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DynDOLOD 3.00 Alpha 180


sheson

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1 godzinę temu sheson powiedział:

Tak, potrzebujesz zarówno skryptów, jak i faktycznej wtyczki SKSE DLL.

Thank you . I hope I installed it correctly in mo2

rtyryr.thumb.png.abdf0e46d24173d6f4723563549f1e88.png

so the farmhouses look good and i thought everything was ok, but i saw that now the windows appeared :O please look

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8 hours ago, kaska said:

Thank you . I hope I installed it correctly in mo2

rtyryr.thumb.png.abdf0e46d24173d6f4723563549f1e88.png

so the farmhouses look good and i thought everything was ok, but i saw that now the windows appeared :O please look

ScreenShot23.thumb.png.78871072e25a085fb91ce9b96ff7df21.png

Screen-Shot24.png

Screen-Shot26.png

023-07-03-21-58-49-760.jpg

07-03-22-01-23-804.jpg

Download the attached pex script and replace it in the scripts folder of the "DynDOLOD DLL SE - Scripts" mod.

Start new game and let me know if things look correct then.

SHESON_DynDOLOD_LODObject.pex

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2 hours ago, sheson said:

Pobierz załączony skrypt pex i zastąp go w folderze scripts moda „ DynDOLOD DLL SE - Scripts" mod.

Rozpocznij nową grę i daj mi znać, czy wtedy wszystko wygląda dobrze.

SHESON_DynDOLOD_LODObject.pex 13.52 kB · 0 downloads

This script fixed all my problems,everything looks as it should be :) Thank you, thank you, thank you very much for your help and patience

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What do "Current Activator" and "Active Activator" in the MCM stand for? Does them being empty mean something's wrong? Every time I checked the MCM there wasn't anything inside those two blanks, and the only potential problem I've noticed is that sometimes the dynamic LOD windmill fan would fail to show up after fast traveling or loading a save, even if I waited for a while. This could just be a performance related issue though, since my game was quite cluttered.

The log is attached in case it is needed. Unfortunately no debug log this time since it was overwritten.

DynDOLOD_SSE_log.txt

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1 hour ago, heheloveer said:

What do "Current Activator" and "Active Activator" in the MCM stand for? Does them being empty mean something's wrong? Every time I checked the MCM there wasn't anything inside those two blanks, and the only potential problem I've noticed is that sometimes the dynamic LOD windmill fan would fail to show up after fast traveling or loading a save, even if I waited for a while. This could just be a performance related issue though, since my game was quite cluttered.

The log is attached in case it is needed. Unfortunately no debug log this time since it was overwritten.

DynDOLOD_SSE_log.txt 2.37 MB · 0 downloads

https://dyndolod.info/DynDOLOD-Reference#11-Generate-dynamic-LOD

The "current" activator is the reference with the ACTI base record for the cell player is currently in. The "active" one is the center cell for which the far and near grids are being updated. They should be mostly the same reference, but do not have to be.

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8 minutes ago, sheson said:

https://dyndolod.info/DynDOLOD-Reference#11-Generate-dynamic-LOD

The "current" activator is the reference with the ACTI base record for the cell player is currently in. The "active" one is the center cell for which the far and near grids are being updated. They should be mostly the same reference, but do not have to be.

So does this mean there's an ACTI record for every outdoor cell? Should there always be a Current Activator and an Active Activator while DynDOLOD is active and the player character is outdoors?

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35 minutes ago, Kiwi said:

image.thumb.png.b7711015daade4cf1ce79bf6a211cba7.png

Hello, i'm getting this error after many "Information - Please wait" pop-ups. Any fixes?

Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log,  debug log and bugreport.txt to upload when making posts.

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, do not post screenshots of messages, use the "Copy this message to clipboard" and post the text instead.

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages click the link "Click on this link for additional explanations and help for this message" link of the message to open and read https://dyndolod.info/Messages/Exceptions

https://dyndolod.info/Messages/Exceptions#Access-violation
This could be low or out of memory problems. Use the x64 version of the tools.

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31 minutes ago, heheloveer said:

So does this mean there's an ACTI record for every outdoor cell? Should there always be a Current Activator and an Active Activator while DynDOLOD is active and the player character is outdoors?

The papyrus scripted dynamic LOD uses references with cell sized trigger boxes in each cell to know where the player is. These references also act as an activate parent for dynamic LOD references in that cell to signal them to check/change their enable/disable states. The actual covered area SW/NE min/max depends on what cell coordinates have dynamic LOD references +- far grid / 2.

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Just as a general rule of thumb as a Windows 11 user. Just reinstall the codecs. They should be on windows 11, but are not. I swear I update to the next build and TexGen and DynDOLOD just stop and stare like a cat at an open door. I have an awkward theory that updates are uninstalling "outdated" codecs based on no real logic. So far I've reinstalled Visual Studio 2015, 2017, 2019, and 2022 twice and NET 6.0 SDK (v6.0.411) realizing I had 6.0.9 supposedly which is weird. Especially since both programs worked cleanly only weeks prior.

When is Windows update ever sensical, ugh.

Have a meme I made out of pain last week.

