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DynDOLOD 3.00 Alpha 180


sheson

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All well and good but ALL the references are Dyndolod ones - the base IDs are from Dyndolod.esm - eg Candlehorn 260162F0 and the refIDs are Dyndold.esp - all are placed at entrances/exits to settlements or dungeon areas. A singleshot with more informative console overlay showing the references is one just inside of the Whiterun gates, but have seen them in lots of places - town entrances (eg Riverwood, Rorikstead) and on the approach roads to Dungeons eg White River WatchScreenShot34.thumb.png.e31be948a0607247dd54b8f764f7a794.png

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2 hours ago, Tetrol88 said:

All well and good but ALL the references are Dyndolod ones - the base IDs are from Dyndolod.esm - eg Candlehorn 260162F0 and the refIDs are Dyndold.esp - all are placed at entrances/exits to settlements or dungeon areas. A singleshot with more informative console overlay showing the references is one just inside of the Whiterun gates, but have seen them in lots of places - town entrances (eg Riverwood, Rorikstead) and on the approach roads to Dungeons eg White River WatchScreenShot34.thumb.png.e31be948a0607247dd54b8f764f7a794.png

Read the first post which log and debug log to upload when making posts.

Read https://dyndolod.info/FAQ "Out of place or floating objects"
Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If the problem goes away, the updating of an existing save game with old DynDOLOD plugins went wrong. Follow the instructions how to update DynDOLOD.
Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true for mods modifying the walled cities. Users are asked and welcome to provide feedback to the official DynDOLOD support forum in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with open console / form id) to show the issues if possible. If the reference is added by a DynDOLOD plugin, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this reference originates. Also see How to ignore all references of a child worldspace for copying to parent worldspace and LOD.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Take note of the Editor ID, which is typically of the format pluginname_formID for the source plugin and reference.

The screenshot shows the pluginname_formid is hf_lakeview_avantgarden_exesp_029999

Looking up the reference in xx0029999 in HF_Lakeview_AvantGarden_EX.esp shows it uses a STAT base record type and Clutter\GlazedCandlesStatic02.nif, while the screenshot shows MSTT base record type and GlazedCandlesStatic02_havok.nif, so it looks like got replaced by something. The reference in the DynDOLOD plugin should have the same position as the original reference, unless maybe if base object swapper is involved. As requested before, provide log and debug log and any information about what mod(s) you are using that changes those lanterns to MSTT / *_havok.nif.

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20 hours ago, Saint_Chewy said:

Oh no I want to continue troubleshooting I just know that I have taken up so much of your time and I just feel bad. I will do the test you asked and will upload shortly. Thank you for your help I am very grateful.

Edit: Logs are attached now

skse64.log 1.35 kB · 1 download skse64_steam_loader.log 871 B · 1 download skse64_loader.log 976 B · 1 download PapyrusUtilDev.log 840 B · 1 download EngineFixes.log 19.38 kB · 1 download

Everything looks fine in those logs.

Lets test a potential workaround. Test DynDOLOD.esm with 938kB first. I expect it to not change anything about the issue. It is to verify the vanilla setup I have works on your setup and has no effect on the issue.

Then test if there is any difference with the DynDOLOD.esm that has 887kB.

DynDOLOD.esm DynDOLOD.esm

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2 hours ago, sheson said:

Everything looks fine in those logs.

Lets test a potential workaround. Test DynDOLOD.esm with 938kB first. I expect it to not change anything about the issue. It is to verify the vanilla setup I have works on your setup and has no effect on the issue.

Then test if there is any difference with the DynDOLOD.esm that has 887kB.

DynDOLOD.esm DynDOLOD.esm

Hi Sheson, unfortunately no change with either of the test DynDOLOD.esms that you provided.

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On 11/2/2022 at 1:13 PM, Edryu said:

This link has the logs of the last session in Dyndolod:
https://ufile.io/f/unbqm

I have 5 SWAP files that change objects with LOD, 3 SWAP files changes the farmhouses from 3 minor towns, one SWAP file changes the houses from Dragon Bridge, and 1 SWAP file changes all the trees in the marsh with custom versions.

The log shows "Loaded 2103 base record swaps."

Provide information which references/base records swaps (form ids/editor IDs) do not have matching LOD updated. LOD assets for the swapped version are required of course.
Name and link the mod(s) or provide the swap INI / plugin.

Upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

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On 8/24/2022 at 8:23 PM, z929669 said:

Did you click the link in that error? Search MO data tab for this file. Probably provided by your water mod (e.g., RWT).

i clicked in the link but it shows nothing sir. The problem is i dont know how to solve this sir, ikr it might my water mod but idk how to solve it sir

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I'm having a problem but I'm not sure if it's being caused by dyndolod, but it seems to be, there a huge block of ice close to Whiterun, it only appears when I get close and it has collision but I can't select it on console to verify which mod is defining and editing it, here's an imgur album showing the artifact: https://imgur.com/a/PINeVU5

Modlist: https://pastebin.com/wAA4r9gT

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6 hours ago, TFVgen said:

I'm having a problem but I'm not sure if it's being caused by dyndolod, but it seems to be, there a huge block of ice close to Whiterun, it only appears when I get close and it has collision but I can't select it on console to verify which mod is defining and editing it, here's an imgur album showing the artifact: https://imgur.com/a/PINeVU5

Modlist: https://pastebin.com/wAA4r9gT

Read the first post which log and debug log to upload when making posts.

