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DynDOLOD 3.00 Alpha 180


sheson

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15 hours ago, Mousetick said:

I found a small issue with a Cutting Room Floor house copy (object LOD, not dynamic LOD) in Whiterun but I need to investigate more before I can report the problem

So it's not really a DynDOLOD problem:

  • The house in question is located in Whiterun exterior (Tamriel).
  • It uses WRHouseWind01 [STAT:0003CDE3] as the base model, and WRDragonDoor01 [DOOR:000252C7] for its door. Both of which are normally found only inside Whiterun.
  • WRHouseWind01 [STAT:0003CDE3] has LOD but WRDragonDoor01 [DOOR:000252C7] doesn't.
  • So Parent > Child results in the house being copied to WhiterunWorld, but not the door.

image.jpegimage.jpegimage.jpeg

I guess one solution could be: Add a rule to give LOD to WRDragonDoor01 [DOOR:000252C7] but I'm worried the door LOD could clash with DynDOLOD Resources' LOD model for WRHouseWind01 [STAT:0003CDE3], which already has the door built-in.

 image.png

wrhousewind01_lod_0.nif

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22 hours ago, redshift87 said:

After the very first run, I added my personal custom rules (mostly for mods that don't have LOD objects like Eli's Skaal Village and to remove LOD for a few plants I don't care to see). I'll include my preset file that has those custom rules just in case it's helpful. I have been using those same rules for quite awhile now.

Tried again with the new .exe you provided and got a range check error this time. Oddly, my log file did not update but debug file did:

https://www.dropbox.com/scl/fi/xq3q5yjfop0ms7shsb5ob/logs2.7z?rlkey=o3rrmoxduds0z3tmc9nv2g9vg&dl=0

Check if this test version runs through https://mega.nz/file/VI5TVDCS#r8EsTQqlIQ_8_3O5XdTrpv2lYbiOnBdD2tBINSEKfT4
If not upload new log, debug log and bugreport.txt  if it exists.

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11 hours ago, Mousetick said:

Over there: https://drive.google.com/file/d/1HBzSJ56QkptARN150kduGita9awnWx77/view

Attempting to run the latest test version uploaded to Mega produces a Range Check exception. Logs: https://drive.google.com/file/d/1TeIv02YR4GZGDV1uydPJL2d_03fuvRYZ/view

This test version should fix scanning Markarth with ScanParent=0 https://mega.nz/file/VI5TVDCS#r8EsTQqlIQ_8_3O5XdTrpv2lYbiOnBdD2tBINSEKfT4

Is the range error 100% repeatable?

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Hey All.

I'm getting this TexGen error 

Error: File not found textures\landscape\snow01landscape_n.dds.

I get no more info than this line, most errors at least tell you what mod it is in relation to as far as I've seen before.

I don't know what this is about as I've never had it come up before, I don't have any mods installed that cover this texture so I've no idea what this is about, It's almost like its missing from the vanilla game files too, otherwise TexGen would have fallen back on that file or am I wrong?

Losing my mind over this as i can't find any ref online to this specific texture.

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20 hours ago, Lavitz said:

Hey All.

I'm getting this TexGen error 

Error: File not found textures\landscape\snow01landscape_n.dds.

I get no more info than this line, most errors at least tell you what mod it is in relation to as far as I've seen before.

I don't know what this is about as I've never had it come up before, I don't have any mods installed that cover this texture so I've no idea what this is about, It's almost like its missing from the vanilla game files too, otherwise TexGen would have fallen back on that file or am I wrong?

Losing my mind over this as i can't find any ref online to this specific texture.

Moved to the DynDOLOD 3 Alpha forum. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum which TexGen log and debug log to upload when making posts.

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DynDOLOD 3a143 Test version for Parent > Child copies of references with dynamic LOD

Fix for scanning Markarth with ScanParent=0 confirmed in new test version.

--

So I'm peering through the DynDOLOD plugins and identifying the initially disabled references that would need testing. Houston, we have another problem :) 

We forgot about the opposite scenario: a reference with dynamic LOD is initially enabled, then disabled later in-game. The child copy remains perpetually enabled.

