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DynDOLOD 3.00 Alpha 180


sheson

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On 6/28/2023 at 11:35 PM, sheson said:

Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugrepost.txt (if it exists) to upload when making posts.

TexGen is probably waiting for a TexConv process to finish.

Add LockTexconv=1 under [TexGen] in B:\Mods\Skyrim\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything.
It helped users with the same problem a couple pages back where TexGen seems to be stuck or stopped.

I added LockTexconv=1 but it still ended up freezing while trying to make a billboard for a tree from nature of the wildlands I believe.  I ended up getting it to work by unchecking the "render" and "ultra trees" boxes on the texgen 64 option page. I forgot to upload the text report beforehand but if it's still in there from earlier attempts I can come back and add it if it helps. 

Edited by Poncington
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11 hours ago, Poncington said:

I added LockTexconv=1 but it still ended up freezing while trying to make a billboard for a tree from nature of the wildlands I believe.  I ended up getting it to work by unchecking the "render" and "ultra trees" boxes on the texgen 64 option page. I forgot to upload the text report beforehand but if it's still in there from earlier attempts I can come back and add it if it helps. 

Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugrepost.txt (if it exists) to upload when making posts. Or enable the realtime log if no logs are created.

By not generating certain group of textures you did not get anything to work. You just ignored the issue and did not generate certain textures.

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On 7/2/2023 at 12:13 AM, Farsveinn said:

Hi, I noticed that in recent versions of DynDOLOD there is norbridgewoodplanks01 lod which creates floating lods (for example, at Valtheim Towers). The support beams have no logs, will they be added in the future? Thanks for your work, guys.

I noticed that a while ago too, and it bothered me that most of the structure on Valtheim Towers is missing, at least in the very first LOD stage (these beams are too small for any further distances) so I made a very minimalistic LOD mesh for that one beam type. I uploaded it here.

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3 hours ago, kaska said:
Hello. I have a problem in helgen with farmhouse. When I start a new game the destroyed farmhouses are replaced with normal farmhouses . this problem occurs after generating dynDOLOD
rtutftu.thumb.jpg.b31b6aba8373366cae4a51b1a7763557.jpg
when I uncheck DynDOLOD Output in mo2 farmhouse is as it should be
Screen-Shot0.thumb.png.01a7622cf68f904e60fc64e11415b218.png
Very please can you tell me how I can fix this problem?

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

"Start a new game" means the vanilla intro with the dragon attack?

Check with xEdit if a plugin other than DynDOLOD.esm overwrites 0008C16E in Skyrim.esm. Also check if any plugin overwrites 000AD3AE in Skyrim.esm.

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43 minutes ago, sheson said:

"Start a new game" means the vanilla intro with the dragon attack?

 

Yes

43 minutes ago, sheson said:

Check with xEdit if a plugin other than DynDOLOD.esm overwrites 0008C16E in Skyrim.esm. Also check if any plugin overwrites 000AD3AE in Skyrim.esm.

can you tell me step by step how to check it in xedit?Very please,  I've never done it before

here's the my debug log - https://mega.nz/file/MBRjxJYC#bnIYLCCPIdC2wnZmW2IkklNfoN40y0Z14E0VpqaZ1s0

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11 minutes ago, kaska said:

Yes

can you tell me step by step how to check it in xedit?Very please,  I've never done it before

here's the my debug log - https://mega.nz/file/MBRjxJYC#bnIYLCCPIdC2wnZmW2IkklNfoN40y0Z14E0VpqaZ1s0

Install SSEEdit.exe and add it to the MO2 executable and start it from the drop down similar to TexGen/DynDOLOD.
It should have all plugins already selected to load. So just OK the "Module Selection" window.
Wait for "Background Loader: finished" in the right windows "Messages" tab. First time may take a bit. it will cache some things for later.
Enter (copy/paste) the form ID 0008C16E into the FormID field top left and hit Enter key. The right window will switch to the "View" tab and show the record and a column for each plugin overwriting it. The most right listed plugin is the last to overwrite and "winning". I expect it to show Skyrim.esm and DynDOLOD.esm for a vanilla load order.

Do the same for form ID 000AD3AE, which I expect to only show Skyrim.esm for a vanilla load order.

If something overwrites either record or not, helps determining the next troublehsooting step.

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10 minutes ago, sheson said:

Zainstaluj SSEEdit.exe i dodaj go do pliku wykonywalnego MO2 i uruchom z listy rozwijanej podobnie jak TexGen/ DynDOLOD.
Powinien mieć już wybrane wszystkie wtyczki do załadowania. Więc po prostu OK okno „Wybór modułu”.
Poczekaj na komunikat „Background Loader: gotowy” w zakładce „Wiadomości” w prawym oknie. Pierwszy raz może trochę potrwać. zapisze w pamięci podręcznej niektóre rzeczy na później.
Wprowadź (skopiuj/wklej) identyfikator formularza 0008C16E w polu FormID w lewym górnym rogu i naciśnij klawisz Enter. Prawe okno przełączy się na zakładkę „Widok” i pokaże rekord oraz kolumnę dla każdej wtyczki nadpisującej. Wtyczka znajdująca się najbardziej po prawej stronie jest ostatnią, która nadpisuje i „wygrywa”. Oczekuję, że pokaże Skyrim.esm i DynDOLOD .esm dla zwykłego zamówienia ładowania.