Why do you believe this has something to do with DynDOLOD? Does the problem not happen without DynDOLOD output in the load order?

https://dyndolod.info/FAQ "Out of place or floating objects"
Check the log messages for deleted references. Check plugins for errors and clean them from ITMs or deleted references. See xEdit Cleaning and Error Checking.

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On 8/24/2022 at 10:18 AM, Althamiere said:

so i just got error from generating TexGen for Dyndolod1613058789_Screenshot2022-08-24154932.thumb.png.81b84759255f047093cb8acd4858dbd5.png

i dont know what happen and probably someone here could help me. im really grateful for that

Moved to the DynDOLOD 3 Alpha thread.

Upload the log and debug log as explained on the first post. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
Do not post screenshots of messages, use the "Copy message to clipboard" and post the text as explained in the first post. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

Use the "Click on this link for additional explanations and help for this message" link to open the help page https://dyndolod.info/Messages/File-Not-Found-Textures

The error message was "Error: File not found textures\effects\fxwatertile06_n.dds"

The mentioned texture is missing. It is expected to be installed with the mod Water for ENB. make sure to properly install the mod and all its requirements.

8 hours ago, Althamiere said:

i clicked in the link but it shows nothing sir. The problem is i dont know how to solve this sir, ikr it might my water mod but idk how to solve it sir

If nothing happens clicking on that link, check the messages log for error messages and as already explained, upload the log and debug log which are saved after closing the program. Make sure the default web browser is properly setup in the OS.

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Hello, everyone. First time posting here so please forgive me if I do something stupid. I am new to modded skyrim and I am recently learning/playing around with DynDOLOD.

Very good tool, but I notice a minor bug with it: I had a save inside the player home "Tundra Homestead", and updated my DynDOLOD_output as I was fine-tunning my visual settings. After I loaded my save, I exited the player home and the game immediately triggered an event where a courier had a forced conversation with my character (for the quest "Pieces of the Past"). It seems like this forced conversation broke the in-game initialisation of DynDOLOD as trying to load any save that was saved after that forced conversation caused CTD.

I fix the problem by loading an eariler save where I am not in my player home (in whiterun) and initialise DynDOLOD before the force conversation. If I then trigger the same in-game event in the overworld I think it no longer causes CTD for loading saves, therefore I think it may be a bug that causes save disruption when having a forced conversation before initialising DynDOLOD in-game.

I am sorry for not able to run any diagnostic tool to see what is wrong with the corrupted saves, I am using DynDOLOD DLL SE plugin 2.45, DynDOLOD DLL SE Scripts 2.82.3, DynDOLOAD resources se Alpha-29 and DynDOLOAD 3 Alpha-104. Also I am using Alternate Conversation Camera 2.4.5-AE which may have something to do with it.

I did a quick search and saw no similar report, apologies in advance if this has already been brought up.

Edited by mineva123123
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6 hours ago, mineva123123 said:

Hello, everyone. First time posting here so please forgive me if I do something stupid. I am new to modded skyrim and I am recently learning/playing around with DynDOLOD.

Very good tool, but I notice a minor bug with it: I had a save inside the player home "Tundra Homestead", and updated my DynDOLOD_output as I was fine-tunning my visual settings. After I loaded my save, I exited the player home and the game immediately triggered an event where a courier had a forced conversation with my character (for the quest "Pieces of the Past"). It seems like this forced conversation broke the in-game initialisation of DynDOLOD as trying to load any save that was saved after that forced conversation caused CTD.

I fix the problem by loading an eariler save where I am not in my player home (in whiterun) and initialise DynDOLOD before the force conversation. If I then trigger the same in-game event in the overworld I think it no longer causes CTD for loading saves, therefore I think it may be a bug that causes save disruption when having a forced conversation before initialising DynDOLOD in-game.

I am sorry for not able to run any diagnostic tool to see what is wrong with the corrupted saves, I am using DynDOLOD DLL SE plugin 2.45, DynDOLOD DLL SE Scripts 2.82.3, DynDOLOAD resources se Alpha-29 and DynDOLOAD 3 Alpha-104. Also I am using Alternate Conversation Camera 2.4.5-AE which may have something to do with it.

I did a quick search and saw no similar report, apologies in advance if this has already been brought up.

Read the first post which log and debug log to upload when making posts.

Why do you believe the CTD has something to do with the DynDOLOD output? Does it not happen without the DynDOLOD output installed?
Whatever the DynDOLOD initialization does has nothing to do with or does not interfere with anything else or vice versa.

See https://dyndolod.info/FAQ "ILS or CTD" and DynDOLOD-README.txt.
Start with installing .NET Script Framework or Crash Logger depending on the runtime version and check the crash log or upload it if further help is needed.

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Hey sheson, I have a question for you...I've been noticing lately that after generating lod, when I fast travel somewhere the lod blinks once when I arrive at my destination but doesn't give me any trouble again after that as I'm just walking/running around.  I was just wondering if fast traveling had the effect of making the player "outrun," if you will, the lods loading up?  I do have quite an extensive mod list and quite a few custom mesh rules that I use plus I also generate lods at uhd resolution, so maybe it has to do with resource utilization?  I'm using the latest alpha and resources with the large reference bug workaround enabled, by the way.  Thanks in advance for any insight.

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