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DynDOLOD 3.00 Alpha 180


sheson

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37 minutes ago, sheson said:

阅读第一篇文章和/或 https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs 其中DynDOLOD日志调试日志 在发帖时上传。

需要安装并激活DynDOLOD .esmDynDOLOD .esp 插件,以便 LOD 补丁、大型参考错误解决方法、动态 LOD、DynDOLOD SkyUI MCM等正常工作。不管怎样,树和对象 LOD 都可以工作,但没有任何错误修复。

All prerequisites and the three main DynDOLOD plugins are enabled. Except that mcm is not displayed, everything else is normal. I searched the web and forums for mcm issues but still no solution. Ignore it if it has no impact on the game.

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2 hours ago, ck1007197714 said:

All prerequisites and the three main DynDOLOD plugins are enabled. Except that mcm is not displayed, everything else is normal. I searched the web and forums for mcm issues but still no solution. Ignore it if it has no impact on the game.

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

The game is not loading the DynDOLOD.esm and DynDOLOD.esp. Without the two plugins being loaded, the LOD patch, large reference bugs workarounds, dynamic LOD, DynDOLOD SkyUI MCM etc. do not work. It is very likely that there are one or more other plugins which are not being loaded.

A common and well known reason right now would be having a runtime version < 1.6.1130, while having plugins version >= 1.71 without Backported Extended ESL Support or having SSE Engine Fixes and not setting EnableAchievementsWithMods=False for example. Paying attention to the DynDOLOD log messages at generation time and uploading them as required and requested could help to actually determine the cause and fix the issues instead of ignoring them.

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This may be nothing too much of an issue, but I noticed the following when DynDOLOD was generated with Alpha-165:
I searched my plugins for erros with xEdit and there are a few records mentioned in DynDOLOD.esm

Checking for Errors in [17] DynDOLOD.esm
[01:43] Tamriel_Underside [MSTT:17046337]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>
[01:43] DLC2SolstheimWorld_Underside [MSTT:170463BF]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>
[01:43] MarkarthWorld_Underside [MSTT:170463C0]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>
[01:43] SkuldafnWorld_Underside [MSTT:170463D6]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>
[01:43] Sovngarde_Underside [MSTT:170463EC]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>
[01:43] DeepwoodRedoubtWorld_Underside [MSTT:170463F5]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>
[01:43] DLC1HunterHQWorld_Underside [MSTT:17046401]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>
[01:43] DLC01FalmerValley_Underside [MSTT:17046459]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>

A screenshot from one of the records in xEdit: https://ibb.co/JzzMbT4

LogFiles from DynDOLOD generation

There was nothing noticable during the generation itself and in the game also eveything looks fine.
I assume the wrong flag gets set - or is it an 'issue' with xEdit (as you can see I am on version 4.1.5b) because I 'can't' see what is behind this flag?

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9 hours ago, PRieST said:

This may be nothing too much of an issue, but I noticed the following when DynDOLOD was generated with Alpha-165:
I searched my plugins for erros with xEdit and there are a few records mentioned in DynDOLOD.esm

Checking for Errors in [17] DynDOLOD.esm
[01:43] Tamriel_Underside [MSTT:17046337]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>
[01:43] DLC2SolstheimWorld_Underside [MSTT:170463BF]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>
[01:43] MarkarthWorld_Underside [MSTT:170463C0]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>
[01:43] SkuldafnWorld_Underside [MSTT:170463D6]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>
[01:43] Sovngarde_Underside [MSTT:170463EC]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>
[01:43] DeepwoodRedoubtWorld_Underside [MSTT:170463F5]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>
[01:43] DLC1HunterHQWorld_Underside [MSTT:17046401]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>
[01:43] DLC01FalmerValley_Underside [MSTT:17046459]
[01:43]     MSTT \ Record Header \ Record Flags -> <Unknown: 2 $2>

A screenshot from one of the records in xEdit: https://ibb.co/JzzMbT4

LogFiles from DynDOLOD generation

There was nothing noticable during the generation itself and in the game also eveything looks fine.
I assume the wrong flag gets set - or is it an 'issue' with xEdit (as you can see I am on version 4.1.5b) because I 'can't' see what is behind this flag?

https://dyndolod.info/FAQ#Checking-DynDOLOD-plugins-for-errors-with-xEdit
.. \ Record Flags -> <Unknown: 2> for MSTT terrain underside base records are intentional and can be ignored.

