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DynDOLOD 3.00 Alpha 182


sheson

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3 hours ago, sheson said:

The memory address at which the exception happens has nothing  to do with form IDs. CreateWorshipper is a function in the program.
There are still plugins that have deleted references that should be cleaned.

Load the cell 00009924 in xEdit. Let me know if/which plugins are listed between Skyrim.esm and BSHeartland.esm.

As you can see in xEdit, BSHeartland.esm deletes the CELL. I can not think of a good reason why this is done (someone enlighten me if this is done for a reason), so it might be a wild edit.
Removing the overwrite from BSHeartland.esm should let the process run through. Let me know in case there is still a problem.

Next DynDOLOD 3 Alpha version will deal with this more gracefully either way.

Typically they end up in the MO2 overwrite folder.

Yea, that did it. It was Majestic Mountain landscapes apparently. Thank you for the help!

Edited by 4sakN
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Hey again folks. Does anyone have  DynDOLOD ini color/rgb suggestions for Veydosebrom? Particularly in the tundra, with the default settings, grass LOD tends to be greener than the full model. I’m unsure what direction to go in to mitigate this, or if it should be messed with much, as in the past tweaking values too much may fix LOD color in one area but destroy it in another. I tried the search function but didn’t immediately turn up any results.

 

Thanks for any tips!

 
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53 minutes ago, EazyH said:

Hey again folks. Does anyone have  DynDOLOD ini color/rgb suggestions for Veydosebrom? Particularly in the tundra, with the default settings, grass LOD tends to be greener than the full model. I’m unsure what direction to go in to mitigate this, or if it should be messed with much, as in the past tweaking values too much may fix LOD color in one area but destroy it in another. I tried the search function but didn’t immediately turn up any results.

 

Thanks for any tips!

 

The *G means green, so lower its value a bit to reduce the green component of the RGB color channels.

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1 hour ago, sheson said:

The *G means green, so lower its value a bit to reduce the green component of the RGB color channels.

Thanks, I’ll try lowering it a tad, though I worry I’ll lean toward more bluish/purple if tweaking too much.  A good place to start though. Any recommendations as far as the ambient/direct settings when generating textures in the first place? Too much of one or the other, as well as ENB can play a large role in color being off. The ENB I am using is fairly “natural” though and hasn’t offset grass LOD color for me in the past, so I’m assuming Vey in particular just requires different settings than I’m used to

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Hi I have a issue with latest Dyndo.

https://imgur.com/a/XSyDi2G

After running around for a while lod gets black and eventually the game crashes, or at loading screen it crashes directly.
CrashFixes reports memory allocation error, which is not true because the game usually uses about 5gb vram when ctd out of 8gb of my card.

 

pd. I'm sorry if I broke some rule, I'm not used to forums.

 

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10 hours ago, sheson said:

Typically they end up in the MO2 overwrite folder.

Hmm.  I've never had seen anything that was identifiable as .Net Framework logs in my overwrite folder.  Only BS, FNIS, SKSE and SSEEdit output.  Is there a setting that I need to change to have logs sent there?  I know I have .Net Framework installed as I tried to install it early and received a prompt that it was already installed.

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1 hour ago, Leomich said:

Hi I have a issue with latest Dyndo.

https://imgur.com/a/XSyDi2G

After running around for a while lod gets black and eventually the game crashes, or at loading screen it crashes directly.
CrashFixes reports memory allocation error, which is not true because the game usually uses about 5gb vram when ctd out of 8gb of my card.

 

pd. I'm sorry if I broke some rule, I'm not used to forums.

 

Logs https://ufile.io/f/763xx

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Looked to see if this was answered previously.  Where do I install DynDOLOD Resources SE 3.00 in the left panel of MO?  I have been putting it near the top, but many files are being overwritten.  As of right now, I have 289 files being overwritten.  They include Tamrielic Textures SE 1 - Landscapes, Better DynDOLOD Red Mountain Plume, Assorted Mesh Fixes, Majestic Mountains DynDOLOD 3 Pack, Enhanced Textures Detail, Majestic Mountains - Darkside, and ELFX - Exteriors Fixes.

I'm thinking it would be proper to just load DynDOLOD Resources SE 3.00 right near the bottom of the left (asset) panel of Mod Organizer, so that its LOD meshes take priority.  I'm guessing that Majestic Mountains DynDOLOD 3 Pack can be loaded right below DynDOLOD Resources SE 3.00, but no other mods overwriting the LOD files.

Can someone please tell me if this is correct?  Thanks.

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8 hours ago, Leomich said:

Hi I have a issue with latest Dyndo.

https://imgur.com/a/XSyDi2G

After running around for a while lod gets black and eventually the game crashes, or at loading screen it crashes directly.
CrashFixes reports memory allocation error, which is not true because the game usually uses about 5gb vram when ctd out of 8gb of my card.

 

pd. I'm sorry if I broke some rule, I'm not used to forums.

 

If LOD looks fine in the game, then there is no problem with the generated LOD. If textures turn black after a while, it typically happens because the game runs out of video memory.

