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DynDOLOD 3.00 Alpha 180


sheson

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6 hours ago, ck1007197714 said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug to upload when making posts.
Upload c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\skse64.log
Consider installing crash logger, disable crash logging in .Net Script Framework and upload that crash log.

Just because DynDOLOD is in the load order or happens to be listed in a world or cell record does not mean it caused the crash. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

The crash may be related to 0x000D9394, a record that is not being touched by any DynDOLOD plugin.
Or it may be related to some kind of problem with loading or processing the SKSE cosave data.

Test with a new game. In case of updating make sure to follow https://dyndolod.info/Help/Clean-Save

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On 9/2/2024 at 9:31 PM, sheson said:

Upload the papyrus log as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
Upload the DynDOLOD.log from DynDOLOD DLL NG as explained in https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting
Upload DynDOLOD_NG_Tamriel.txt and DynDOLOD_NG_Worlds.txt from the DynDOLOD ouput ..\SKSE\plugins\DynDOLOD_Data\ folder

Test with a new game, with coc riverwood from main menu console for example and report if problem still happens.
They are supposed to be replacements once dynamic LOD is active.

I have run Dyndolod again in an attempt to generate a papyrus0.log that you aksed for. That failed. However, in a new game things are much worse now. The waterwheel (and windmill) is fine but the entire lumbermill in Riverwood is now fading in and out depending on where I stand. I can walk right through it. Looks like an occlusion plane phenomenon. I have uploaded some files you asked for to this link:

https://drive.google.com/drive/folders/1YHmdbX5ULckN2bzaRatMgD8grd0cFeki?usp=sharing

 

However, I don't think there is a straightforward fix, so I give up. Please feel free to ignore this post. Just wanted to stop by and say thank you for your time and effort.

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1 hour ago, Nzymia said:

I have run Dyndolod again in an attempt to generate a papyrus0.log that you aksed for. That failed. However, in a new game things are much worse now. The waterwheel (and windmill) is fine but the entire lumbermill in Riverwood is now fading in and out depending on where I stand. I can walk right through it. Looks like an occlusion plane phenomenon. I have uploaded some files you asked for to this link:

https://drive.google.com/drive/folders/1YHmdbX5ULckN2bzaRatMgD8grd0cFeki?usp=sharing

However, I don't think there is a straightforward fix, so I give up. Please feel free to ignore this post. Just wanted to stop by and say thank you for your time and effort.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
If there are suspected problems related to dynamic LOD or the DynDOLOD SkyUI MCM in the game, enable and upload the entire c:\Users\[USERNAME]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\Logs\Script\Papyrus.0.log. To enable papyrus logging add/edit these line in the Skyrim.ini...
DynDOLOD does not generate the papyrus log. The game creates it after doing the changes to the INI for the game as explained.
The papyrus log you uploaded seems to be from 2023. Create current one.

If the waterwheels replacements work in a new game but not when loading a save game, make sure to follow the clean save routine https://dyndolod.info/Help/Clean-Save
If the save never saw a DynDOLOD output before or your are sure it is a clean save (report which is the case), test if deactivating/activating DynDOLOD from its SkyUI MCM make the waterwheels appear. See https://dyndolod.info/Help/Mod-Configuration-Menu-NG

No  screenshots about the new problem have been provided. That indeed sounds like an occlusion plane problem. Maybe you are missing patch. https://dyndolod.info/FAQ#Full-models-disappearing-going-in-and-out-of-view
Verify the problem does not happen with DynDOLOD output disabled. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting.
DynDOLOD typically does not change or affect any occlusion planes. Only the Solitude Occlusion Planes patch from DynDOLOD Resources does that. However, that should not affect anything outside of the SolitudeWorldspace. DynDOLOD typically does not affect collision of full models.

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HI all,

I've been running the latest Lodgen (118) and Dyndolod (180) and both Lodgen and Texgen ran fine, but I am getting a hang when running Dyndolod at the following line:

Waiting for LODGenx64Win.exe generating object LOD for Tamriel AUT.

Dyndolod_logs.zip

DynDOLOD_settings..zip

I thought it might be due to running seasons, but I let it run overnight and it didn't progress past this line.  I do have Open Cities and this run is for the first pass with OCS disabled. Thanks for any suggestions and all the effort over the years on Dyndolod!