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6 hours ago, Jonado said:

Hi! I'm having a couple of DynDOLOD related issues. To begin with, I am using both Legacy of the Dragonborn and Drengin's Blue Palace (+appropriate patches), and the terrace looks like this:

https://www.dropbox.com/scl/fi/3h967n3ako2vxvqjqrfxr/20240114225455_1.jpg

It looks like the custom rules for Legacy of the Dragonborn don't respect other mods adding references to that area. I can resolve it manually, but would be convenient if this could be fixed in the generation already.

Another thing that I have been struggling with for quite some time is some objects in Windhelm that don't have LOD, despite that I am setting them as "Visible when distant". So when looking towards the city, there is just a gap and a floating platform where the buildings were supposed to be. The following screenshots show what it looks like in summer with Seasonal Landscapes - Unfrozen, but it is the same also during other seasons:

https://www.dropbox.com/scl/fi/gw1jk21frpjsww3ld2qlz/20240114232151_1.jpg
https://www.dropbox.com/scl/fi/ymk959o05ndsjpbdx0anm/20240114232424_1.jpg

The logs can be found here:

https://www.dropbox.com/scl/fi/ef90b9t3zloufid6620xn/Logs.7z

I hope you can help.

The links ask me to sign up for an account.

Setting the WD flag is irrelevant. https://dyndolod.info/FAQ#Something-does-not-have-LOD

See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules to learn how rules work.

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Hello, I got an error while running the latest dyndolod 3 available on Nexus (3 alpha 165 with  resources 3 alpha 47 and 1.6.1130 dll and scripts), with displayed error
"Assertion failure (G:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 19407) while processing Skyrim.esm [REFR:00016E40] (places DweDoorSmall01Load "Door" [DOOR:00064092] in GRUP Cell Persistent Children of [CELL:00016E02] (in MarkarthWorld "Markarth" [WRLD:00016D71]) at -43,0)"
Attached are the bug report text file and the Dyndolod SSE log, debug log, what else do I need to upload ?
SSE log
https://drive.google.com/file/d/11o9lpHBXIlPii-MxaPfAmP1NyuXpWA-8/view?usp=drive_link
Bug report
https://drive.google.com/file/d/1xC93nbsIoW3uti3dzO3y7ucu4Ckw81nt/view?usp=drive_link
Debug log
https://drive.google.com/file/d/1W635n-nOeRhf4tZLN-sX-FZrbyLMrumB/view?usp=sharing

Edited by Eumeta
added debug log, dyndolod version
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1 hour ago, Eumeta said:

Hello, I got an error while running the latest dyndolod 3 available on Nexus (3 alpha 165 with  resources 3 alpha 47 and 1.6.1130 dll and scripts), with displayed error
"Assertion failure (G:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 19407) while processing Skyrim.esm [REFR:00016E40] (places DweDoorSmall01Load "Door" [DOOR:00064092] in GRUP Cell Persistent Children of [CELL:00016E02] (in MarkarthWorld "Markarth" [WRLD:00016D71]) at -43,0)"
Attached are the bug report text file and the Dyndolod SSE log, debug log, what else do I need to upload ?
SSE log
https://drive.google.com/file/d/11o9lpHBXIlPii-MxaPfAmP1NyuXpWA-8/view?usp=drive_link
Bug report
https://drive.google.com/file/d/1xC93nbsIoW3uti3dzO3y7ucu4Ckw81nt/view?usp=drive_link
Debug log
https://drive.google.com/file/d/1W635n-nOeRhf4tZLN-sX-FZrbyLMrumB/view?usp=sharing

Update: I tried reruning Dyndolod to see if the issue is reproducible, after applying manual cleaning by deleting a record in Dawnguard.esm according to cleaning instruction, and updating a trivial sound mod, Dyndolod ran fine to finish.
So I can safely conlude that either this is not reproducible, or deleting the sewer record in Dawnguard.esm somehow fixed it.
Thank you for making Dyndolod 3

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1 hour ago, Eumeta said:

