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DynDOLOD 3.00 Alpha 182


sheson

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Firstly, I will say that the documentation for this mod is awesome and makes the mod relatively easy to get running despite the mod's inherent extreme complexity. However, I would like to suggest a slight improvement to the information messages that could reduce confusion somewhat.

Running: Dyndolod 3.0 alpha 110, xEdit 4.0.4, MO2 2.4.4, all plugins are stock unmodified from 1.6.640 but executables downgraded to 1.6.353.

I had originally registered to ask about the enabling of the large reference workaround, as the program did not allow for the large reference workaround to be activated due to there being deleted references, despite all MO2 LOOT sorted plugins that have the "dirty" flag being cleaned with xEdit Quick Auto Clean following the documentation https://dyndolod.info/Generation-Instructions. I previously had read that cleaning was unnecessary and buggy before this, but did it here as the documentation specified that said advice was misinformation. However, I still was unable to activate large reference workaround after cleaning these plugins, with the error "Large reference bugs workarounds: disabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: yes)"

When going through the logs that were generated at that point, it did not specify which of these plugins had the offending deleted references, even though the plugins must have already been analyzed to determine that deleted references exist.

It was only after generating the LOD once, that the deleted references showed up in the logs as warnings and I was able to clean these plugins. After cleaning these plugins, I was able to activate the large reference option. Said plugins that had deleted references but were not flagged as dirty were:

ccvsvsse004-beafarmer.esl
ccbgssse016-umbra.esm
ccbgssse005-goldbrand.esl

I'm not sure if this is a problem with MO2 or LOOT that does not flag these plugins as requiring cleaning despite having deleted references, but I would like to suggest that the message also display which plugins have deleted references without requiring LOD generation to be carried out first. For example something like this would have helped me figure out what was going wrong:

"Large reference bugs workarounds: disabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: yes)"

"Deleted references found in: ccvsvsse004-beafarmer.esl,ccbgssse016-umbra.esm,ccbgssse005-goldbrand.esl"

Again, thanks for the excellent work with the mod and the documentation!

Edited by adhocspamdie
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1 hour ago, adhocspamdie said:

Firstly, I will say that the documentation for this mod is awesome and makes the mod relatively easy to get running despite the mod's inherent extreme complexity. However, I would like to suggest a slight improvement to the information messages that could reduce confusion somewhat.

Running: Dyndolod 3.0 alpha 110, xEdit 4.0.4, MO2 2.4.4, all plugins are stock unmodified from 1.6.640 but executables downgraded to 1.6.353.

I had originally registered to ask about the enabling of the large reference workaround, as the program did not allow for the large reference workaround to be activated due to there being deleted references, despite all MO2 LOOT sorted plugins that have the "dirty" flag being cleaned with xEdit Quick Auto Clean following the documentation https://dyndolod.info/Generation-Instructions. I previously had read that cleaning was unnecessary and buggy before this, but did it here as the documentation specified that said advice was misinformation. However, I still was unable to activate large reference workaround after cleaning these plugins, with the error "Large reference bugs workarounds: disabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: yes)"

When going through the logs that were generated at that point, it did not specify which of these plugins had the offending deleted references, even though the plugins must have already been analyzed to determine that deleted references exist.

It was only after generating the LOD once, that the deleted references showed up in the logs as warnings and I was able to clean these plugins. After cleaning these plugins, I was able to activate the large reference option. Said plugins that had deleted references but were not flagged as dirty were:

ccvsvsse004-beafarmer.esl
ccbgssse016-umbra.esm
ccbgssse005-goldbrand.esl

I'm not sure if this is a problem with MO2 or LOOT that does not flag these plugins as requiring cleaning despite having deleted references, but I would like to suggest that the message also display which plugins have deleted references without requiring LOD generation to be carried out first. For example something like this would have helped me figure out what was going wrong:

"Large reference bugs workarounds: disabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: yes)"

"Deleted references found in: ccvsvsse004-beafarmer.esl,ccbgssse016-umbra.esm,ccbgssse005-goldbrand.esl"

Again, thanks for the excellent work with the mod and the documentation!

I just updated https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds with this information:
In case a deleted reference is found, the debug log will contain a line like this:
[DeletedReferencesChecks] <Debug: Deleted reference Update.esm [REFR:000C8701] (places TreeDeadShrub [TREE:000A731C] in GRUP Cell Temporary Children of FrostflowLighthouseExterior01 [CELL:00008F29] (in Tamriel "Skyrim" [WRLD:0000003C] at 15,21))>

The checks stop after finding the first deleted reference for now. Once the experimental workarounds are not experimental anymore and become the default for SE, there might be more detailed log messages, prompts etc. For now it is on the down-low on purpose.

Curios that LOOT did not report those plugins for you.

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Hey hey, what's up homie. Noticed you included my delicious DynDOLOD TexGen Fixes (Summerset Isle-Rigmor-Project Aho-Gray Cowl-Beyond Reach) mod in the output comments. Very nice, lovely. I also do fixes for Root Block, Potential Wild Edits & Texture Resolutions. Pretty much every sort of fix except things relating to scripts. Can you update the descriptions on the output logs & useful 3rd party mods page? I also always try to encourage users to post these bugs on the original mod pages. As not everything can be "fixed"... Also, if we have LOD Unloading Bug Fix active while DynDOLOD is on, will that cause any problems? Because sometimes I'll play dynDOLOD off or on.

