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DynDOLOD 3.00 Alpha 182


sheson

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15 minutes ago, sheson said:

If the solution to a problem is to do something wrong on purpose, then you are wasting your time and the time of others. Spend that time to learn and how to do things properly right away.

https://dyndolod.info/Mod-Authors

Ok, I got the message :) My apologies for potentially giving others the wrong ideas.

For the record, to be perfectly clear: I'm not a mod author. I don't make mods, I don't publish or distribute my own "work", I don't publish or distribute the modified "work" of others. I'm merely using mods and fiddling with them for my own exclusive, private consumption, for the purpose of playing Skyrim. I'm not interested in learning how to make 3D LOD models, for DynDOLOD 2 or 3. I'm only interested in using models that other people, actual mod authors, have made.

Anyway, to conclude the experiment with LVT, which showed that its 3D LOD models are not designed to work with DynDOLOD 3, even with the correct CRC32s, as they don't produce the results one would expect, you might want to add a new list to https://dyndolod.info/Help/Ultra-Tree-LOD, for "mods that include 3D LOD models but are known to not be compatible with DynDOLOD 3's Ultra Trees mode". LVT would fall into that category.

Thanks.

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19 hours ago, sheson said:

https://dyndolod.info/FAQ "High memory usage / Out of memory"
Use the x64 versions of the tools. Let the OS handle virtual memory/page file settings. Close other programs and background processes.
If TexGen runs out of memory, add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI. Try lower settings. Make sure as much video memory as possible is available by closing other programs.

Dammit, I tried not to be one of those guys that didn't rtfm too. Lol

Thanks for your patience. I'll try the suggestions today. I had thought the x64 versions were for SE only.

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33 minutes ago, Khermiit said:

Dammit, I tried not to be one of those guys that didn't rtfm too. Lol

Thanks for your patience. I'll try the suggestions today. I had thought the x64 versions were for SE only.

https://dyndolod.info/Installation-Instructions
Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.

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3 hours ago, sheson said:

https://dyndolod.info/Installation-Instructions
Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.

Switching to the x64 tools solved all issues. Didn't even have to alter the TexGen ini. I was even able to run it on much higher settings than previously.
You are a gentleman and a scholar. I would like to send a tip. Which do you prefer... the Kofi link,  or the paypal link back to Step Modifications?

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Hello,

I appear to be encountering issues with the Sovngarde Braziers due to Dyndolod 3.0 106 and ELFX?

B2lDVBm.jpg

 

https://cdn.discordapp.com/attachments/710269640005386240/1053493918290956299/20221216175217_1.jpg

 

The settings I am using are these; oddly enough I don't even have FXGlow or Candles enabled for lod... maybe fake lights in child worlds?

http://icecream.me/uploads/d340e67e4b8c781dfc1642c8aab5029d.png

 

 

 

Edited by Soulmancer
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1 hour ago, Khermiit said:

Switching to the x64 tools solved all issues. Didn't even have to alter the TexGen ini. I was even able to run it on much higher settings than previously.
You are a gentleman and a scholar. I would like to send a tip. Which do you prefer... the Kofi link,  or the paypal link back to Step Modifications?

Either is fine and appreciated. You either support me directly or this support forum.

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1 hour ago, Soulmancer said:

Hello,

I appear to be encountering issues with the Sovngarde Braziers due to Dyndolod 3.0 106 and ELFX?

B2lDVBm.jpg

 

https://cdn.discordapp.com/attachments/710269640005386240/1053493918290956299/20221216175217_1.jpg

 

The settings I am using are these; oddly enough I don't even have FXGlow or Candles enabled for lod... maybe fake lights in child worlds?

http://icecream.me/uploads/d340e67e4b8c781dfc1642c8aab5029d.png

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

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.
A screenshot alone does not substitute describing the issue with text. "This" is not a problem description.

fxglowdefault_dyndolod_lod.nif is used for fake lights https://dyndolod.info/Help/Glow-LOD#Fake-Lights that are added for references using LIGH base records and has nothing to do with mesh rules for candles or fxglow[fill|flat]*.nif meshes.

The reference could have only been added if Fake lights selected world was checked or you have a mod that changes Sovnguard into a child worldspace or moved the reference into a (new) childworld space of Sovnguard while Fake lights child world was checked. 

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Hello, I'm using Large Reference Bugs Workarounds( DynDOLOD version Alpha-106), so I follow the guide to use DynDOLOD PapyrusUtil SE - Scripts 3 (3.0 - Alpha1)

But I got a notification "DynDOLOD_None.json file not found" every time I first enter a new exterior world after generate DynDOLOD.