Hello, I got an error while running the latest dyndolod 3 available on Nexus (3 alpha 165 with  resources 3 alpha 47 and 1.6.1130 dll and scripts), with displayed error
"Assertion failure (G:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 19407) while processing Skyrim.esm [REFR:00016E40] (places DweDoorSmall01Load "Door" [DOOR:00064092] in GRUP Cell Persistent Children of [CELL:00016E02] (in MarkarthWorld "Markarth" [WRLD:00016D71]) at -43,0)"
Attached are the bug report text file and the Dyndolod SSE log, debug log, what else do I need to upload ?
SSE log
https://drive.google.com/file/d/11o9lpHBXIlPii-MxaPfAmP1NyuXpWA-8/view?usp=drive_link
Bug report
https://drive.google.com/file/d/1xC93nbsIoW3uti3dzO3y7ucu4Ckw81nt/view?usp=drive_link
Debug log
https://drive.google.com/file/d/1W635n-nOeRhf4tZLN-sX-FZrbyLMrumB/view?usp=sharing

The links ask me to sign up for an account.

https://dyndolod.info/Messages/Exceptions#Assertion-failure

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On 1/12/2024 at 9:54 AM, sheson said:

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

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the affect full model with more informative console or provide the form id for the reference.

Renthal Windmill is just a meshes and texture replacers and thus is probable irrelevant to whatever the issue is.

https://www.reddit.com/r/skyrimmods/comments/194r1gw/i_just_realized_ive_been_using_the_wrong_ussep/

The grass problem sounds typical to having generated grass LOD with mode 2, but NGIO being set to DynDOLODGrassMode=1https://dyndolod.info/Help/Grass-LOD#Settings
With No Grass In Objects full grass can render past the active cells, so Grass LOD can either start right beyond the active exterior cells (uGridsToLoad) which equals to Mode/DynDOLODGrassMode=1 (better for performance) or beyond the large reference distance (uLargeRefLODGridSize) which equals to Mode/DynDOLODGrassMode=2. If No Grass In Objects is not used, set Mode to 1, obviously.
Set the desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode in ..\NetScriptFramework\Plugins\GrassControl.config.txt. While the DynDOLODGrassMode can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes.

Ehh, no. I am sure i have runned Grass Cache and DynDOLOD correctly.

And again. Reports of missing icefloes after generating DynDOLOD. Some people have runned Dyndolod without Animated Ice Floes and activated my mod after generation. Then all good.

 

And also.... Why link this in your answer? 

 

Edited by ToosTruus
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22 hours ago, ToosTruus said:

Ehh, no. I am sure i have runned Grass Cache and DynDOLOD correctly.

And again. Reports of missing icefloes after generating DynDOLOD. Some people have runned Dyndolod without Animated Ice Floes and activated my mod after generation. Then all good.

Problems and issues do not solve themselves by mentioning them somewhere. People having issues with DynDOLOD need to make problem reports with logs and screenshots here. See https://dyndolod.info/Official-DynDOLOD-Support-Forum. You wrote yourself you do not have that problem. I have no such problems with animated icefloes or with windmills in a test setup. Disabling plugins or mods is a troubleshooting step and not a fix. Also see https://dyndolod.info/Mod-Authors.

You reported having a problem with missing windmills after generating DynDOLOD. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the affected full model with more informative console or provide the form id for the reference.

Where full grass ends is defined by the DynDOLODGrassMode setting in NGIO. Where grass LOD starts is defined by the Mode in the advanced options and generation time. If they do not match there is a gap or overlap. The grass cache does not change that.

The link was pasted in accident and is irrelevant.

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44 minutes ago, Jonado said:

Let me know which patch plugin is the last to change xx13DD6F in LegacyoftheDragonborn.esm.

If you want NewPit.nif to have LOD, you need to create a LOD model for it or add a mesh mask rule for NewPit.NIF to use the full model for LOD level 4 (and higher if desired).
Together with the Child > Parent feature an automatic copy should be made to Tamriel in case the reference is in the child Windhelm world. In case that copy does not happen with a mesh mask rule, upload new log and debug log.

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23 hours ago, sheson said:

Is this error 100% repeatable?

No, the next 2 time I ran Dyndolod it ran smoothly to finish. The difference between the 3 attempts were: 2nd run I manually deleted the sewer entry in Dawnguard.esm, 3rd run I downgraded everything to 1.6.640

Edited by Eumeta
clarification
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