8 hours ago, Dez756 said:

Hmm.  I've never had seen anything that was identifiable as .Net Framework logs in my overwrite folder.  Only BS, FNIS, SKSE and SSEEdit output.  Is there a setting that I need to change to have logs sent there?  I know I have .Net Framework installed as I tried to install it early and received a prompt that it was already installed.

You can read all about how to use .Net Framework and where it writes the crash log (/Data/NetScriptFramework/Crash/) on its description.
MO2 typically puts new files into its overwrite folder.

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6 hours ago, aristotle said:

Looked to see if this was answered previously. Where do I install DynDOLOD Resources SE 3.00 in the left panel of MO? I have been putting it near the top, but many files are being overwritten. As of right now, I have 289 files being overwritten. They include Tamrielic Textures SE 1 - Landscapes, Better DynDOLOD Red Mountain Plume, Assorted Mesh Fixes, Majestic Mountains DynDOLOD 3 Pack, Enhanced Textures Detail, Majestic Mountains - Darkside, and ELFX - Exteriors Fixes.

I'm thinking it would be proper to just load DynDOLOD Resources SE 3.00 right near the bottom of the left (asset) panel of Mod Organizer, so that its LOD meshes take priority. I'm guessing that Majestic Mountains DynDOLOD 3 Pack can be loaded right below DynDOLOD Resources SE 3.00, but no other mods overwriting the LOD files.

Can someone please tell me if this is correct? Thanks.

https://dyndolod.info/Installation-Instructions
Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations. Install other options as desired. In case of Enderal or Enderal SE the only useful options are the Low-Res LOD Textures and the Desync Birds of Prey.

https://dyndolod.info/Help/DynDOLOD-Resources
Typically DynDOLOD Resources LOD assets should overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations.

https://dyndolod.info/Help/Load-Overwrite-Orders
Based on that information and looking what conflicts:
Tamrielic Textures SE 1 - Landscapes - all LOD textures that are included in this mod being overwritten by TexGen Output anyways.
DynDOLOD Red Mountain Plume - if you want to use that plume it needs to overwrite the one included in DynDOLOD Resources SE.
Assorted Mesh Fixes / ELFX - Exteriors Fixes - personal preference which mod should overwrite the Riften full models.
Enhanced textures detail - LOD meshes should overwrite DynDOLOD Resources SE.

https://dyndolod.info/Mods/Majestic-Mountains
Download and install the DynDOLOD V3.0 LOD Pack from the mods file section overwriting all of DynDOLOD Resources SE.

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Hello folks!

I've run into a problem with DynDOLOD, during the xLODGen part of LOD generation. Seomhow xLODGen runs out of memory during operation, which shouldn't be a problem as I'm got 32 gigs of RAM. This wasn't a problem before, somehow ran into this with the new update of 3.0

Any idea on how to remedy this?

(thank you for DynDOLOD btw, an amazing piece of work!)

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48 minutes ago, ThatWentWell said:

Hello folks!

I've run into a problem with DynDOLOD, during the xLODGen part of LOD generation. Seomhow xLODGen runs out of memory during operation, which shouldn't be a problem as I'm got 32 gigs of RAM. This wasn't a problem before, somehow ran into this with the new update of 3.0

Any idea on how to remedy this?

(thank you for DynDOLOD btw, an amazing piece of work!)

DynDOLOD is the advanced version of xLODGen for object and tree LOD generation and does not have an "xLODGen part".

If you have a problem with DynDOLOD 3 Alpha, read the first post which log, debug log and bugreport.txt to upload when making posts.

If you have a problem with xLODGen, post on at https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-94-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ Paste/upload log file(s) and bugrepot.txt it it exists.

Error messages are facts, e.g. if an error message says out of memory, then the OS denied the program the memory it requested.

Use the x64 version, so all that main memory can actually be used.

See "High memory usage" at https://dyndolod.info/FAQ

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5 hours ago, sheson said:

You can read all about how to use .Net Framework and where it writes the crash log (/Data/NetScriptFramework/Crash/) on its description.
MO2 typically puts new files into its overwrite folder.

From this I inferred that you were referring to logs generated by this mod,  .NET Script Framework at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com).  I installed the mod using MO2 and ran the game to a save outside the Riften Gates.  The game CTD'd as before but there are no crash logs either in Overwrite or at /Data/NetScriptFramework/Crash/

Edited by Dez756
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48 minutes ago, Dez756 said:

From this I inferred that you were referring to logs generated by this mod,  .NET Script Framework at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com).  I installed the mod using MO2 and ran the game to a save outside the Riften Gates.  The game CTD'd as before but there are no crash logs either in Overwrite or at /Data/NetScriptFramework/Crash/

I do not provide support for 3rd party mods. Read the documentation/instructions/help/comments of the 3rd party mod.

Such problems typically mean the mod is not running or is being denied write access by the OS/antivir. A properly installed OS/game typically does not have such issues.

As explained in the description of the mod, check /Data/NetScriptFramework/NetScriptFramework.log.txt

In MO2 use the right window data tab to check the virtual data folder for those folders/log files.

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