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DynDOLOD 3.00 Alpha 180


sheson

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5 hours ago, sheson said:

Maybe you mean 0008E83A? Its full model filename meshes\enderal\architecture\ancientruins\rock02.nif collides with meshes\enderal\medievalpack\rocks\rock02.nif for which the included LOD model is. I will have to address that with an updated rule.

Again, you were right, it was indeed 0008E83A that had the weird LOD model issue from my original post. There were so many placed close and on top of each other that I must have clicked on the one right next to it. Come to think of it, weird that the ones I misclicked have no LOD meshes assigned but the others do. From my experience (working on textures) these ancientruins and medievelpack assets can be very crude. The specific stone meshes are so simplistic they should act well as LOD meshes too heh.

Edit: Sorry, I think I get it now. Those stones have no LOD, DynDOLOD just grabbed the other LOD mesh because it has the same naming convention?

Edited by Phlunder
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Hello all, sorry if this has been addressed somewhere previously but I wasn't able to find it. I'm getting this error when I try to generate the DynDOLOD files in 3.0. I've checked through xEdit on the esp for that error, and the first part [KYWD:01AF0500] doesn't show up in xEdit. Ran the mod through CK as well just to be sure, but I'm still getting that error. (image of error https://imgur.com/a/iRkBS9a). I posted on the mod page as well just in case it's something the author wasn't aware of, or if anyone else had the same error.

[Window Title]
DynDOLOD

[Main Instruction]
Record [KYWD:01AF0500] in file Thieves Guild Requirements.esp is being overridden by record [GLOB:01AF0500] in file Thieves Guild Requirements.esp.

[Content]
These errors cause CTD and other serious issues and need to be fixed.

Ignore wrong advice to temporarily disable plugins.

 

A different issue I'm having as well that I haven't been able to find any info about, is that when I'm using City Entrances Overhaul - Windhelm, the vanilla bridge is rendering on top of the bridge added by CEO. More Informative Console pointed towards the DynDOLOD esp being the mod adding the vanilla bridge. I saw previous messages about adding a custom rule to Windhelm to see if that would fix the issue but it didn't change anything on my end.

Any help with these issues will be greatly appreciated!

Edited by wizkaliffa
added error information
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2 hours ago, Phlunder said:

Again, you were right, it was indeed 0008E83A that had the weird LOD model issue from my original post. There were so many placed close and on top of each other that I must have clicked on the one right next to it. Come to think of it, weird that the ones I misclicked have no LOD meshes assigned but the others do. From my experience (working on textures) these ancientruins and medievelpack assets can be very crude. The specific stone meshes are so simplistic they should act well as LOD meshes too heh.

Edit: Sorry, I think I get it now. Those stones have no LOD, DynDOLOD just grabbed the other LOD mesh because it has the same naming convention?

Bethesda folder and file naming conventions stipulate that different assets never have the same filename. The DynDOLOD manual explains how automatic full model file name to LOD model matching works. It addition the CRC32 of full model can be used to bind a specific LOD model to a specific full model. The next DynDOLOD Resources 3 LE/SE versions will have a dedicated LOD model for the second rock02.nif. They will also have an LOD model updates for the building from the other post.

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2 hours ago, wizkaliffa said:

Hello all, sorry if this has been addressed somewhere previously but I wasn't able to find it. I'm getting this error when I try to generate the DynDOLOD files in 3.0. I've checked through xEdit on the esp for that error, and the first part [KYWD:01AF0500] doesn't show up in xEdit. Ran the mod through CK as well just to be sure, but I'm still getting that error. (image of error https://imgur.com/a/iRkBS9a). I posted on the mod page as well just in case it's something the author wasn't aware of, or if anyone else had the same error.

[Window Title]
DynDOLOD

[Main Instruction]
Record [KYWD:01AF0500] in file Thieves Guild Requirements.esp is being overridden by record [GLOB:01AF0500] in file Thieves Guild Requirements.esp.

[Content]
These errors cause CTD and other serious issues and need to be fixed.

Ignore wrong advice to temporarily disable plugins.

 

A different issue I'm having as well that I haven't been able to find any info about, is that when I'm using City Entrances Overhaul - Windhelm, the vanilla bridge is rendering on top of the bridge added by CEO. More Informative Console pointed towards the DynDOLOD esp being the mod adding the vanilla bridge. I saw previous messages about adding a custom rule to Windhelm to see if that would fix the issue but it didn't change anything on my end.

Any help with these issues will be greatly appreciated!

You need to adjust the first two digits of the form id xxAF0500 to the load order for the plugin Thieves Guild Requirements.esp in order for the FormID field of xEdit to find it.

Look up the reference for the bridge in the DynDOLOD plugin and check its EditorID to know the plugin + form id of the reference it is representing. In case it points to a DynDOLOD plugin, repeat until you find the original source.  Let me know what you find.

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Hi Sheson, before I forget and do it wrong, imma do all the Logs first.

DynDOLOD bug report: None

TexGen Log: https://ufile.io/vhbkh43u (nothing in here, generated from quick in and out setting look up to make sure settings matches DynDOLOD options. Nothing located before that.)