After compare the SHESON_DynDOLOD_Master.psc from 3.0 - Alpha1 and  3.0 - Alpha29 i think i found something wrong, so i add

 

MyWorld = StringUtil.SubString(self.GetWorldspace() As String, 13, StringUtil.Find(self.GetWorldspace() As String, "(") - 14)

before MyImportFileName =... and compile it.

Then seems the issue fixed. The notification became "DynDOLOD successfully initialized"

May be the script source that Large Reference Bugs Workarounds required needs an update?

Edited by blueetenicolet
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58 minutes ago, blueetenicolet said:

Hello, I'm using Large Reference Bugs Workarounds( DynDOLOD version Alpha-106), so I follow the guide to use DynDOLOD PapyrusUtil SE - Scripts 3 (3.0 - Alpha1)

But I got a notification "DynDOLOD_None.json file not found" every time I first enter a new exterior world after generate DynDOLOD.

After compare the SHESON_DynDOLOD_Master.psc from 3.0 - Alpha1 and  3.0 - Alpha29 i think i found something wrong, so i add

 

MyWorld = StringUtil.SubString(self.GetWorldspace() As String, 13, StringUtil.Find(self.GetWorldspace() As String, "(") - 14)

before MyImportFileName =... and compile it.

Then seems the issue fixed. The notification became "DynDOLOD successfully initialized"

May be the script source that Large Reference Bugs Workarounds required needs an update?

Read the first post which log ande debug log to upload when making reports.
Also upload the papyrus log.

Do not make assumptions or try to fix things. self.worldpace is incorrect.
See https://dyndolod.info/FAQ "DynDOLOD could/can not read/find *"

Make sure to use a new or a clean save. https://dyndolod.info/Help/Clean-Save

Download scripts again from alternative mega link.
Make sure nothing overwrites the Scripts 3 files for either PapyrusUtill or DynDOLOD.DLL depending on what you are currently testing.

Test with the alternative DynDOLOD DLL.

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30 minutes ago, Asmodeus said:

Take a loke :) : 

image.thumb.png.0ea5813b013b67d3977242374545fb82.png

image.png

https://dyndolod.info/Official-DynDOLOD-Support-Forum

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

Do not post screenshots of messages, use the "Copy message to clipboard" link and paste the text instead as explained on the first post.
Record [FURN:FE5428AE] in file InnBath.esp is being overridden by record [ACTI:FE5428AE] in file Water for ENB Patch Simple Inn Bath.esp

Use the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/Record-Is-Being-Overridden as explained on the first post.

No links to the involved mods were provided

The patch was probably made for a different version of the plugin or vice versa.

Edit: According to Water for ENB bug report you installed the wrong patch.

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5 hours ago, sheson said:

https://dyndolod.info/Official-DynDOLOD-Support-Forum

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

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

Use the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/Record-Is-Being-Overridden as explained on the first post.

No links to the involved mods were provided. Edit: According to Water For ENB bug reports https://www.nexusmods.com/skyrimspecialedition/mods/37061?tab=bugs you installed the wrong patch. 

The patch was probably made for a different version of the plugin or vice versa.

Thanks Iam new here sorry

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Ok.  This time I have pictures and logs.  I also have to report that this problem has gotten worse since I started playing through the various versions of DyndoLOD.  I have been "finishing"  a load order in my spare time (not a lot since September) since June.  In June through August, when running Dyndolod, I have gotten the occasional plus shaped object in certain areas of Tamriel.  Just a few (I only remember seeing 3 near Winterhold).  Last time I reported 4-5 between Riverwood and Whiterun which was after a rebuild in November.  As you can see from the pictures, that has changed with later versions of DyndoLOD (up from 95 to 106).  The only thing that has changed since my previous post (in November which was apparently deleted) was the DyndoLOD version and me switching from Sunhelm to Last Seed. Plus one or two other minor mods that looked interesting.  Nothing to merit the changes you see in the pictures.  Before that, back in September, I added a bunch of patch mods to fix some major issues around Morthal and Dawnstar caused by Cities of the North mods.  I may have added a few more patch mods but little else. Before that I had ZERO tall plus shaped objects between Riverwood and Whiterun.  So something has changed with DyndoLOD to cause these issues.  As mentioned earlier, in the original build (with zero in this scene) the only plusses I ever saw in the game that far back were 2-3 of them near Winterhold.  That is all.  Now as I look over the Whiterun Valley from the path from Riverwood, this is what I see (two different runs of DyndoLOD.  The first one without HQ trees, the second with.)

Skyrim-SE-2022-12-18-23-22-46-77.jpg

Skyrim-SE-2022-12-18-18-42-23-79.jpg

The log can be downloaded here.

 

 

 

Edited by primem0ver
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