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DynDOLOD 3.00 Alpha 182


sheson

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3 hours ago, sheson said:

The BSA error is irrelevant.

The actual problem that needs to be fixed is the missing LOD asset. Install the missing file.

So do I just need to copy rockl04_lod_0.nif to rockl04_lod_1.nif in the Dyndolod Resources SE Mod Folder?  Or am I missing a file that should have been in one of my mods? Thanks for the help!

 

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23 minutes ago, ThorM465 said:

Or am I missing a file that should have been in one of my mods?

You are missing a file that should have been in 'Solitude Exterior Sovngarde Statue Set'. The warning tells you which file:

File not found meshes\sess_lod\rocks\rockl04_lod_1.nif

Notice the file path: meshes\sess_lod\... is a folder specific to that SESS mod.

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1 hour ago, Mousetick said:

You are missing a file that should have been in 'Solitude Exterior Sovngarde Statue Set'. The warning tells you which file:

File not found meshes\sess_lod\rocks\rockl04_lod_1.nif

Notice the file path: meshes\sess_lod\... is a folder specific to that SESS mod.

Thank you for that! I tracked 'Solitude Exterior Sovngarde Statue Set' down to Modular PatchXPress (MPXP). rockl04_lod_1.nif was in it's mod folder under the meshes as I would expect it to be. I would much rather it had been missing, because now I'm completely lost as to what's going on. Why does Dyndolod not recognize this file's existence? Is this most likely user error on my part somewhere, a problem with the mod, or a Dyndolod error?

It's weird that I had previously searched my mod folder for "rockl04_lod_1.nif" and it didn't find it. Gotta love windows.

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1 hour ago, ThorM465 said:

rockl04_lod_1.nif was in it's mod folder under the meshes as I would expect it to be.

It's unclear where "you would expect it to be" really is. DynDOLOD expects it to be in meshes > sess_lod  > rocks, as that is where the mod plugin says it should be.

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16 minutes ago, Mousetick said:

It's unclear where "you would expect it to be" really is. DynDOLOD expects it to be in meshes > sess_lod  > rocks, as that is where the mod plugin says it should be.

Fair point. This is my location:

\AppData\Local\ModOrganizer\Skyrim Special Edition\mods\Modular PatchXPress (MPXP)\meshes\00_lod\rocks

The mod recently had a massive overhaul in its file structure by adding a FOMOD. I wonder if that's causing this problem.

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3 hours ago, ThorM465 said:

So do I just need to copy rockl04_lod_0.nif to rockl04_lod_1.nif in the Dyndolod Resources SE Mod Folder?  Or am I missing a file that should have been in one of my mods? Thanks for the help!

No. The linked discussion is irrelevant.

See https://dyndolod.info/Messages/File-Not-Found-Meshes

[04:53] <Warning: File not found meshes\sess_lod\rocks\rockl04_lod_1.nif Solitude Exterior Sovngarde Statue Set V.esp SESSV_RockL04 [STAT:FE8D2805]>

The error message tells you the plugin and base record that expects the NIF to be at the mentioned path. Find out which mod contains the plugin Solitude Exterior Sovngarde Statue Set V.esp and check its installation, requirements and options. Typically the mod installer installs its required LOD assets. Make sure you use its latest version and have installed its requirements.

Maybe the mod author made a mistake. Check the mods comments and bug reports.

1 hour ago, ThorM465 said:

Thank you for that! I tracked 'Solitude Exterior Sovngarde Statue Set' down to Modular PatchXPress (MPXP). rockl04_lod_1.nif was in it's mod folder under the meshes as I would expect it to be. I would much rather it had been missing, because now I'm completely lost as to what's going on. Why does Dyndolod not recognize this file's existence? Is this most likely user error on my part somewhere, a problem with the mod, or a Dyndolod error?

It's weird that I had previously searched my mod folder for "rockl04_lod_1.nif" and it didn't find it. Gotta love windows.

DynDOLOD, like every other program, use OS functions to check if a file exists or to read/write files. The OS tells DynDOLOD, that the file does not exist at that location.

The path DynDOLOD queries is:
H:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\meshes\sess_lod\rocks\rockl04_lod_1.nif

It is the OS that is telling DynDOLOD the file does not exist at that path.

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36 minutes ago, Mousetick said:

Are you not seeing that 00_lod is not the same as sse_lod?

I do. That's what I was referring to in my latter comment. The folder structure was created by the mod author. I don't know why Dyndolod would be looking for what I think is the old folder structure. I don't understand this stuff well enough to know whether 00_lod was intentional by the mod author or if it's an error on his part.