TexGen Debug Log: https://ufile.io/4xede0ka (nothing in here, generated from quick in and out setting look up to make sure settings matches DynDOLOD options. Nothing located before that.)

DynDOLOD log: https://ufile.io/8nkdirse 

DynDOLOD debug log: https://filebin.net/q2l7uywle1i8lkdj

I'm having a problem with my mountains and trees using other meshes, and then when I approach it transfers to the high quality meshes (without fade). Comparison Pictures: https://imgur.com/a/74BwjiR the last 4 pictures are the best examples and are taken from walking 2 or 3 feet back and forth. This problem seems to be the same problem the user, Breaking Mountain, had here: 

 

I have reran DynDOLOD multiple times since the problem occured, no change. Problem still occurs on new games (see last 2 images). I don't think its a wild edit since not many of my mods touch mountains, although guess thats why its called "wild" edit. Loot reports no dirty plugins, I clean/uninstall any mods that are dirty. On a previous generation, I tried the mountain mesh rule: 

Mesh mask = mountains
LOD Level 4 = Level0
LOD Level 8 = Level0
LOD Level 16 = Level1 or Level2
Flags = VWD
Grid = Far LOD
Reference = Unchanged

Mountain (and tree) problem still existed. The fBlockLevel0Distance seen in the pictures 57000 ( fBlockLevel1Distance: 60,000) My usually play with fBlockLevel0Distance on 30,000. Increasing fblockLevel0Distance does make the problem happen further away, though it still happens (as expected) (and takes 5-10% of GPU more at 60k then 30k) . My uLargeRefLODGridSize is usually the default of 11, when changed to 5 as suggested, the problem still occured.

The only thing from that post I can't verify is bolded below

On 10/22/2020 at 1:48 PM, sheson said:

Disable large references, set them to 5 to not have full models and LOD models show at the same time because of the bugs triggered by plugins from mods. If anything, use sane values for uLargeRefLODGridSize. Convert plugins causing large reference bugs to ESM - if possible. The DynDOLOD log lists the references/plugins.

Another note is I did try a fresh ini by removing my current INIs, launching the launcher and then using the new skyrim.ini and skyrimpref.ini on my save, problem still occurred. Where in the DynDOLOD log does it list the refernces/plugins that need conversions? Although this may not be a large reference bug. The big question is how do I fix these mountains and trees? 

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19 hours ago, sheson said:

So this is a different reference than the other day.

Does the error happen (almost) every time but with different records?

It didn't happen this time. But got this one:

[Window Title]
DynDOLOD

[Main Instruction]
LODGenx64.exe failed to generate object LOD for one or more worlds.

[Content]
Check for error messages in the listed LODGen log(s)

I pressed okay and it came up with:

[Window Title]
DynDOLOD

[Main Instruction]
Save DynDOLOD plugins, save plugins and zip output, exit DynDOLOD without saving, check the log?

[Content]
If 'Check log' is selected, the DynDOLOD plugins will be saved when DynDOLOD is closed.

https://easyupload.io/n7tf3q

I saved and exited. Would there be any issues in my game?

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56 minutes ago, RulerOfWorlds said:

I'm having a problem with my mountains and trees using other meshes, and then when I approach it transfers to the high quality meshes (without fade).

As explained in the manual LOD starts beyond the uGridsToLoad or ulargeRefLODGridSize.

A cell has 4096 units. So the first LOD Level shows after about ~ 10240 and ~ 22528 units.

fBlockLevel0Distance=57000 and fBlockLevel1Distance=60000 are way to close together. It wouldn't be surprised if it showed LOD level 16 right after LOD Level 4 and skips LOD Level 8 on occasion.

Start the games launcher to set ultra settings. Then adjust only fBlockLevel0Distance to avoid it causing stuck object LOD. Use the DynDOLOD SkyUI MCM Settings page to adjust the distance in the game.

22 minutes ago, mattski123 said:

It didn't happen this time. But got this one:

[Window Title]
DynDOLOD

[Main Instruction]
LODGenx64.exe failed to generate object LOD for one or more worlds.

[Content]
Check for error messages in the listed LODGen log(s)

I pressed okay and it came up with:

[Window Title]
DynDOLOD

[Main Instruction]
Save DynDOLOD plugins, save plugins and zip output, exit DynDOLOD without saving, check the log?

[Content]
If 'Check log' is selected, the DynDOLOD plugins will be saved when DynDOLOD is closed.

https://easyupload.io/n7tf3q

I saved and exited. Would there be any issues in my game?

Why don't you check the LODGen logs as explained in the message, the DynDOLOD logs and the "Help for this message" help file to find out what error LODGen printed to its log files?

