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DynDOLOD 3.00 Alpha 182


sheson

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6 hours ago, epx said:

I am using the GOG + MO2 version.
When I run Texgen or DynDOLOD, it does not detect the installation of the game, nor the other paths.

I have seen that I have to put these arguments.
Use the -m, -p and -d command line arguments to set the INI, plugins.txt and Data paths when starting the tools. For example:

-m: "c:\Users[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\"
-p: "c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt"
-d: "c:\GOGOG Games "Skyrim Special Edition GOG".

Yes, I'm using MO2, do I have to put those arguments in the executables' modifier?

Without "x"?

Sorry for the silly question.

https://dyndolod.info/Installation-Instructions
Refer to the manual of the mod manager how to add executables, for example Mod Organizer, Vortex

https://dyndolod.info/Help/Command-Line-Argument
Refer to the manual of the mod manager how to add executables and command line arguments for them:
Mod Organizer - Arguments field
Vortex - Command Line field

No idea what without "x"? refers to.

1 hour ago, d2eRX52 said:

Why DynDOLOD write so little text?
 

[10:03] [Tamriel] Processing 352 child worldspace references
[10:03] [Tamriel] Generating object LOD
[15:48] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\woodpost01lod.dds
[17:17] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\smim_shack_rooflod.dds
[25:10] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\stockadewood02alod.dds
[26:24] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\smim_smelter_spoutlod.dds
[34:32] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\swoodbeam01alod.dds
[1:07:41] [Tamriel] Executing "R:\once upon a time\Tools\DynDOLOD\Edit Scripts\LODGenx64Win.exe" --inputfile "R:\once upon a time\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt" --logfile "R:\once upon a time\Tools\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt"
[1:07:41] [Tamriel] Creating texture atlas R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 8192 x 8192
[1:08:27] [Tamriel] Creating texture atlas R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds 1024 x 512

I already thought it is stuck or something, until half hour later, since i've started, it wrote

[1:07:41] [Tamriel] Creating texture atlas R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 8192 x 8192

Read the first post which log and debug log and bugreport.txt (if it exists) to upload when making posts. 

In case you have crapware installed in addition to graphics drivers, try without it to see if things go faster. https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-102/page/187/#comment-254612 and https://dyndolod.info/FAQ "Long running time or output several GB in file size"

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The Grass LOD tutorial on this site, doesn't mention when to regenerate grass cache using NGIO. I assume when you change iMinGrassSize you have to regenerate cache? Should grass cache be regenerated after every terrain lod generation? I assume aftery every small landscape edit too for best consistency? Does NGIO even have option to delete some of the grass cache files and then regenerate only missing parts?

Edited by RainingTacco
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42 minutes ago, RainingTacco said:

The Grass LOD tutorial on this site, doesn't mention when to regenerate grass cache using NGIO. I assume when you change iMinGrassSize you have to regenerate cache? Should grass cache be regenerated after every terrain lod generation? I assume aftery every small landscape edit too for best consistency? Does NGIO even have option to delete some of the grass cache files and then regenerate only missing parts?

Moved the post to the DynDOLOD Alpha thread.
As explained before, use the appropriate threads (and forums) for asking questions. None of this has anything to do with ENB complex grass.

https://dyndolod.info/Help/Grass-LOD:
Grass LOD generation requires a warmed (current) grass precache from No Grass In Objects for the current load order.

The grass cache contains grass model and placement information. Changing only the grass textures typically does not require updating the grass cache - just updating grass LOD billboards with TexGen as explained below.

Which means, If settings are changed that affect grass placements - like its density, then the grass cache needs to be updated to account for those changes.

Read https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-95-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/, Terrain-LOD-Readme.txt included in the xLODGen download archive and https://dyndolod.info/Help/xLODGen. You will notice there is no mention about grass, NGIO or grass cache because it is irrelevant for terrain LOD generation.

To delete specific files from the load order use the delete feature of the mod manager or the OS.

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Running DynDOLOD 3.0 Alpha-101 x64
I'm getting this error on a mod where previously no problems occurred:
 

Quote

Error: Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 17482) while processing Midwood Isle.esp [REFR:2375A687] (places sc_mausoleumStairs01 [STAT:0200C22D] in GRUP Cell Temporary Children of LastendellRealmSCWSoul1 [CELL:2374CA47] (in MIOblivionRealmSCW "Oblivion" [WRLD:2374CA41] at -2,-1))

I checked the mod for errors with xEdit but it's all clean.

-> reinstalling the mod fixed the problem. Or was it enabling WorkaroundLargeReferencesBugs=1 ...

Edited by aragonit
fixed
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35 minutes ago, aragonit said:

Running DynDOLOD 3.0 Alpha-101 x64
I'm getting this error on a mod where previously no problems occurred:
 

I checked the mod for errors with xEdit but it's all clean.