Edited by Wolfpack49
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1 hour ago, Wolfpack49 said:

HI all,

I've been running the latest Lodgen (118) and Dyndolod (180) and both Lodgen and Texgen ran fine, but I am getting a hang when running Dyndolod at the following line:

Waiting for LODGenx64Win.exe generating object LOD for Tamriel AUT.

Dyndolod_logs.zip

DynDOLOD_settings..zip

I thought it might be due to running seasons, but I let it run overnight and it didn't progress past this line.  I do have Open Cities and this run is for the first pass with OCS disabled. Thanks for any suggestions and all the effort over the years on Dyndolod!

There might be a problem with (old?) LODGen log files being blocked by other processes, which could be "hidden" LODGenx64Win.exe from an former unsucessful session which are only shown in task manager for example.

[38:36] <Error: LODGenx64Win.exe failed to generate object LOD for arnimaDUPLICATE003. Can not delete E:\Skyrim Tools\DynDOLOD_300_A180\Logs\LODGen_SSE_arnimaDUPLICATE003_log.txt>

Since it saysWaiting for LODGenx64Win.exe generating object LOD for Tamriel AUT, check E:\Skyrim Tools\DynDOLOD_300_A180\Logs\LODGen_SSE_Tamriel_AUT_log.txt is accessible.

I suggest to restart Windows, delete the log folder to hopefully clear that up.
Each LODGenx64Win.exe that is being started has a command prompt window to which it writes its log messages. You should be able to bring them up from the taskbar to see what they currently do. The ones for Tamriel can take a while.

Also see https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory as they might be relevant.

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Okay, Went away tried numerous things still my crows in Skyrim VR are broken some how so coming back to hopefully help with the right logs and provide enough information to work out why my crows have disappeared...

 

MOD Flying Crows SSE

https://www.nexusmods.com/skyrimspecialedition/mods/49270?tab=description

 

LOGS :

https://ufile.io/f/t289u

TexGen Log

Papyrus Log

TexGen Debug Log

 

Problem :

The issue is that after running DynDolod 3 I am able to see crows in child cells (Whiterun, Windhelm, etc) but are unable to see any that are placed in the parent cell, or "Tamriel" worldspace.

Was using both mods for a long time all fine and all. Then one update or such after, they vanished and its been like that up to present day. I have tried changing options but to no avail... All my files are up to date (to my knowledge) and just to verify I play Skyrim VR.

 

 

Kind regards.

 

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47 minutes ago, Jayombi said:

Okay, Went away tried numerous things still my crows in Skyrim VR are broken some how so coming back to hopefully help with the right logs and provide enough information to work out why my crows have disappeared...

 

MOD Flying Crows SSE

https://www.nexusmods.com/skyrimspecialedition/mods/49270?tab=description

 

LOGS :

https://ufile.io/f/t289u

TexGen Log

Papyrus Log

TexGen Debug Log

 

Problem :

The issue is that after running DynDolod 3 I am able to see crows in child cells (Whiterun, Windhelm, etc) but are unable to see any that are placed in the parent cell, or "Tamriel" worldspace.

Was using both mods for a long time all fine and all. Then one update or such after, they vanished and its been like that up to present day. I have tried changing options but to no avail... All my files are up to date (to my knowledge) and just to verify I play Skyrim VR.

Kind regards.

Provide a useful screenshot of a crow reference that show without DynDOLOD output enabled but not with it enabled with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

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20 minutes ago, sheson said:

Provide a useful screenshot of a crow reference that show without DynDOLOD output enabled but not with it enabled with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

 

Dyndolod ON

 

https://postimg.cc/gallery/PwHjcG8

When ON, nothing in the sky and no Crow Sounds...

 

Dyndolod OFF

https://postimg.cc/gallery/MMB8WKb

When OFF the crows return and there corresponding sound FX can be heard.

Edited by Jayombi
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14 minutes ago, Jayombi said:

 

Dyndolod ON

 

https://postimg.cc/gallery/PwHjcG8

When ON, nothing in the sky and no Crow Sounds...

 

Dyndolod OFF

https://postimg.cc/gallery/MMB8WKb

When OFF the crows return and there corresponding sound FX can be heard.