[19:21] <Error: LODGenx64.exe failed to generate object LOD for Blackreach. LODGenx64.exe returned 25B. Check D:\Mods\Mod packs\DynDOLOD\Logs\LODGen_SSE_Blackreach_log.txt>

[19:21] <Error: LODGenx64.exe failed to generate object LOD for DLC01FalmerValley. LODGenx64.exe returned 25B. Check D:\Mods\Mod packs\DynDOLOD\Logs\LODGen_SSE_DLC01FalmerValley_log.txt>

[19:21] <Error: LODGenx64.exe failed to generate object LOD for arnimaTheHollow. LODGenx64.exe returned 25B. Check D:\Mods\Mod packs\DynDOLOD\Logs\LODGen_SSE_arnimaTheHollow_log.txt>

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18 minutes ago, sheson said:

As explained in the manual LOD starts beyond the uGridsToLoad or ulargeRefLODGridSize.

A cell has 4096 units. So the first LOD Level shows after about ~ 10240 and ~ 22528 units.

fBlockLevel0Distance=57000 and fBlockLevel1Distance=60000 are way to close together. It wouldn't be surprised if it showed LOD level 16 right after LOD Level 4 and skips LOD Level 8 on occasion.

Start the games launcher to set ultra settings. Then adjust only fBlockLevel0Distance to avoid it causing stuck object LOD. Use the DynDOLOD SkyUI MCM Settings page to adjust the distance in the game.

Why don't you check the LODGen logs as explained in the message, the DynDOLOD logs and the "Help for this message" help file to find out what error LODGen printed to its log files?

[19:21] <Error: LODGenx64.exe failed to generate object LOD for Blackreach. LODGenx64.exe returned 25B. Check D:\Mods\Mod packs\DynDOLOD\Logs\LODGen_SSE_Blackreach_log.txt>

[19:21] <Error: LODGenx64.exe failed to generate object LOD for DLC01FalmerValley. LODGenx64.exe returned 25B. Check D:\Mods\Mod packs\DynDOLOD\Logs\LODGen_SSE_DLC01FalmerValley_log.txt>

[19:21] <Error: LODGenx64.exe failed to generate object LOD for arnimaTheHollow. LODGenx64.exe returned 25B. Check D:\Mods\Mod packs\DynDOLOD\Logs\LODGen_SSE_arnimaTheHollow_log.txt>

Sorry that was foolish of me to miss. Here's the logs: https://easyupload.io/v3fnad

I tried running this again but this time turned take ownership on, as I wasn't sure what kept not allowing access. I tried it again and here's those newer logs (I also have the requied redistibutables) keep in mind I'm doing all worlds: https://easyupload.io/67fmcc

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30 minutes ago, mattski123 said:

Sorry that was foolish of me to miss. Here's the logs: https://easyupload.io/v3fnad

I tried running this again but this time turned take ownership on, as I wasn't sure what kept not allowing access. I tried it again and here's those newer logs (I also have the requied redistibutables) keep in mind I'm doing all worlds: https://easyupload.io/67fmcc

Why don't you take the time to read the log message yourself and to search for it on the forum?

Error accessing D:\Mods\SE\Data\meshes\clutter\blackreach\blackreachcrystalm03.nif Unable to read beyond the end of the stream.

There seems to be a problem with that NIF.
Check if it opens in NifSkope.
Find out which mod is the last to supply it. Reinstall it.
Run NIF through CAO.
If a NIF with that error is shipping with a mod but open fine in NifSkope, let me know which one it is.

https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-47/page/108/?tab=comments#comment-249712

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39 minutes ago, sheson said:

Why don't you take the time to read the log message yourself and to search for it on the forum?

Error accessing D:\Mods\SE\Data\meshes\clutter\blackreach\blackreachcrystalm03.nif Unable to read beyond the end of the stream.

There seems to be a problem with that NIF.
Check if it opens in NifSkope.
Find out which mod is the last to supply it. Reinstall it.
Run NIF through CAO.
If a NIF with that error is shipping with a mod, let me know which one it is.

 

Image of mods in use: https://imgur.com/a/sH77TLa

It worked! I put it through CAO and it fixed it!!! No errors!!! :D

It was https://imgur.com/vYJ7YlpIt was definitely this mod: https://www.nexusmods.com/skyrimspecialedition/mods/55543?tab=description

I've let the Mod Author know. But all is working! Thank you  soo much for your help!

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20 minutes ago, mattski123 said:

Image of mods in use: https://imgur.com/a/sH77TLa

It worked! I put it through CAO and it fixed it!!! No errors!!! :D

It was https://imgur.com/vYJ7YlpIt was definitely this mod: https://www.nexusmods.com/skyrimspecialedition/mods/55543?tab=description

I've let the Mod Author know. But all is working! Thank you  soo much for your help!

Only notify the mod author if the NIF does not open in NifSkope.

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33 minutes ago, Annth said:

Game seems to ctd upon clicking New game, Continue or using a coc command. Happens when I enable DynDOLOD Output in my load order

Added dyndolod and texgen logs

https://ufile.io/f/r6r6g

Read ..\DynDOLOD\docs\DynDOLOD-FAQ.txt "Q: Game: ILS or CTD". As suggested follow the trouble steps in the DynDOLOD-README.txt.
Obviously the most important log to check for the reason of a CTD is the crash log from .Net Framework. Upload that if help is needed.

Pay attention to log message and their meanings. For example, plugins with deleted references should be cleaned.

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