Read the first post which log, debug log and bugreport.text (if it exists) to upload when making posts.

As explained in the first post, always use the latest version and do not waste time using or posting about older versions.

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29 minutes ago, PinkedPickles said:

image.thumb.png.5bc73e6add2a6fd3a2849be80e6a5c5f.png

Please help, can't handle it

Moved to the DynDOLOD 3 Alpha thread. Read the first post.

Do not paste screenshots of messages, use the "Copy message to clipboard" link and post the text instead.

The message "Found Plocktons Culling Glitch Fix.esp" also already explains the reason and solution:
"DynDOLOD replaces it. Remove it permanently from the from load order. Click the help link to open further instructions:"

As explained in the message and on the first post, click the "Click on this link for additional explanations and help for this message" to open further explanations. https://dyndolod.info/Help/Occlusion-Data
You can see that DynDOLOD has the option to generate the occlusion data while generating LOD, so plugins "fixing" it by removing the data need to be permanently removed.

25 minutes ago, PinkedPickles said:

How could i remove this plugin?

Installing/Enabling/Disabling/Removing mods/plugins is handled by the mod manager. For example https://stepmodifications.org/wiki/Guide:Mod_Organizer

Best to learn modding with a mod manager before using tools like DynDOLOD and participating in the DynDOLOD 3 Alpha test.

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On 9/21/2022 at 7:57 PM, sheson said:

That looks similar to the first crash log, so refer to what I said in this post: 

Together with the quest crash, it seems there might be different causes of CTD  and reportedly something more severe happening when enabling papyrus logging.

Do all those issues stop when deactivating the DynDOLOD output?

DynDOLOD_SSE_log.txt: https://paste.ee/p/Udgyk

DYNDOLOD_SSE_Debug_log.txt: TOO LARGE

CTD DynDOLOD: https://pastebin.com/SU8E3MTm

Please help.

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21 minutes ago, Abbot said:

DynDOLOD_SSE_log.txt: https://paste.ee/p/Udgyk

DYNDOLOD_SSE_Debug_log.txt: TOO LARGE

CTD DynDOLOD: https://pastebin.com/SU8E3MTm

Please help.

Read the first post how to upload the debug log to a file service.

I assume you need help with the CTD in the game? Have you tested without DynDOLOD in the load order? DynDOLOD.esp is not even the last in the load order. For example, water seam fixes and other patches should be done before generating LOD. E.g. finalize the load order before generating LOD.

This seems like a problem with the quest TESQuest(Name: ACFWhiterunVampires `Vampires of Whiterun Hold`, FormId: E6000BEE, File: `AI_Merge.esp`) and the BGSLocation(Name: `Broken Fang Cave`, FormId: 0001914D, File: `Skyrim.esm`)

Check with xEdit if the quest  E6000BEE  in AI_Merge.esp accesses/links the location 0001914D.

If not, go through the list of the listed TESObjectREFR, so if one of the links to 0001914D. Typically the listed references in the DynDOLOD.esp do not link to locations.

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Hi, Testing DynDoLod for error messages. SSE AE 1.6.640, Clean install from Gamerpoets, No CC content yet. Skse, address library and SkyUi. Everything prefect. Cleaned with

Sseedit. TextGen perfect. DynDolod run 4 times. With cleaning, without cleaning, again with it and without Dawnguard. Ok, so the only error it kicks off is 

Error: File not found scripts\dlc1testphilvortextrigscript.pex Dawnguard.esm dlc1testPhilVortexTRIG [ACTI:02010FF5]  What to do, can't find this 
message in google?
Thanks 
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30 minutes ago, Spike2112 said:

Hi, Testing DynDoLod for error messages. SSE AE 1.6.640, Clean install from Gamerpoets, No CC content yet. Skse, address library and SkyUi. Everything prefect. Cleaned with

Sseedit. TextGen perfect. DynDolod run 4 times. With cleaning, without cleaning, again with it and without Dawnguard. Ok, so the only error it kicks off is 

Error: File not found scripts\dlc1testphilvortextrigscript.pex Dawnguard.esm dlc1testPhilVortexTRIG [ACTI:02010FF5]  What to do, can't find this 
message in google?
Thanks 

Read the first post which log and debug log to upload when making posts.

Read the explanations for log messages, like https://dyndolod.info/Messages/File-Not-Found-Scripts

The compiled script is missing from the vanilla game files. dlc1testphilvortextrigscript.psc is part of the Scripts.zip that installs with CK, so you can compile it.

Just install the Unofficial Skyrim Special Edition patch which fixes thousands of errors and bugs and also contains the compiled script.

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