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DynDOLOD 3.00 Alpha 182


sheson

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On 11/14/2022 at 9:39 AM, sheson said:

The toml is a settings file that controls which SSE Engine Fixes options are enabled or disabled. We learned we can influence when the stutter starts by disabling things in SSE Engine Fixes, however even with every option disabled the stutter still happens. Meaning it is not a particular fix/option it can be attributed to but more likely some code that is already used.

I posted on the SSE Engine Fixes page about the issue so hopefully I get a reply back on this issue. I wanted to also ask you about what your setup is and what version of Skyrim you are using since you were not able to replicate the issue on your end. I hope to have my new computer built this week so I can try and test it again.

Edited by Saint_Chewy
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35 minutes ago, Saint_Chewy said:

I posted on the SSE Engine Fixes page about the issue so hopefully I get a reply back on this issue. I wanted to also ask you about your setup is and what version of Skyrim you are using since you were not able to replicate the issue on your end. I hope to have my new computer built this week so I can try and test it again.

Honestly my setup does not even matter that much. The records in DynDOLOD.esm and the script using the OnLoad event are in use by everybody since Skyrim Special Edition support was added beginning 2017.

You will remember testing with DynDOLOD 2.x and older version of SSE Engine Fixes. Hundred of thousands of users and diozens of guides use this combination without anyone reporting any similar issue since many years. It seems there is something unique and obscure involved that is needed for this to happen.

I test things with 1.5,97 and 1.6.640 - typically alternating between the current SE plugins with the 4 CC and AE with all CC, on Windows 7 and 10 usually, sometimes 11. NVidia graphics.

You might want to test if the Papyrus Tweaks have an effect https://www.nexusmods.com/skyrimspecialedition/mods/77779

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Good day,

so I tried to find some wisdome here, but honestly am barely able to understand most posts.

  • I recently set up a new game with open CIties and The great CIties - Minor Towns and Settlements. faik none other touch Winterhold. I'm using Rob's Bug fixes version of TGC.
  • Using ELFX and ELFX TGC patch, patch loaded last of the 3.
  • Ran BethINI, let it do its thing, didn't alter anything else myself.
  • Ran TexGen. Ran DynDOLOD 3 after a fresh install from Nexus according to the guide here regarding the steps for Open CIties.
  • Ran them with the shortest file path possible, home menu on my external HDD. Mods themselves on C:.
  • Loaded high rules. Checked WindowGlow.
  • EDIT: Sorting with Vortex. TexGen not overwritten. DynDOLOD esp. loads at the very end of the my load order.
  • EDIT 2: Cleaned all Plugins and official ESMs and CCContent from ITMs/UDRs as advised by loot. Used QuickAutoClean - did that after running DynDOLOD though.

Noticed some floating windows at night in Winterhold, on the tavern: a5009344

xEdit says only DynDOLOD .esp touches it.

 

What can I do? :(

Edited by Sky91
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1 hour ago, Saint_Chewy said:

I posted on the SSE Engine Fixes page about the issue so hopefully I get a reply back on this issue. I wanted to also ask you about what your setup is and what version of Skyrim you are using since you were not able to replicate the issue on your end. I hope to have my new computer built this week so I can try and test it again.

With all the testing you have done (including baseline vanilla INI settings using preset(s)), I'm assuming your issues are hardware related (or hardware compatibility with software), and all of your issues will go away with the new system. It may be your HW memory modules/GPU/system bus-related compatibility. Possibly drivers.

I have an AMD rig (see specs in sig) and had some historic mysterious issues with xLODGen and occasionally with the DynDOLOD runtime apps, but nothing about the game itself like this for me. Issues like yours are almost always game INI related, but again, you seem to have ruled this out.

If your new box doesn't resolve it, then I must assume it is game INI related after all.


Also, if you aren't using it already, I suggest you use BethINI to ensure there are no wild settings lingering. Even with the baseline vanilla presets, the mysterious SkyrimCustom.ini could be overriding something, so if you use MO, you may want to give that a check. IIRC, nobody on Earth has sufficiently explained that file, what triggers it's generation, or why it exists in the first place. It has caused me issues in the past.

Assuming you use MO, also check if any mods you have are overriding INI settings. This is how you can find those:

image.png

Runtime mods (SKSE related usually) also can dynamically set stuff I think. Those won't show up here. You need to check each of these.

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Hi there, I read through it and believe to have understood/tried most of it. Looked uthe reference up in xEdit, Childworld problems, I think, don't apply here for it never was a walled city with its own worldspace (Winterhold, by the mages college).

