Jump to content

DynDOLOD 3.00 Alpha 180


sheson

Recommended Posts

7 minutes ago, dragonbornlevent said:

Well, I did not see your edit and used the first version of the test. The first 2 attempts failed (1 freeze, 1 driver error, and I also get driver errors many times if I run DynDOLOD before restarting my PC).

 

It looks like it's working, but should I run it again with the new test version? I'm planning to start a new, long playthrough. Should I wait for you to upload the new version to Nexus? I don't like to install/uninstall/update ANY mods for maximum stability. As I mentioned, I'm planning a long, very long playthrough.

If it did not add DynDOLOD.esp as master to DynDOLOD.esm, so no error in LOOT, then all is fine and you can do that very long play through til Thursday afternoon.

This is an Alpha version, so if anything with LOD acts weird and a new version fixes that, you can usually do a clean save and generate from scratch in the meantime without the rest of the play through being affected. Or just ignore the visual issue ...

Random freezes or driver errors hint at problems with hardware, BIOS settings, drivers etc.

Link to comment
Share on other sites

3 minutes ago, sheson said:

If it did not add DynDOLOD.esp as master to DynDOLOD.esm, so no error in LOOT, then all is fine and you can do that very long play through til Thursday afternoon.

This is an Alpha version, so if anything with LOD acts weird and a new version fixes that, you can usually do a clean save and generate from scratch in the meantime without the rest of the play through being affected. Or just ignore the visual issue ...

Random freezes or driver errors hint at problems with hardware, BIOS settings, drivers etc.

You mean I can safely update DynDOLOD mid game? Because last time I updated some other mods mid game, infinite loading screens started occurring.

Link to comment
Share on other sites

Hi!

I have been looking into creating grass LOD using LODGen 3 (latest version).

My grass LOD is currently not showing in game, but I have a good idea why, I just don't know how to fix it.

Going through https://dyndolod.info/Help/Grass-LOD, near the bottom of the page, there is a list of things to check. I checked all of these and found two issues:
1) \DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_[Worldspace].txt file does not exist. It is listed in the file \DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[Worldspace].txt but the file it links to (\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_[Worldspace].txt) does not exist. There are no LODGen_SSE_Grass_Map_[Worldspace].txt at all.

2) This is probably related to (1), the atlas file does not have grass included but does have empty space where it may have added transparent grass billboards. I confirmed the grass billboards exist generated from texgen.

I can't find any grass related errors in the output.

Does anyone know what could have caused this problem?

Many thanks!

Link to comment
Share on other sites

18 minutes ago, Lulie said:

Hi!

I have been looking into creating grass LOD using LODGen 3 (latest version).

My grass LOD is currently not showing in game, but I have a good idea why, I just don't know how to fix it.

Going through https://dyndolod.info/Help/Grass-LOD, near the bottom of the page, there is a list of things to check. I checked all of these and found two issues:
1) \DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_[Worldspace].txt file does not exist. It is listed in the file \DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[Worldspace].txt but the file it links to (\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_[Worldspace].txt) does not exist. There are no LODGen_SSE_Grass_Map_[Worldspace].txt at all.

2) This is probably related to (1), the atlas file does not have grass included but does have empty space where it may have added transparent grass billboards. I confirmed the grass billboards exist generated from texgen.

I can't find any grass related errors in the output.

Does anyone know what could have caused this problem?

Many thanks!

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs and debug logs to upload when making posts.

The Grass_Map text file might not exist because it did not find any grass billboards and that is why there are no grass billboard textures added to the atlas texture.

Go through the entire troubleshooting list.

Link to comment
Share on other sites

I'm seeing an extremely large fire glow (DefaultTorch01NS_DynDOLOD_BASE) above the CaveLamps01 and FXfireWithEmbersLogs01 models in Raven Rock.  Is there a way to reduce it?  The glow does not exist when I disable the DynDOLOD plugin.  I reran DynDOLOD just now after updating to DynDOLOD 3 Alpha-138.  Also, I'm using Resources Alpha-41 and DLL NG Alpha-12.

I haven't noticed this large glow on any other fire basin 'lamps' (such as the ones in Whiterun).

