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DynDOLOD 3.00 Alpha 182


sheson

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34 minutes ago, sheson said:

Why is there LOD generated for zaomvigilantworld or any of the other Vigilant worldspaces. These worldspaces are supposed to be ignored by default for a reason. Did you change settings to make it available?

Can you replicate this is a vanilla game, quest, worldspace like Tamriel?

Did you ever use the older workarounds before with Alpha 107 and the PapyrusUtil/DynDOLOD DLL scripts?

Upload skse\plugins\DynDOLOD_Data\zAoMVigilantWorld_objects.txt from the DynDOLOD output. The no data for index errors in the DynDLOD.log should not happen, not sure if related or not.

Yes i changed the setting to generate LOD for all worlds.

This first happends in DLC1 VQ07, i saved game in interior, Ancestor Glade.  I've only found this twice so far, and some quests don't seem to be affected. You know it's hard to met the bug, only when you save the game, quit, and play again.

Yes i use workarounds since Alpha 98 experimental workarounds came out, every new version i will download and generate LOD again. I used DynDOLOD PapurysUtil SE - Scripts 3.00-Alpha-1 before, and changed to DynDOLOD-DLL-NG Scripts.3.00-Alpha-1 when Alpha 107.

Here's all content of zAoMVigilantWorld_objects.txt:

Spoiler

[Config]
bunchofnumbers=3N3O3S8E3H7S4O2T59T8I1M2B3U1S4
[Objects]
1825271=1,,1,,,151668,Vigilant.esm,-1,-1,,1,,151668,Vigilant.esm,,1825270,DynDOLOD.esp,1825270,DynDOLOD.esp
1825272=1,,1,,,151671,Vigilant.esm,-1,-1,,1,,151671,Vigilant.esm,,1825270,DynDOLOD.esp,1825270,DynDOLOD.esp
1825273=1,,1,,,151650,Vigilant.esm,-1,-1,,1,,151650,Vigilant.esm,,1825270,DynDOLOD.esp,1825270,DynDOLOD.esp
1825274=1,1,1,1,,148539,Vigilant.esm,-1,-1,1,1,ninedivinecourt:11,148539,Vigilant.esm,,1825270,DynDOLOD.esp,1825270,DynDOLOD.esp
1825275=,1,1,1,,148538,Vigilant.esm,-1,-1,1,1,towere01:16 - ninedivinetemplemesh:16 - l3_windows:16 - l1_ornamentes:16,148538,Vigilant.esm,,1825270,DynDOLOD.esp,1825269,DynDOLOD.esp
1825276=1,,1,,,151677,Vigilant.esm,-1,-1,,1,,151677,Vigilant.esm,,1825270,DynDOLOD.esp,1825270,DynDOLOD.esp
1=

 

I have to take a rest. I'll reply you tomorrow.

Edited by blueetenicolet
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1 hour ago, Anubis said:

Ah, now I understand. If this mesh is either missing or faulty - either way it's CTD

I'm sorry, I really did read everything and many more, it's just a lot of info all at once and some things might slip out of mind while concentrating to some other parts of it.

Here are the meshes:

https://www83.zippyshare.com/v/C3OslIGe/file.html
https://www83.zippyshare.com/v/2M05RAf4/file.html

Test if still CTDs with the attached NIF. If it does, upload that crash log.

mgmagicfirepillar01_nohavok.nif

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This worked! No more CTD.

I also checked the original mgmagicfirepillar01_nohavok.nif  in CK before and it crashed. But the mesh you uploaded does not crash the CK. Tried in game twice - fixed.

(I also checked all the other meshes in the NoHavok folder - they don't crash the CK. So the mgmagicfirepillar01_nohavok.nif was the only one that was faulty.)

As I understand, the CTD happened because when I went further away from the College Of Winterhold, the mgmagicfirepillar01.nif was replaced with lod file mgmagicfirepillar01_nohavok.nif that was faulty.

 

I see you re-enabled the havok flag. Is this all you did ?  

 

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6 minutes ago, Anubis said:

This worked! No more CTD.

I also checked the original mgmagicfirepillar01_nohavok.nif  in CK before and it crashed. But the mesh you uploaded does not crash the CK. Tried in game twice - fixed.

(I also checked all the other meshes in the NoHavok folder - they don't crash the CK. So the mgmagicfirepillar01_nohavok.nif was the only one that was faulty.)

As I understand, the CTD happened because when I went further away from the College Of Winterhold, the mgmagicfirepillar01.nif was replaced with lod file mgmagicfirepillar01_nohavok.nif that was faulty.

 

I see you re-enabled the havok flag. Is this all you did ?  

That was just a renamed original NIF. The xEdit code DynDOLOD uses to open, change and save the NIF changes a couple more bytes I will have to investigate.

Test which attached NIF, which is just the flag changed without any other changes as it is supposed to be.

mgmagicfirepillar01_nohavok.nif

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This one is also ok. (even the file size is exactly the same)

I checked in CK and in game. No crash.

 

 

I've noticed that if a mesh crashes in CK, it will 100% crash the game to desktop.

I'm using the fastest way to check in CK by moving the .nif into data\meshes (won't work othervise) and right-click > open with Creation Kit 2.0 (This opens CK preview window very quickly, without launching the whole CK) After that I can just drag oter .nifs into that preview window for checup.

