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DynDOLOD 3.00 Alpha 180


sheson

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52 minutes ago, had said:

I have concerns about removing plugins with active scripts because i expected mcm button should stop it and because scripts considered sensitive things in community.

As author of scripts, what is your opinion about it?

The clean save instructions for updating DynDOLOD exists since 2014.
A clean save is mandatory before adding new DynDOLOD output that was generated from scratch to avoid issues. Whatever scripts are active are attached to records, that will be removed and do not exist in the new DynDOLOD plugins anymore. The clean save is in part done to remove script data from the save, since it is not needed anymore. In case new different records have the same form ids as old different records, old script data would be causing problems.

Not sure what "mcm button" is supposed to be but I have not experienced any problems with the DynDOLOD SkyUI MCM pages. If there was a general problem that would affect the DynDOLOD SkyUI MCM working properly after doing a clean save, there would be lots of reports about it.

Making a new clean save file does not affect other saves files, so nothing is lost or permanent.

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8 minutes ago, sheson said:

"mcm button"

 

Deactivation.

I mean mod reacted and gave message its deactivated, it just doesnt stopped what active hanging scripts.

9 minutes ago, sheson said:

Whatever scripts are active are attached to records, that will be removed and do not exist in the new DynDOLOD plugins anymore.

 

Okay, got it.

Will update as usual then.

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45 minutes ago, had said:

Deactivation.

I mean mod reacted and gave message its deactivated, it just doesnt stopped what active hanging scripts.

Okay, got it.

Will update as usual then.

Deactivating from MCM disables all dynamic LOD references. It is not supposed or could stop any active scripts.

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https://i.imgur.com/mBbJ9PJ.png

It should be using the campfire01burning.nif from embers xd, but it's using the one from skyrim.esm. And it's also showing up in loaded cells. Any idea why this would be happening? Shouldn't it be using the nif from embers xd? There's nothing overwriting it and I can't figure out why dyndolod is using the wrong reference.

*forgot to mention "campfire01burning_dyndolod_lod.nif" is from dyndolod resources. 

Edited by jmeyer73
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I managed to make a "fix" by finding the record "Campfire01Burning_DynDOLOD_LOD" in DynDOLOD.esm, then changed the filename path to "meshes\clutter\woodfires\campfire01burning.nif" which is the correct mesh from embers xd. It duplicates the flame effects so looks slightly odd but I suppose it works for now. Still no idea why it did this.

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13 hours ago, jmeyer73 said:

https://i.imgur.com/mBbJ9PJ.png

It should be using the campfire01burning.nif from embers xd, but it's using the one from skyrim.esm. And it's also showing up in loaded cells. Any idea why this would be happening? Shouldn't it be using the nif from embers xd? There's nothing overwriting it and I can't figure out why dyndolod is using the wrong reference.

*forgot to mention "campfire01burning_dyndolod_lod.nif" is from dyndolod resources. 

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.

Usually the dynamic LOD model should not be enabled in attached cells, just the original full model/reference. Make sure the mod is active when generating the LOD patch. https://dyndolod.info/FAQ#Out-of-place-or-floating-object

If a mod changes full models for which LOD models exist, an updated new LOD model might be required. https://dyndolod.info/FAQ#Out-of-place-or-floating-objects#Something-has-wrong-or-not-matching-LOD

Provide a link to the mod you are writing about, so I can look into adding a new LOD model to DynDOLOD Resources that is then used automatically via CRC32 filename matching, or maybe add mesh mask rules to use the full model for LOD, but that is typically not a good idea if it used a lot and especially if the full models use particles.

https://dyndolod.info/Help/Mesh-Mask-Reference-Ruleshttps://dyndolod.info/Mod-Authorshttps://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue

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19 hours ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.

Usually the dynamic LOD model should not be enabled in attached cells, just the original full model/reference. Make sure the mod is active when generating the LOD patch. https://dyndolod.info/FAQ#Out-of-place-or-floating-object

If a mod changes full models for which LOD models exist, an updated new LOD model might be required. https://dyndolod.info/FAQ#Out-of-place-or-floating-objects#Something-has-wrong-or-not-matching-LOD

Provide a link to the mod you are writing about, so I can look into adding a new LOD model to DynDOLOD Resources that is then used automatically via CRC32 filename matching, or maybe add mesh mask rules to use the full model for LOD, but that is typically not a good idea if it used a lot and especially if the full models use particles.

https://dyndolod.info/Help/Mesh-Mask-Reference-Ruleshttps://dyndolod.info/Mod-Authorshttps://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue

https://ufile.io/w1vesy9w - Log Folder

https://www.nexusmods.com/skyrimspecialedition/mods/37085?tab=description - The mod i'm referring to

I asked the mod author about it. He said he thinks it was his fault and that he'll fix it in the next version. 

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7 hours ago, teadude said:

I am using efps. should i let dyndolod esm load after efps or before? dyndolod.esm edits some things/conflicts with some of efps's stuff. something with xplanemarkers

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

If there are problem, then report the actual problems as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum

https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD
Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp. If a DynDOLOD.esm was generated it should be the ESM with the highest priority possible or just before the first non-ESM. Ignore any contradicting third party instructions. Instead use correct options and settings for the desired results.

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3 hours ago, jmeyer73 said:

Oh yeah, forgot to mention. The recent drivers for nvidia broke texgen. It hangs at the same texture each time. It works when I downgrade the driver but just thought you should know in case you want to look into it.

Read the first post of https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-128/ and https://dyndolod.info/Official-DynDOLOD-Support-Forum how to report problems or issues, which log files to upload etc. As explained, also use search before posting.

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4 hours ago, jmeyer73 said:

https://ufile.io/w1vesy9w - Log Folder

https://www.nexusmods.com/skyrimspecialedition/mods/37085?tab=description - The mod i'm referring to

I asked the mod author about it. He said he thinks it was his fault and that he'll fix it in the next version. 

The mod does not contain any LOD models nor where any requested so far. So for now it is expected that dynamic LOD uses the default campfire01burning_dyndolod_lod.nif shipping with DynDOLOD Resources.

Report the outcome of the suggestions explained at https://dyndolod.info/FAQ#Out-of-place-or-floating-object.

What steps need to be done to reproduce the problem of the dynamic LOD not unloading? When the cell is active, there should only be the original reference 00097825 with the base record 00035F49 active.

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25 minutes ago, sheson said:

What steps need to be done to reproduce the problem of the dynamic LOD not unloading?

If I disable dyndolod in the mcm the duplicate goes away. Turn it back on and after 10 seconds when dyndolod initializes, it comes back. Happens every time in a new save. But like I said, the mod author for embers xd said he thinks it was his fault, so I assume it's nothing to worry about.

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8 minutes ago, jmeyer73 said:

If I disable dyndolod in the mcm the duplicate goes away. Turn it back on and after 10 seconds when dyndolod initializes, it comes back. Happens every time in a new save. But like I said, the mod author for embers xd said he thinks it was his fault, so I assume it's nothing to worry about.

The mod is not doing anything to the reference or base record that could/should cause dynamic LOD to not unload.

What steps are required to reproduce the problem? How do you start the new game and get to the location?

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42 minutes ago, sheson said:

The mod is not doing anything to the reference or base record that could/should cause dynamic LOD to not unload.

What steps are required to reproduce the problem? How do you start the new game and get to the location?

If I type "coc poipineforest20" in the console at the main menu, the campfire is to the east. Dyndolod initializes after a couple seconds and the lod pops up. 

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