For example, the Solitude Lighthouse fire:

  • [REFR:0007526C] (places SlighthouseActivator [ACTI:000622F0])
  • [REFR:00062832] (places SlighthouseFireOff [STAT:0001A0B4])

These 2 references are not linked together by an Enable Parent, they're toggled independently. Here's the bit of Papyrus code that does it, during the related quest:

;BEGIN FRAGMENT Fragment_14
Function Fragment_14()
;BEGIN CODE
alias_MS07LighthouseFireOff.GetRef().enable()
alias_MS07LighthouseFire.GetRef().Disable()
[...]

alias_MS07LighthouseFire.GetRef().Disable() is not going to affect the child copy:

skyrimesm_07526C_SolitudeWorld_DynDOLOD_PARENT_DynDOLOD_NOLOD [REFR:5908ED4A] (places SlighthouseActivator "Solitude Lighthouse Fire" [ACTI:000622F0])

remains enabled.

Possible solution: extend the previous solution of linking the child copy to the parent reference via Enable Parent, to all copies of references with dynamic LOD.

As discussed before, this requires the parent reference to be persistent, but that theoretical limitation should have no impact in practice for references that are toggled via script, as they must already be persistent.

Thanks.

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1 hour ago, Mousetick said:

DynDOLOD 3a143 Test version for Parent > Child copies of references with dynamic LOD

Fix for scanning Markarth with ScanParent=0 confirmed in new test version.

--

So I'm peering through the DynDOLOD plugins and identifying the initially disabled references that would need testing. Houston, we have another problem :) 

We forgot about the opposite scenario: a reference with dynamic LOD is initially enabled, then disabled later in-game. The child copy remains perpetually enabled.

For example, the Solitude Lighthouse fire:

  • [REFR:0007526C] (places SlighthouseActivator [ACTI:000622F0])
  • [REFR:00062832] (places SlighthouseFireOff [STAT:0001A0B4])

These 2 references are not linked together by an Enable Parent, they're toggled independently. Here's the bit of Papyrus code that does it, during the related quest:

;BEGIN FRAGMENT Fragment_14
Function Fragment_14()
;BEGIN CODE
alias_MS07LighthouseFireOff.GetRef().enable()
alias_MS07LighthouseFire.GetRef().Disable()
[...]

alias_MS07LighthouseFire.GetRef().Disable() is not going to affect the child copy:

skyrimesm_07526C_SolitudeWorld_DynDOLOD_PARENT_DynDOLOD_NOLOD [REFR:5908ED4A] (places SlighthouseActivator "Solitude Lighthouse Fire" [ACTI:000622F0])

remains enabled.

Possible solution: extend the previous solution of linking the child copy to the parent reference via Enable Parent, to all copies of references with dynamic LOD.

As discussed before, this requires the parent reference to be persistent, but that theoretical limitation should have no impact in practice for references that are toggled via script, as they must already be persistent.

Thanks.

This test version https://mega.nz/file/sMQk3LDT#1g6LdrN5Pw90QmesBCmB1N5vwj7ZhM-CPw32s9v2a0o removes the IsInitiallyDisabled condition. So if the source reference is persistent and has no enabled parent itself, it is used as enable parent for the copy.

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Hey All.

I'm getting this TexGen error 

Error: File not found textures\landscape\snow01landscape_n.dds.

I get no more info than this line, most errors at least tell you what mod/file it is in relation to as far as I've seen before.

I don't know what this is about as I've never had it come up before, I don't have any mods installed that cover this texture so I've no idea what this is about, It's almost like its missing from the vanilla game files too, otherwise TexGen would have fallen back on that file or am I wrong?

Losing my mind over this as I can't find any ref online to this specific texture.

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12 minutes ago, Lavitz said:

Hey All.

I'm getting this TexGen error 

Error: File not found textures\landscape\snow01landscape_n.dds.