WhythehellisntmyTexGenworking.thumb.jpg.02643da0d5b932e2bad91ab5ddf2114a.jpg

EDIT: One more meme for catharsis.

IllyaWellitsDyndolod.thumb.jpg.11ff7453f7cc4912a6afc0484785f302.jpg

Edited by CyborgArmGUn
Bonus meme
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On 7/4/2023 at 11:46 PM, CyborgArmGUn said:

Just as a general rule of thumb as a Windows 11 user. Just reinstall the codecs. They should be on windows 11, but are not. I swear I update to the next build and TexGen and DynDOLOD just stop and stare like a cat at an open door. I have an awkward theory that updates are uninstalling "outdated" codecs based on no real logic. So far I've reinstalled Visual Studio 2015, 2017, 2019, and 2022 twice and NET 6.0 SDK (v6.0.411) realizing I had 6.0.9 supposedly which is weird. Especially since both programs worked cleanly only weeks prior.

When is Windows update ever sensical, ugh.

These are are not "codecs". The redistributable contains libraries for compiled c++ programs (Texconv) and the frameworks are to run managed c# programs (LODGen). None of the tools require a SDK version of these in order to work.

https://dyndolod.info/Downloads#Additional-Requirements

Newer Framework versions typically include all older Framework versions. Simply download the latest .NET Runtime. I can just install the latest .NET 7 runtime and LODGenx64Win (which requires .NET 6 as minimum) works. Windows update may update the framework runtime/desktop - also to beta versions. There were issues with a beta version in the past.

TexGen/DynDOLOD/xLODgen/xEdit are compiled Delphi programs and do not require any additional libraries or frameworks.

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On 7/3/2023 at 3:13 PM, sheson said:

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.

Adding RenderSingle=1 eliminated the OpenGL error for me as well. AMD Driver 23.7.1. Radeon 7900XTX and R7 5800X

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Hello! I've been a user of Dyndolod for a couple of years now, and recently I started using Dyndolod 3. I must say, I absolutely love the new tree LODs and grass LODs, especially with the added support for ENB and other features.

Recently, I came across a mod on the Nexus that adds a settlement system to Skyrim, similar to the one in Fallout 4. However, I encountered a small issue. Since I've been using DynDOLOD, I've become accustomed to seeing my custom buildings from other mods visible in the unloaded distant terrain. So, here's my question for you: Is there a possibility that DynDOLOD will include a feature to render dynamically placed objects in the distance, as long as the models have LODs available? Given the mod makes this possible by using static building parts available in CK DynDOLOD could use LODs parts for these player made buildings. The mod even adds custom  empty cells to build the inside of the buildings. I really recommend checking it out.

Here's the link to the mod: Skyrim - Settlement Builder - Expansion Pack. I understand that there may be limitations due to the game engine, but I truly appreciate all the amazing work you've done for the community so far! Thank you!

This post text was grammatically corrected with the help of AI. Original text: 

Spoiler

"Hi. Been using dyndolod for a couple of years and started using dyndolod 3 a while back. Loving the new tree lods and grass lods with support for enb and stuff. I found a mod on the nexus that adds a settlement system to skyrim, similar to fallout 4 one. My only problem is that since I have been using dyndolod, I have grown acustomed to seing my custom buildings form other mods viewable in the unloaded distant terrain. My question for you is. How likely is it for dyndolod to have a feature for dinamically placed objects in the world to be rendered in the distance given the models have LODs to be used. Like a wall for a house. This mod in question uses existing static objects from CK used to build the buildings in skyrim. Anything u can use in the CK to do this u can use in the game dynamically contructing your own buildings with inner loaded cells to boot. Here is the link: Skyrim - Settlement Builder - Expansion Pack. I understand if this isn't possible due to engine limitations but I would love this to be a thing. Thanks for the awesome work you've done for the community!"

 

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4 hours ago, KatCut said:

Hello! I've been a user of Dyndolod for a couple of years now, and recently I started using Dyndolod 3. I must say, I absolutely love the new tree LODs and grass LODs, especially with the added support for ENB and other features.

Recently, I came across a mod on the Nexus that adds a settlement system to Skyrim, similar to the one in Fallout 4. However, I encountered a small issue. Since I've been using DynDOLOD, I've become accustomed to seeing my custom buildings from other mods visible in the unloaded distant terrain. So, here's my question for you: Is there a possibility that DynDOLOD will include a feature to render dynamically placed objects in the distance, as long as the models have LODs available? Given the mod makes this possible by using static building parts available in CK DynDOLOD could use LODs parts for these player made buildings. The mod even adds custom  empty cells to build the inside of the buildings. I really recommend checking it out.

Here's the link to the mod: Skyrim - Settlement Builder - Expansion Pack. I understand that there may be limitations due to the game engine, but I truly appreciate all the amazing work you've done for the community so far! Thank you!

Just like with FO4 settlements, the placed references would need to be exported to a json file for example (like Transfer Settlements - Shareable Settlement Blueprints) and then converted to a plugin with an xEdit script for example (like Import Transfer Settlements blueprint to esp). Then this plugin is active only when generating LOD.

That way static object LOD, dynamic LOD and tree LOD etc. could be generated as usual.

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