With DynDOLOD disabled, open console and click the crows to get their reference form ID. Best with More Informative Console.

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6 hours ago, sheson said:

There might be a problem with (old?) LODGen log files being blocked by other processes, which could be "hidden" LODGenx64Win.exe from an former unsucessful session which are only shown in task manager for example.

[38:36] <Error: LODGenx64Win.exe failed to generate object LOD for arnimaDUPLICATE003. Can not delete E:\Skyrim Tools\DynDOLOD_300_A180\Logs\LODGen_SSE_arnimaDUPLICATE003_log.txt>

Since it saysWaiting for LODGenx64Win.exe generating object LOD for Tamriel AUT, check E:\Skyrim Tools\DynDOLOD_300_A180\Logs\LODGen_SSE_Tamriel_AUT_log.txt is accessible.

I suggest to restart Windows, delete the log folder to hopefully clear that up.
Each LODGenx64Win.exe that is being started has a command prompt window to which it writes its log messages. You should be able to bring them up from the taskbar to see what they currently do. The ones for Tamriel can take a while.

Also see https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory as they might be relevant.

Thanks Sheson -- rebooting and clearing out the old log files did the trick.  It did take awhile to get to the AUT step, but I could see the SUM and SPR windows processing from the taskbar, and it completed in just a couple hours.  LOL:)  Thanks again.

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I'm having a very specific issue where TexGen is not finding ONE texture. 

treepineforestbarkcompsnow_p.dss

I'm unsure if this is the correct place to ask this, but I've tried redownloading the resource files and looked for mods to compensate missing texture files. This one eludes me still.

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17 minutes ago, JelloMold said:

I'm having a very specific issue where TexGen is not finding ONE texture. 

treepineforestbarkcompsnow_p.dss

I'm unsure if this is the correct place to ask this, but I've tried redownloading the resource files and looked for mods to compensate missing texture files. This one eludes me still.

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

See https://dyndolod.info/Messages/File-Not-Found-Textures

treepineforestbarkcompsnow_p.dss looks like a typo, it probably should be treepineforestbarkcompsnow_p.dds

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I have an object that uses a vanilla mesh (dungeons\dwemer\platforms\dweplatmid01.nif) with a Texture Set. DynDOLOD's LOD model uses a rendered LOD texture, which (unless I am missing something) does not automatically get retextured by running TexGen or during LOD Generation. What is the best way to make sure the LOD model has the correct texture? Do I need to create an alternate rendered object texture?

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1 hour ago, Gamma_Metroid said:

I have an object that uses a vanilla mesh (dungeons\dwemer\platforms\dweplatmid01.nif) with a Texture Set. DynDOLOD's LOD model uses a rendered LOD texture, which (unless I am missing something) does not automatically get retextured by running TexGen or during LOD Generation. What is the best way to make sure the LOD model has the correct texture? Do I need to create an alternate rendered object texture?

Make a copy of the special render NIF from ..\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\LOD\*lod.NIF to ..\Data\DynDOLOD\Render\Objects\LOD\Customlod.NIF
The \Skyrim\ folder is optional if the NIF resides in the data folder.
Make sure to use a somewhat unique filename. For example include (an abbreviation) of the mod name for example.
Modify the custom NIF, and update the texture until it renders what you need.
Use Preview in TexGen to check it is found and looks as desired.
Run TexGen to generate the rendered object LOD textures in the TexGen output folder as ..\Textures\LOD\Customlod.dds

Make a copy of the LOD model(s) and change its filename to the editor ID of the base record that defines the texture replacement(s).
For example, the vanilla base record 0061925 has alternate texture. The base records Editor ID is "DirtCliffsCornerIn01PineForest03"
DynDOLOD will check if  there are LOD models like DirtCliffsCornerIn01PineForest03_lod_0.nif in the load order and use it instead of the default dirtcliffscornerin01_lod_0.nif.
Update the new LOD model to use the rendered texture created above.

You can search the DynDOLOD_SSE_Debug_log.txt for message like [BuildBaseRecords] <Debug: Looking for ... by searching for the base record form ID to see what LOD model filenames it is looking for. You can check the DynDOLOD_SSE_Object_Report.txt what LOD model where found/used by a base record.

If something does not work as explained/expected let me know.

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