I get no more info than this line, most errors at least tell you what mod/file it is in relation to as far as I've seen before.

I don't know what this is about as I've never had it come up before, I don't have any mods installed that cover this texture so I've no idea what this is about, It's almost like its missing from the vanilla game files too, otherwise TexGen would have fallen back on that file or am I wrong?

Losing my mind over this as I can't find any ref online to this specific texture.

Moved to the DynDLOD 3 Alpha thread. You already posted this before. See https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-142/?do=findComment&comment=274141

It is pretty much guaranteed that the requested log files contain more than that line.

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3 hours ago, sheson said:

Moved to the DynDLOD 3 Alpha thread. You already posted this before. See 

 

It is pretty much guaranteed that the requested log files contain more than that line.

 

Apologies for double posting, I've gone back to read the first post and attached the requested files.

Can't find ..\DynDOLOD\bugreport.txt, not there.

Let me know if this I'snt the correct info, I appreciate your time on this matter.

https://ufile.io/lhheuelr TexGen_TES5_Debug_log.txt

TexGen_TES5_log.txt

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As the title says, both LodGen and TexGen have both been freezing during generation. The programs stop responding to input, and their CPU/Disk usage both drop to 0% while the memory remains stuck at whatever it was at when it froze. Generally this happens around 5-10 seconds into generation, but LodGen can generally be brute-forced into completing generation through piecemealing the generation files a little at a time. TexGen, however, doesn't seem to use the same system that detects whether or not a file has already been created, so it basically just keeps generating the same files over and over again.

I'm fairly certain it's one of my mods causing it, but I have so many mods that I don't know how to figure out which mod is doing this, and I don't have the time to just disable everything and rule them out one by one.

I've disabled my antivirus, my files are on a completely separate drive to my game and OS files, and I can't get the logs from the programs because it literally won't let me. The whole program locks up and I have to use task manager to close it. And no, it's not anything to do with the texture converter program that occasionally runs, I've left these programs alone for 8 hours straight and nothing changes.

If anyone is curious, my mod list is this: https://modwat.ch/u/RadiaDaku

Yes, there are some conflicting mods, a lot of the list on Mod Organizer is made up of patches for most of those conflicts. I generally try my best to check what conflicts a mod may have before committing it to my modlist, but I'm unsure about how to go about checking which mod or mods is causing these issues.

If anyone can help, please do. I just want to go back to playing my game. The older versions of DynDOLOD didn't do this--but I need the newer version for a couple of the mods that I use that change the way light from the in-game sun interacts with the terrain and trees.

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Hello. I just used this to generate LOD and so far it looks good, but there's a snowstorm in Skyrim right now, so things are a little blurry. I did run into one issue. A mod I'm using that I ported from Skyrim LE, "Women's Faces" (I believe) apparently overrides some headpart definitions from the Hearthfire DLC.  This caused an error when I ran texgen, along with a warning that it could result in game crashes. I have been using this mod for years, in both Skyrim LE and now SSE. I disabled the plugin and restarted the processing and it all went smoothly after that. I'm wondering if that is a necessary check. I'm impressed with the level of validation texgen is doing, since it called my attention to a couple of invalid IDs for ESL flagged plugins (when I ran the older version yesterday), but I'm wondering about the significance of these new errors regarding the headparts. Is that always considered an error?

 

This is an update to my previous post (I don't see how to simply reply to it):

TexGen

[Main Instruction]
Record [INFO:03000D9D] in file HearthFires.esm is being overridden by record [HDPT:03000D9D] in file NPS_Female_SE.esp.

[Content]
These errors can cause CTD and other serious issues and need to be fixed.

There were quite a few of these errors, so clicking ignore for each would be extremely tedious, so I disabled the .esp file while running texgen and dyndolod.

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is it possible to run multiple DYNDOLOD ?

Lets say I render Skyrim but leave something like Chanterelle out 

Then can I rerun for Chanterelle only with different settings ? ( i.e. no ultra trees for Chanterelle or a lesser grass density for distant grass etc )

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