What I do not understand is the deal with the large references. I can see the floating window copies when I am a few feet away. They'll be hidden behind buildings from a distance.

12 minutes ago, z929669 said:

DyunDOLOD doc has FAQ with "floating objects" addressed, so you may want to check that out.

 

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1 hour ago, sheson said:

Honestly my setup does not even matter that much. The records in DynDOLOD.esm and the script using the OnLoad event are in use by everybody since Skyrim Special Edition support was added beginning 2017.

You will remember testing with DynDOLOD 2.x and older version of SSE Engine Fixes. Hundred of thousands of users and diozens of guides use this combination without anyone reporting any similar issue since many years. It seems there is something unique and obscure involved that is needed for this to happen.

I test things with 1.5,97 and 1.6.640 - typically alternating between the current SE plugins with the 4 CC and AE with all CC, on Windows 7 and 10 usually, sometimes 11. NVidia graphics.

You might want to test if the Papyrus Tweaks have an effect https://www.nexusmods.com/skyrimspecialedition/mods/77779

I fully agree with you Sheson I think that whatever is happening is unique to me because before I ever posted here I tried about a hundred different Google searches trying to see if anyone else had a similar issue and fix and really didn't find anything that was even close to what I am experiencing. Its extremely frustrating that this is happening because I am so close to having a perfect mod list set up. Its just strange that after all my testing it comes down to two very well made mods that somehow seem to be conflicting for just me (and my wife's computer). Also, I tried that mod that you linked and I regret to say that I still have that same exact stutter as before.

47 minutes ago, z929669 said:

With all the testing you have done (including baseline vanilla INI settings using preset(s)), I'm assuming your issues are hardware related (or hardware compatibility with software), and all of your issues will go away with the new system. It may be your HW memory modules/GPU/system bus-related compatibility. Possibly drivers.

I have an AMD rig (see specs in sig) and had some historic mysterious issues with xLODGen and occasionally with the DynDOLOD runtime apps, but nothing about the game itself like this for me. Issues like yours are almost always game INI related, but again, you seem to have ruled this out.

If your new box doesn't resolve it, then I must assume it is game INI related after all.


Also, if you aren't using it already, I suggest you use BethINI to ensure there are no wild settings lingering. Even with the baseline vanilla presets, the mysterious SkyrimCustom.ini could be overriding something, so if you use MO, you may want to give that a check. IIRC, nobody on Earth has sufficiently explained that file, what triggers it's generation, or why it exists in the first place. It has caused me issues in the past.

Assuming you use MO, also check if any mods you have are overriding INI settings. This is how you can find those:

image.png

Runtime mods (SKSE related usually) also can dynamically set stuff I think. Those won't show up here. You need to check each of these.

I thought the same thing as you that my ini files were the cause and because of that I have tried several different tests with my ini files. I have tried just plain vanilla ini files with no input from Bethini set from low to high, I have tried using Bethini to set the quality rather than the launcher, I have tried removing the custom ini and yeah all of that doesnt seem to make a lick of difference. I actually got my skyrimcustom.ini file from here. I even tried bypassing MO2 and installing these mods manually and using the ini files in the documents folder and that still doesnt make any difference. And probably more to be honest these were just at the front of my mind. It is quite maddening really. This is what my MO2 looks like right now when I do my tests, so nothing seems to be overriding the ini files for now.

I am really hoping that my new computer will fix this really dumb issue, but at the same time I am skeptical because I am also able to replicate the issue on my wife's computer. We both have Intel CPUs and Nvidia GPUs (she gets my hand-me-downs). My new computer is also going to be the same Intel/Nvidia combo, but I am hoping that with much faster RAM and a faster SSD that it might be good enough to push through. Fingers crossed!

MO2 Capture.PNG

Edited by Saint_Chewy
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So the other night I decided to switch water mods which meant I would need to re run the Dyndolod. Clicked on TexGen and I was prompted to download and update to the latest version, so i did that, downloaded new Dyndolod resources and updated Majestic Mountains + dyndolod pack. Started a new game and have been experiencing what i could best describe as stuck LOD everywhere, as soon as i leave the cell I started in the LOD is stuck on some objects - mostly stonework.  I was thinking this was majestic mountains issue but i dont think MM messes with dwemer ruins. I have tried every solution i could find from other stuck lod threads - adjusting lod from ultra to high in launcher, setting fBlockLevel0Distance=57000 and uLargeRefLODGridSize=5 in skyrimprefs.ini. Anyways I turn off Dyndolod and I no longer have this problem but then I dont have dyndolod which is also unacceptable.  This is a new problem with the new version, old version wasn't doing this with a nearly identical load order, I would really like to just roll back versions and call it a day, is there a way to remove that prompt and do that? I would be happy with any solution, game is unplayable as is.