 

image.png.1429cca4f3b83ebed7139788152bf13a.png

image.png.251927c984e68a546b531402a6348393.png

image.png.ab0c753006b9812782cd8cc87990174c.png

 

 

DynDOLOD_SSE_ModelsUsed_DLC2SolstheimWorld.txt

DynDOLOD_SSE_TexturesUsed_DLC2SolstheimWorld.txt

DynDOLOD_SSE_log.txt

DynDOLOD_SSE_Debug_log.txt

Edited by Kattmandu
Link to comment
Share on other sites

Hi sheson,

using the latest version of DynDOLOD and NG DLL with 3.0 scripts for large ref workaround, I get the following repeatable error:

"Error: Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 12868)".

Attached is the log and here is the debug log (very big file O.o): https://file.io/08tYu3MROpsR.

DynDOLOD_SSE_log.txt

Judging from the multple reports regarding "sticky" LOD glow fx in Solstheim, it seems like this bug is somewhat tied to the Solstheim worldspace, whereas in Tamriel these sticky lights do not occur (as often?). Counting this forum and Nexusmods, there are minimum a dozen individual reports stating that LOD glow fx is sticky in Solstheim worldspace.

Link to comment
Share on other sites

The swap file generated by DynDOLOD is not working. Looks like Base Object Swapper is strict about the letter case: the _SWAP suffix needs to be all upper case, and the file generated by DynDOLOD has it in lower case.

amrvJ8j.pngx0K3kBi.pngq4TvRXE.png

Pictures, in order: 1. Fence in WhiterunWorld as is 2. Fence in WhiterunWorld after renaming the file to DynDOLOD_SWAP.ini 3. Original fence in Tamriel.

EDID of the fence copy is skyrimesm_0627B3_WhiterunWorld_DynDOLOD_PARENT_DynDOLOD_NOLOD

There's also this bit of road sticking through the Whiterun front gate:

XXBjOnj.pngKr31xS8.png

1. Road in WhiterunWorld 2. Original road in Tamriel (the gatehouse was disabled when taking the screenshot)

EDID of the road copy: skyrimesm_069818_WhiterunWorld_DynDOLOD_PARENT_DynDOLOD_NOLOD

Lastly the dark elf lantern glow LOD has made a return. I didn't see them with Alpha-134.

rbovjoq.pngR62hsre.png

EDIDs, respectively:
telmithrynesp_078BF5_DLC2SolstheimWorld_DynDOLOD_OBJECT
telmithrynesp_040FF2_DLC2SolstheimWorld_DynDOLOD_OBJECT

Logs: https://mega.nz/file/YbU33bCS#orQb99fQmxXAdE3TPJ6BRRZRxtbBVdFkyMogM432rqg

Edited by Blackread
Link to comment
Share on other sites

16 hours ago, Kattmandu said:

I'm seeing an extremely large fire glow (DefaultTorch01NS_DynDOLOD_BASE) above the CaveLamps01 and FXfireWithEmbersLogs01 models in Raven Rock.  Is there a way to reduce it?  The glow does not exist when I disable the DynDOLOD plugin.  I reran DynDOLOD just now after updating to DynDOLOD 3 Alpha-138.  Also, I'm using Resources Alpha-41 and DLL NG Alpha-12.

I haven't noticed this large glow on any other fire basin 'lamps' (such as the ones in Whiterun).

image.png.1429cca4f3b83ebed7139788152bf13a.png

image.png.251927c984e68a546b531402a6348393.png

image.png.ab0c753006b9812782cd8cc87990174c.png

DynDOLOD_SSE_ModelsUsed_DLC2SolstheimWorld.txt

DynDOLOD_SSE_TexturesUsed_DLC2SolstheimWorld.txt

DynDOLOD_SSE_log.txt

DynDOLOD_SSE_Debug_log.txt

For future reference, since you made screenshots for a different generation than the logs, the screenshots are a bit "out of date".

In any case, the logs show you did not check "Fake lights selected world" but only "Fake light child world", so there should not be such fake lights to begin with.
"Fake light selected world" are supposed to not show in the active cells either. But that is not the problem here.