22 minutes ago, sheson said:

Maybe the mod author made a mistake. Check the mods comments and bug reports.

I'll go run this down from that end now. Thank you for the information!

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2 hours ago, ThorM465 said:

I do. That's what I was referring to in my latter comment. The folder structure was created by the mod author. I don't know why Dyndolod would be looking for what I think is the old folder structure. I don't understand this stuff well enough to know whether 00_lod was intentional by the mod author or if it's an error on his part.

[04:53] <Warning: File not found meshes\sess_lod\rocks\rockl04_lod_1.nif Solitude Exterior Sovngarde Statue Set V.esp SESSV_RockL04 [STAT:FE8D2805]>

Are you saying that your version of the base record FExxx805 in Solitude Exterior Sovngarde Statue Set V.esp does not define that path for the MNAM - Distant LOD levels?

Use xEdit or CK to check the base record.

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8 hours ago, sheson said:

[04:53] <Warning: File not found meshes\sess_lod\rocks\rockl04_lod_1.nif Solitude Exterior Sovngarde Statue Set V.esp SESSV_RockL04 [STAT:FE8D2805]>

Are you saying that your version of the base record FExxx805 in Solitude Exterior Sovngarde Statue Set V.esp does not define that path for the MNAM - Distant LOD levels?

Use xEdit or CK to check the base record.

Sorry it took me a while to figure out how to find the information to answer your question. haha Yes, it does define the path in xedit exactly as Dyndolod specifies this. I've submitted a bug report on the mod's nexus page. The mod author responds and intends to fix it in a future update. Sorry about wasting y'alls time on a nondyndolod bug.

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21 minutes ago, ThorM465 said:

Sorry it took me a while to figure out how to find the information to answer your question. haha Yes, it does define the path in xedit exactly as Dyndolod specifies this. I've submitted a bug report on the mod's nexus page. The mod author responds and intends to fix it in a future update. Sorry about wasting y'alls time on a nondyndolod bug.

No need to apologize. If the result is a fix, it is time well spent.

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Created an account to report that VR works amazing with the latest Alpha. I went for lower end specs and everything for the LOD as I want to minimize possible issues for VR headset streaming, and this does pretty well with it. Far better than default VR lod which was more trash than something that is complete garbage.

There was _one_ mod I almost used that would have issues (https://www.nexusmods.com/skyrimspecialedition/mods/54907), because of occlusion plane edits. I decided to go with the occlusion file generated by DynDOLOD instead though.

 

Also, I like the cow. wasn't sure what the fomod was asking, so I clicked it, and as soon as I saw it, I knew it to be the correct option. 

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3 hours ago, kellieatthelab said:

There was _one_ mod I almost used that would have issues (https://www.nexusmods.com/skyrimspecialedition/mods/54907), because of occlusion plane edits. I decided to go with the occlusion file generated by DynDOLOD instead though.

They are not mutually exclusive, nor is there any conflict between the two, as they leverage different occlusion methods. They work completely fine together.

It's explained on that mod's front page, in big orange text, and on https://dyndolod.info/Help/Occlusion-Data.

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9 hours ago, kellieatthelab said:

Created an account to report that VR works amazing with the latest Alpha. I went for lower end specs and everything for the LOD as I want to minimize possible issues for VR headset streaming, and this does pretty well with it. Far better than default VR lod which was more trash than something that is complete garbage.

There was _one_ mod I almost used that would have issues (https://www.nexusmods.com/skyrimspecialedition/mods/54907), because of occlusion plane edits. I decided to go with the occlusion file generated by DynDOLOD instead though.

 

Also, I like the cow. wasn't sure what the fomod was asking, so I clicked it, and as soon as I saw it, I knew it to be the correct option. 

https://dyndolod.info/Help/Occlusion-Data
The game uses several different optimizations methods, like manually placed occlusion planes/boxes or view frustum culling.
In addition to those methods, each exterior cell record has a field (TVDT - Occlusion data) that keeps track if LOD is visible or occluded by terrain. For example a big mountain hides any LOD behind it. Occluded LOD is disabled, which helps performance.

They all can be used at the same time. Placed occlusion planes/boxes typically need patches, though.

The holy cow is always the correct choice.

8 hours ago, Severian said:

This worked for me, 7900 XTX, Threadripper 1950X on AMD 22.12.2 Cheers!

Thanks for letting us know. Will be included in the next alpha.

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