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DynDOLOD 3.00 Alpha 182


sheson

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14 hours ago, Saint_Chewy said:

Unchecked Large Reference Fix in the MCM (Had to enable SkyUI to get there) and no change unfortunately. Here is that new log file in case you need it. Thank you so much again for your help with this Sheson.

Papyrus.0.log 78.59 kB · 1 download

Check if there is anything different with the attached script. No need for papyrus logs.

SHESON_DynDOLOD_Worshipper.pex

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11 minutes ago, sheson said:

Check if there is anything different with the attached script. No need for papyrus logs.

SHESON_DynDOLOD_Worshipper.pex 6.31 kB · 0 downloads

Unfortunately I am still getting the same stutter with the new script you provided. Also just to double check that nothing has changed since yesterday I just hid only that script and did my test run and did not get any stutter with the script hidden.

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2 hours ago, Saint_Chewy said:

Unfortunately I am still getting the same stutter with the new script you provided. Also just to double check that nothing has changed since yesterday I just hid only that script and did my test run and did not get any stutter with the script hidden.

Check if there is anything different with the attached script. No need for papyrus logs.

SHESON_DynDOLOD_Worshipper.pex

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I have added the following line

Skyrim.esm;0010FDBF;CollisionMarker

 

in my "DynDOLOD_SSE_childworldlod_Tamriel".

Somehow that vanilla collision record (near west Windhelm walls) was restored in a temporary way by dyndolod.

You are "blocked" by the collision marker the first time, but if you save the game at the same spot and load the game, the collision disappear.

 

I tested my tweak and it worked.

 

I have also another records from "JK Skyrim" that should be disabled by Dyndolod (always related to Windhelm Market and the west wall of windhelm).

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11 minutes ago, Saint_Chewy said:

I am really sorry Sheson I wish I had some good news to give, but unfortunately I am still getting the same stutter in the same place.

You also testing with DynDOLOD.esm only?

Check if there is anything different with the attached script. No need for papyrus logs.

If there is still no difference double check that the script is in fact the last one in the overwrite order.

SHESON_DynDOLOD_Worshipper.pex

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2 minutes ago, sheson said:

You also testing with DynDOLOD.esm only?

Check if there is anything different with the attached script. No need for papyrus logs.

If there is still no difference double check that the script is in fact the last one in the overwrite order.

SHESON_DynDOLOD_Worshipper.pex 1.08 kB · 0 downloads

Well DynDOLOD.esm is the only plugin loaded, but this is my load order that I was using for testing today.

+DynDOLOD_Output Vanilla
+DynDOLOD Resources SE
+(Part 1) SSE Engine Fixes for 1.5.39 - 1.5.97
+Address Library for SKSE Plugins

If I disable either SSE Engine Fixes OR DynDOLOD.esm (while leaving DynDOLOD Resources SE enabled) I do NOT get the stutter. Do you want me to disable SSE Engine Fixes and just run with DynDOLOD Resources SE and DynDOLOD.esm enabled?

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7 minutes ago, Saint_Chewy said:

Well DynDOLOD.esm is the only plugin loaded, but this is my load order that I was using for testing today.

+DynDOLOD_Output Vanilla
+DynDOLOD Resources SE
+(Part 1) SSE Engine Fixes for 1.5.39 - 1.5.97
+Address Library for SKSE Plugins

If I disable either SSE Engine Fixes OR DynDOLOD.esm (while leaving DynDOLOD Resources SE enabled) I do NOT get the stutter. Do you want me to disable SSE Engine Fixes and just run with DynDOLOD Resources SE and DynDOLOD.esm enabled?

I just wanted to make sure there is really nothing active from DynDOLOD.esp and the other scripts, that it is really only Engine Fixes, DynDOLOD.esm and the test versions of the SHESON_DynDOLOD_Worshipper.pex script.

Let me know if there is anything different with the last test version version of script.

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2 minutes ago, sheson said:

I just wanted to make sure there is really nothing active from DynDOLOD.esp and the other scripts, that it is really only Engine Fixes, DynDOLOD.esm and the test versions of the SHESON_DynDOLOD_Worshipper.pex script.

Let me know if there is anything different with the last test version version of script.

Okay understood I just wanted make sure I am following you 100% on this. Another test run making sure that the new SHESON_DynDOLOD_Worshipper.pex is being used and unfortunately I am still getting that stutter.

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2 minutes ago, Saint_Chewy said:

Okay understood I just wanted make sure I am following you 100% on this. Another test run making sure that the new SHESON_DynDOLOD_Worshipper.pex is being used and unfortunately I am still getting that stutter.

Just to double check, when you remove the last test script so that there is no SHESON_DynDOLOD_Worshipper.pex at all in the load order, it does not stutter?

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10 minutes ago, sheson said:

Just to double check, when you remove the last test script so that there is no SHESON_DynDOLOD_Worshipper.pex at all in the load order, it does not stutter?

Yes that is correct - if I hide the script while leaving DynDOLOD.esm and Engine Fixes enabled I do not stutter.

Also just checking with you this is what my folders look like everything is hidden except SHESON_DynDOLOD_Worshipper.pex and DynDOLOD.esm. This is what you want correct?

 

DynDOLOD Resources SE.PNG

DynDOLOD_Output.PNG

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4 minutes ago, Saint_Chewy said:

Yes that is correct - if I hide the script while leaving DynDOLOD.esm and Engine Fixes enabled I do not stutter.

Also just checking with you this is what my folders look like everything is hidden except SHESON_DynDOLOD_Worshipper.pex and DynDOLOD.esm. This is what you want correct?

 

DynDOLOD Resources SE.PNG

DynDOLOD_Output.PNG

Yes, but it would be better to check the MO2 right window Data tab files exist in the load order or not.

Here are 3 scripts. with 991 bytes, 995 bytes and 885 bytes to differentiate between them.

Let me know if there is anything different with either version.

SHESON_DynDOLOD_Worshipper.pex SHESON_DynDOLOD_Worshipper.pex SHESON_DynDOLOD_Worshipper.pex

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1 hour ago, gamingsrc said:

I have added the following line

Skyrim.esm;0010FDBF;CollisionMarker

 

in my "DynDOLOD_SSE_childworldlod_Tamriel".

Somehow that vanilla collision record (near west Windhelm walls) was restored in a temporary way by dyndolod.

You are "blocked" by the collision marker the first time, but if you save the game at the same spot and load the game, the collision disappear.

 

I tested my tweak and it worked.

 

I have also another records from "JK Skyrim" that should be disabled by Dyndolod (always related to Windhelm Market and the west wall of windhelm).

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

Make an proper error report when encountering issues.

Are you saying that 0010FDBF shows up in ..\DynDOLOD\Logs\DynDOLOD_SSE_ChildworldCopies_Tamriel.txt
In that case check what plugins (other than the unofficial patch) overwrite the reference and/or base record.

The references scanning should ignore references that use base record with IsMarker flag or any base record that does not have a model. The child world scan looks for references that have base records for which LOD assets exist/have been defined. There should be no need, no reason and no change adding this reference to the config files.

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