:       0x2265EF45340      (TESObjectREFR**) -> (FormId: 32089768, File: `Ambient Slaves SE.esp`, BaseForm: TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`))
  BP:       0x2265EF50EC0      (void*)
  SP:       0x588359F460       (void*)
  IP:       0x7FF66F2596A9     (SkyrimSE.exe+8E96A9) (void*)
  R8:       0x2265EF10EC0      (TESObjectREFR**) -> (FormId: E60BCC43, File: `DynDOLOD.esp`, BaseForm: TESObjectSTAT(FormId: 2D0165E0, File: `DynDOLOD.esp <- DynDOLOD.esm`))
  R9:       0x2265EF10EC0      (TESObjectREFR**) -> (FormId: E60BCC43, File: `DynDOLOD.esp`, BaseForm: TESObjectSTAT(FormId: 2D0165E0, File: `DynDOLOD.esp <- DynDOLOD.esm`))
  R10:      0x2292F800200      (void*)
  R11:      0x588359F390       (void*)
  R12:      0x7FF670033670     (SkyrimSE.exe+16C3670) (void*)
  R13:      0x0                (NULL)
  R14:      0x588359F560       (NiNode**) -> (Name: null)
  R15:      0x588359F568       (void*)
  Flags:    0x10246          

Do the logs somehow indicate as to where this issue could come from?

Here are the complete DynDOLOG logs and NetScript crash log: https://we.tl/t-UouiLrucWX

Edited by TomForStep
Link to comment
Share on other sites

11 hours ago, TomForStep said:

I get a CTD when opening the world map. This happens each and every time when opening the map right after loading a savegame. It happens every now and then when having changed the cell after loading the savegame and then trying to open the world map. There are no other crashes, just this crashing on opening the map.

It didn't have this issue with DynDOLOD for PapyrusUtil. It seemingly started after having migrated to DynDOLOD NG. I did a clean save as described before migrating to DynDOLOD NG. Grass cache generation and LOG generation in general worked fine.

Versions:

1.5.97
DynDOLOD Resources SE 3.00-52897-Alpha-50
DynDOLOD 3.00-68518-Alpha-173
DynDOLOD DLL NG and Scripts 3.00-97720-Alpha-30

This is the beginning of the NetScript crash log:

  Reveal hidden contents

Do the logs somehow indicate as to where this issue could come from?

Here are the complete DynDOLOG log files and the NetScript crash log: https://we.tl/t-UouiLrucWX

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.

If the problem only happens with DynDOLOD output being active, test if problem is repeatable and the reported records are consistent.
Check the mentioned references and base records in xEdit for obvious problems. xx0BCC43 in DynDOLOD.esp and xx0165E0 in DynDOLOD.esm in this case. If the base record links a material record check that one, too.
If nothing sticks out, post screenshots of them. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

The winning overwrite in DynDOLOD.esp for the base record should be a copy of xx006A1D in Prometheus_No_snow_Under_the_roof.esp.
The used base record seems to be the original from the mod No snow under the roof, however the plugin seems to be a different version. Report which mod it comes from or if you modified it yourself.

Link to comment
Share on other sites

9 hours ago, sheson said:

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.

If the problem only happens with DynDOLOD output being active, test if problem is repeatable and the reported records are consistent.
Check the mentioned references and base records in xEdit for obvious problems. xx0BCC43 in DynDOLOD.esp and xx0165E0 in DynDOLOD.esm in this case. If the base record links a material record check that one, too.
If nothing sticks out, post screenshots of them. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

The winning overwrite in DynDOLOD.esp for the base record should be a copy of xx006A1D in Prometheus_No_snow_Under_the_roof.esp.
The used base record seems to be the original from the mod No snow under the roof, however the plugin seems to be a different version. Report which mod it comes from or if you modified it yourself.

Interestingly, I get exactly the same crash on map opening when I disable DynDOLOD output...

These two entries always show up in the crash log whether DynDOLOD is enabled or disabled:

 [   0]    TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`)
  [   0]    TESObjectREFR(FormId: 31089768, File: `Ambient Slaves SE.esp`, BaseForm: TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`))

They both point to the same whdockdoortrim.nif (Persistent, Is Full Lod). That's how it looks in SSEEdit:

Spoiler

AmbientSlavesLOD.thumb.jpg.f105808716ebdedfe8205188a125a189.jpgBetterDynamicSnow.thumb.jpg.d9fea63d8da380188d2c118a0718b37a.jpg

For testing purposes, I disabled "Is Full LOD" on the xx089768 entry from Ambient Slaves. And lo and behold, no more crashes on opening the map! Does that make any sense??

Edited by TomForStep
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.