Zrób to samo dla formularza o identyfikatorze 000AD3AE, który, jak oczekuję, pokaże Skyrim.esm tylko dla zamówienia ładowania waniliowego.

Thank you very much for the explanation
from what I can see no other plugins overwrite 0008C16E and 000AD3AE

gvhgh.thumb.png.832184b547a4d07a14d5a9d1d06d9367.pnghjygjghj.thumb.png.59de2cde2f2453f10a4ca3985d059c80.png

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54 minutes ago, kaska said:

Thank you very much for the explanation
from what I can see no other plugins overwrite 0008C16E and 000AD3AE

gvhgh.thumb.png.832184b547a4d07a14d5a9d1d06d9367.pnghjygjghj.thumb.png.59de2cde2f2453f10a4ca3985d059c80.png

Thanks.

Use the DynDOLOD SkyUI MCM https://dyndolod.info/Help/Mod-Configuration-Menu to deactivate DynDOLOD. Close the menu and wait for the deactivated message. Then activate it from the MCM again. Does the LOD show again or stay disabled as it should? Also test coming back once you have been to Riverwood or Whiterun.

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Hi, I'm having an issue running DynDOLOD.

The error is:

Error: OpenGL: invalid operation for 189B311C while processing 189B311C (4) while processing textures\lod\wrwallslod01.dds.

Here are the bugreport.txt, DynDOLOD_SSE_Debug_log.txt, and DynDOLOD_SSE_log.txt logs.

I'm running DynDOLOD Resources SE 3 Alpha-37, DynDOLOD 3 Alpha-128 and the latest drivers for my AMD RX 6800, Adrenalin 23.5.2.

Thanks!

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2 hours ago, sheson said:

Thanks.

Use the DynDOLOD SkyUI MCM https://dyndolod.info/Help/Mod-Configuration-Menu to deactivate DynDOLOD. Close the menu and wait for the deactivated message. Then activate it from the MCM again. Does the LOD show again or stay disabled as it should? Also test coming back once you have been to Riverwood or Whiterun.

Ok, when Im deactive dynyndolod in mcm then everything was back to normal

Screen-Shot12.png

, but when I activated the dyndolod again in mcm farmhouses it came back

Screen-Shot13.png

I go to riverwood and came back to helgen but the problem with farmhouses still exists:(

in whiterun I took pictures when dyndolod is deactivated

dyn-off.png

and when dyndolods is activated

dyn-on.png

I see no difference :O

Edited by kaska
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2 hours ago, Ahobala said:

Hi, I'm having an issue running DynDOLOD.

The error is:

Error: OpenGL: invalid operation for 189B311C while processing 189B311C (4) while processing textures\lod\wrwallslod01.dds.

Here are the bugreport.txt, DynDOLOD_SSE_Debug_log.txt, and DynDOLOD_SSE_log.txt logs.

I'm running DynDOLOD Resources SE 3 Alpha-37, DynDOLOD 3 Alpha-128 and the latest drivers for my AMD RX 6800, Adrenalin 23.5.2.

Thanks!

Try terminate all crapware that is installed with the AMD driver or install the graphics driver only to see if it makes a difference.

If not change, test with RenderSingle=1 added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

If  no change upload new logs, bugreport.txt if it exists.

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1 hour ago, kaska said:

Ok, when Im deactive dynyndolod in mcm then everything was back to normal

Screen-Shot12.png

, but when I activated the dyndolod again in mcm farmhouses it came back

Screen-Shot13.png

I go to riverwood and came back to helgen but the problem with farmhouses still exists:(

in whiterun I took pictures when dyndolod is deactivated

dyn-off.png

and when dyndolods is activated

dyn-on.png

I see no difference :O

Install DynDOLOD DLL SSE, both the DynDOLOD DLL SE - Scripts that need to overwrite DynDOLOD Resources and DynDOLOD DLL SE - SKSE64 Plugin - Skyrim Special Edition 1.6.640. See https://dyndolod.info/Help/DynDOLOD-DLL

Make a clean save beforehand. https://dyndolod.info/Help/DynDOLOD-DLL#Switching-between-DynDOLOD-DLL-and-PapyrusUtil

Report if that makes a difference in regards to the issue in Helgen.

Deactivating dynamic LOD does not affect tree, object or terrain LOD.

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19 minutes ago, sheson said:

Install DynDOLOD DLL SSE, both the  DynDOLOD DLL SE — Skrypty, które muszą zastąpić zasoby D SKSE64 ynDOLOD ynDOLOD Resources and D ynDOLO D DLL SE Plugin — Skyrim Special Edition 1.6.640 Zobacz https://dyndolod.info/Help/DynDOLOD-DLL

Make a clean save beforehand. https://dyndolod.info/Help/DynDOLOD-DLL#Switching-between-DynDOLOD-DLL-and-PapyrusUtil

Report if that makes a difference in regards to the issue in Helgen.

Deactivating dynamic LOD does not affect tree, object or terrain LOD.

Do I need to install these both?? Sorry for the stupid question but I want to make sure I'm doing it right

Screenshot2023-07-03at20-40-08DynDOLODDLLSE.thumb.png.e502d74a23c896fbe7ff8ae1f609cff3.png

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