I have included some images of the issue, objects tend to lose their meshiness/ look horrible when you get out of the starting cell, this phenomena seems to be centered around rock type objects.

20221115002844_1.thumb.jpg.29a8c9107dd5eddf34eada859e5687c4.jpgThank you!

 

20221114235107_1.jpg

20221115085228_1.jpg

20221114094212_1.jpg

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4 hours ago, Soulmancer said:

Hello, I noticed as of a recent update running texgen generates a white / blank diffuse for the mountainslabHQlod.dds ... although the normal texture is fine.  In a prior build the diffuse looked as though it was generated from my mountainslab

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

The diffuse texture mountainslabHQlod.dds is typically not used by anything in the game. Are there any visual issues in the game?

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13 hours ago, Sky91 said:

Good day,

so I tried to find some wisdome here, but honestly am barely able to understand most posts.

  • I recently set up a new game with open CIties and The great CIties - Minor Towns and Settlements. faik none other touch Winterhold. I'm using Rob's Bug fixes version of TGC.
  • Using ELFX and ELFX TGC patch, patch loaded last of the 3.
  • Ran BethINI, let it do its thing, didn't alter anything else myself.
  • Ran TexGen. Ran DynDOLOD 3 after a fresh install from Nexus according to the guide here regarding the steps for Open CIties.
  • Ran them with the shortest file path possible, home menu on my external HDD. Mods themselves on C:.
  • Loaded high rules. Checked WindowGlow.
  • EDIT: Sorting with Vortex. TexGen not overwritten. DynDOLOD esp. loads at the very end of the my load order.
  • EDIT 2: Cleaned all Plugins and official ESMs and CCContent from ITMs/UDRs as advised by loot. Used QuickAutoClean - did that after running DynDOLOD though.

Noticed some floating windows at night in Winterhold, on the tavern: a5009344

xEdit says only DynDOLOD .esp touches it.

 

What can I do? :(

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload.

Make sure to follow the steps for Open Cities as explained at https://dyndolod.info/Mods/Open-Cities-Skyrim
Test with a new game.

Provide a screenshot with More Informative Console information as explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

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5 hours ago, Taisaijin said:

So the other night I decided to switch water mods which meant I would need to re run the Dyndolod. Clicked on TexGen and I was prompted to download and update to the latest version, so i did that, downloaded new Dyndolod resources and updated Majestic Mountains + dyndolod pack. Started a new game and have been experiencing what i could best describe as stuck LOD everywhere, as soon as i leave the cell I started in the LOD is stuck on some objects - mostly stonework. I was thinking this was majestic mountains issue but i dont think MM messes with dwemer ruins. I have tried every solution i could find from other stuck lod threads - adjusting lod from ultra to high in launcher, setting fBlockLevel0Distance=57000 and uLargeRefLODGridSize=5 in skyrimprefs.ini. Anyways I turn off Dyndolod and I no longer have this problem but then I dont have dyndolod which is also unacceptable. This is a new problem with the new version, old version wasn't doing this with a nearly identical load order, I would really like to just roll back versions and call it a day, is there a way to remove that prompt and do that? I would be happy with any solution, game is unplayable as is.

I have included some images of the issue, objects tend to lose their meshiness/ look horrible when you get out of the starting cell, this phenomena seems to be centered around rock type objects.

Thank you!

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts.

If the stuck object LOD goes away when turning all LOD off with tll in console, see the answers to Object LOD shows in active exterior cells at https://dyndolod.info/FAQ

If the LOD objects can be clicked and have formIDs in a DynDOLOD plugin, see the answers to Out of place or floating objects at https://dyndolod.info/FAQ

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[Window Title]
TexGen

[Main Instruction]
Error: OpenGL: invalid operation.

[Content]


Click on this link for additional explanations and help for this message

[Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

I keep getting this reply. I clicked the link for additional explanations and help but do not understand what needs to be done in order to fix this issue? Where do I see my GL version? I successfully ran TexGen and DynDOLOD in the past. My installation process is correct, just created a new Modlist and upon finishing it now, final step to run generate LODs I get stuck here. Any assistance would be greatly appreciated.

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