This happens because of some weird interaction with Worldspace Transition Tweaks and will be fixed next alpha version.

Edit: You can test with this test version https://mega.nz/file/sBwU3RxY#P5csfxnK62FKCSZpkj7alOL-VkDkqRhu-idjUlM9HWM in the meantime.

  • Thanks 1
Link to comment
Share on other sites

9 hours ago, David2408 said:

Hi sheson,

using the latest version of DynDOLOD and NG DLL with 3.0 scripts for large ref workaround, I get the following repeatable error:

"Error: Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 12868)".

Attached is the log and here is the debug log (very big file O.o): https://file.io/08tYu3MROpsR.

DynDOLOD_SSE_log.txt 950.04 kB · 1 download

The link to the debug log says "The transfer you requested has been deleted" and I am not able to download. Maybe upload again or try a different file service.
Also upload bugreport.txt if it exists as explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

 

Link to comment
Share on other sites

11 hours ago, David2408 said:

Judging from the multple reports regarding "sticky" LOD glow fx in Solstheim, it seems like this bug is somewhat tied to the Solstheim worldspace, whereas in Tamriel these sticky lights do not occur (as often?). Counting this forum and Nexusmods, there are minimum a dozen individual reports stating that LOD glow fx is sticky in Solstheim worldspace.

If you have a problem or bug, report it as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum

There are currently two different reports about a fake glow issue on Solstheim with Alpha-138.
All other reports that have been made here in the past had been resolved at the time.

I do not use the Comments or Bugs feature on Nexusmods. Posts anywhere else but the official DynDOLOD support forum made by users ignoring the official DynDOLOD documentation, requirements and messages from the tools might as well yell at clouds.

Link to comment
Share on other sites

9 hours ago, aljoxo said:

Latest version of DynDOLOD (alpha 138) and NG DLL (alpha 12) and Resources (alpha 41)

Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 12868).

bugreport.txt 42.69 kB · 2 downloads

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

Link to comment
Share on other sites

10 hours ago, Blackread said:

The swap file generated by DynDOLOD is not working. Looks like Base Object Swapper is strict about the letter case: the _SWAP suffix needs to be all upper case, and the file generated by DynDOLOD has it in lower case.

Yeah, I kind of know that. Filename will be fixed next alpha (and test version below)

10 hours ago, Blackread said:

There's also this bit of road sticking through the Whiterun front gate:

Will be added to the list of things not to copy next alpha.

10 hours ago, Blackread said:

Lastly the dark elf lantern glow LOD has made a return. I didn't see them with Alpha-134.

rbovjoq.pngR62hsre.png

EDIDs, respectively:
telmithrynesp_078BF5_DLC2SolstheimWorld_DynDOLOD_OBJECT
telmithrynesp_040FF2_DLC2SolstheimWorld_DynDOLOD_OBJECT

Logs: https://mega.nz/file/YbU33bCS#orQb99fQmxXAdE3TPJ6BRRZRxtbBVdFkyMogM432rqg

Let me know if this is fixed with this test version https://mega.nz/file/sBwU3RxY#P5csfxnK62FKCSZpkj7alOL-VkDkqRhu-idjUlM9HWM

If not upload new log, debug log.

Link to comment
Share on other sites

4 hours ago, sheson said:

For future reference, since you made screenshots for a different generation than the logs, the screenshots are a bit "out of date".

In any case, the logs show you did not check "Fake lights selected world" but only "Fake light child world", so there should not be such fake lights to begin with.
"Fake light selected world" are supposed to not show in the active cells either. But that is not the problem here.

This happens because of some weird interaction with Worldspace Transition Tweaks and will be fixed next alpha version.

Edit: You can test with this test version https://mega.nz/file/sBwU3RxY#P5csfxnK62FKCSZpkj7alOL-VkDkqRhu-idjUlM9HWM in the meantime.

Ah, yes, sorry.  I should have updated the More Informative Console screenshots so it showed the IDs corresponding to the linked log files.  The test version of DunDOLODx64.exe resolved the issue.  Thanks!

image.thumb.png.b2ca3992b694e495a0ed5e52efaf1670.png

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.