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1 hour ago, mattski123 said:

Hey hey, what's up homie. Noticed you included my delicious DynDOLOD TexGen Fixes (Summerset Isle-Rigmor-Project Aho-Gray Cowl-Beyond Reach) mod in the output comments. Very nice, lovely. I also do fixes for Root Block, Potential Wild Edits & Texture Resolutions. Pretty much every sort of fix except things relating to scripts. Can you update the descriptions on the output logs & useful 3rd party mods page? I also always try to encourage users to post these bugs on the original mod pages. As not everything can be "fixed"... Also, if we have LOD Unloading Bug Fix active while DynDOLOD is on, will that cause any problems? Because sometimes I'll play dynDOLOD off or on.

https://dyndolod.info/Mods/Useful-3rd-Party-Mods
LOD Unloading Bug Fix - dynamic LOD already fixes this engine bug so the mod is typically not needed. Install the mod only in case dynamic LOD is not used.

I am nor aware of any issues if both are active.

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1 hour ago, mostwanted11 said:

The sea of ghosts area is filled with stuff like this around Dawnstar and Winterhold, I'm not sure which settings am I supposed to use in Dyndolod.

SkyrimSE_F2pJMdr4R1.jpg

DynDOLODx64_sBInTE2OxP.png

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts.

To fix holes in the ocean, simply generate occlusion with DynDOLODhttps://dyndolod.info/Help/Occlusion-Data
Any quality setting will work and generate working occlusion data for the current load order.

https://dyndolod.info/Generation-Instructions
Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp.

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9 minutes ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts.

To fix holes in the ocean, simply generate occlusion with DynDOLODhttps://dyndolod.info/Help/Occlusion-Data
Any quality setting will work and generate working occlusion data for the current load order.

https://dyndolod.info/Generation-Instructions
Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp.

But I already have occlusion generated. That's the problem.

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19 minutes ago, mostwanted11 said:

But I already have occlusion generated. That's the problem.

Zero information has been provided. Read the first post which log and debug log to upload when making posts.

The problem is most likely that vanilla occlusion data being used for the cell the player character is in.

Use xEdit to check which is the last plugin to overwrite the cell record.

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16 minutes ago, sheson said:

Zero information has been provided. Read the first post which log and debug log to upload when making posts.

The problem is most likely that vanilla occlusion data being used for the cell the player character is in.

Use xEdit to check which is the last plugin to overwrite the cell record.

Okay sorry.

 

https://paste.ee/p/7P7Y6

https://paste.ee/p/dKmiF

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6 hours ago, mostwanted11 said:

Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions.

If problem persists upload new log and debug log.

Use xEdit to check which is the last plugin to overwrite the cell record.
Use xEdit to check which is the last plugin to modify region record 000C5859

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On 1/9/2023 at 4:19 AM, sheson said:

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log, debug log and bugreport.txt (if it exists) to upload when makin posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

Always use the latest versions as explained on the first post. https://dyndolod.info/Changelog This looks like the bug that was already reported and fixed in Alpha 110

As explained on the first post, click the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/Can-Not-Copy-Record for more explanations and help.

Search this thread for similar posts and answer as epxlained on the first post. https://stepmodifications.org/forum/search/?&q="can not copy [CELL"&type=forums_topic&quick=1&item=17510

Man I thought I was doing it right oops my bad I appreciate it tho had no idea it was a bug

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16 hours ago, sheson said:

https://dyndolod.info/Mods/Useful-3rd-Party-Mods
LOD Unloading Bug Fix - dynamic LOD already fixes this engine bug so the mod is typically not needed. Install the mod only in case dynamic LOD is not used.

I am nor aware of any issues if both are active.

Could you update the descriptions on the output logs & useful 3rd party mods page to show that I pretty much try fix all problems except script problems? And thanks for that info!

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9 hours ago, sheson said:

Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions.

If problem persists upload new log and debug log.

Use xEdit to check which is the last plugin to overwrite the cell record.
Use xEdit to check which is the last plugin to modify region record 000C5859

Updating dyndolod did not work, I used xLodgen to generate occlusion(with my Dyndolod output active) and picked "All" instead of -flat +border and picked only tamriel. It updated my occlusion.esp and the problem was fixed. I also tried using "Culling data glitch fix" on the nexus which fixed the issue but I heard you do not recommend using it so I resorted to xLodgen instead. Was I supposed to do that in the first place or something? My DynDOLOD_SSE.ini Occlusion settings are as follows
 

 

OcclusionMode=-TVDT -Flat +Border
;Occlusion_ExampleWorld=1
Occlusion_ArnimaDagonRealm=0
OcclusionMode_Tamriel=-Flat +Border
OcclusionMode_Sovngarde=-TVDT -Flat
OcclusionMode_DLC01SoulCairn=-TVDT -Flat

And here are my updated Dyndolod logs:

bugreport: https://paste.ee/p/kYlDq

DynDOLOD_SSE_log: https://paste.ee/p/A76MW

My Debug log is 200mb for some reason so I can't upload that

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