 

 

 

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So, CTD sorted out. (don't know why it happened in the first place though)

I have another thing to fix - it's about grass lod. I created the cache and followed the instructions.

 

1. Do I need the Grass cache folder active in my load order. If yes, then why ?

2. Although (I think) I followed the instructions to the letter, I get weird patches of grass on the lod. The lod is still mostly barren, with only small patches of certain grass.

How to make it so that the whole lod is covered ?

https://imgur.com/qB4CIim

Close-up view using TFC command:

https://imgur.com/n3xkfyB

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Hi.  I get the following error when I load a game.  I am able to run texgen and dyndolod with no issues.  

DynDOLOD.DLL papyrus scripts are the wrong version

I have Resources SE 3.00 alpha-30 and dyndolod dll NG and scripts 3.00 alpha-1.  Using Dyndolod 3.00 alpha-108.  I have papyrus latest SE version.  Do I need another file to make this work?  In the requirements, it says do not use any older dlls.   I'm running 1.5.97 SE.  Thank you

 

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17 minutes ago, Kansas72 said:

Hi.  I get the following error when I load a game.  I am able to run texgen and dyndolod with no issues.  

DynDOLOD.DLL papyrus scripts are the wrong version

I have Resources SE 3.00 alpha-30 and dyndolod dll NG and scripts 3.00 alpha-1.  Using Dyndolod 3.00 alpha-108.  I have papyrus latest SE version.  Do I need another file to make this work?  In the requirements, it says do not use any older dlls.   I'm running 1.5.97 SE.  Thank you

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

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
Check the Large reference bugs workarounds checkbox if the intention is to use the DynDOLOD DLL NG and Scripts 3.0.

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Okay. It worked. Not sure why it didn't before so thank you. But another issue has arose. Alduin is invisible. I hear him. He breathes fire and everything. I use alternate start. I have started vanilla cut scene and starting out in wild. I hear him, but he's invisible.  Anyone else have this issue? I dont have any mods with him other than 2 dragon mods. 4k serpentine dragon and HD reworked dragon collection. This samething happened the last time it worked with no error message.  I tried the move to player console command but it didnt work.   Any ideas?

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I was able to verify that when the new DynDOLOD DLL NG and Scripts 3.00 Alpha-1 file is installed, Alduin is invisible.  Don't even have to run Textgen or DynDOLOD.  So it wasn't any of the settings I chose.  Am running this in Vortex with 1.5.97 SE version.  Using alternate mod in both examples.  Starting in the forest/campsite next to Helgen cave.  You will hear him above as he flies by, but you will not see him or his shadow.  Vanilla start of game, you will hear him, see his fire and powers, but you will not see him or his shadow.  I know with the older dlls, I saw him in forest/campsite.

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11 hours ago, sheson said:

Why is there LOD generated for zaomvigilantworld or any of the other Vigilant worldspaces. These worldspaces are supposed to be ignored by default for a reason. Did you change settings to make it available?

Can you replicate this is a vanilla game, quest, worldspace like Tamriel?

Did you ever use the older workarounds before with Alpha 107 and the PapyrusUtil/DynDOLOD DLL scripts?

Upload skse\plugins\DynDOLOD_Data\zAoMVigilantWorld_objects.txt from the DynDOLOD output. The no data for index errors in the DynDLOD.log should not happen, not sure if related or not.

I regenerate LOD for Tamriel only (With Large Reference Bugs Workarounds), and repeat what i do in sample video, the bug stil happends.

Edited by blueetenicolet
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55 minutes ago, blueetenicolet said:

  

I regenerate LOD for Tamriel only (With Large Reference Bugs Workarounds), and repeat what i do in sample video, the bug stil happends.

I tried disable DynDOLOD-DLL-NG Scripts.3.00-Alpha-1 in left of MO2, and enter the game, of course a message shows: DynDOLOD papyrus scripts are the wrong version. But i found the bug won't happen. Maybe the bug is really caused by somthing in  DynDOLOD-DLL-NG Scripts.3.00-Alpha-1.

 

I think i have to stop using Large Reference Bugs Workarounds until it is fixed.

Edited by blueetenicolet
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7 hours ago, Kansas72 said:

Okay. It worked. Not sure why it didn't before so thank you. But another issue has arose. Alduin is invisible. I hear him. He breathes fire and everything. I use alternate start. I have started vanilla cut scene and starting out in wild. I hear him, but he's invisible.  Anyone else have this issue? I dont have any mods with him other than 2 dragon mods. 4k serpentine dragon and HD reworked dragon collection. This samething happened the last time it worked with no error message.  I tried the move to player console command but it didnt work.   Any ideas?

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

1 hour ago, Kansas72 said:

I was able to verify that when the new DynDOLOD DLL NG and Scripts 3.00 Alpha-1 file is installed, Alduin is invisible.  Don't even have to run Textgen or DynDOLOD.  So it wasn't any of the settings I chose.  Am running this in Vortex with 1.5.97 SE version.  Using alternate mod in both examples.  Starting in the forest/campsite next to Helgen cave.  You will hear him above as he flies by, but you will not see him or his shadow.  Vanilla start of game, you will hear him, see his fire and powers, but you will not see him or his shadow.  I know with the older dlls, I saw him in forest/campsite.

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

When I generate LOD for the vanilla game and alternate start, I see Alduin flying above no problem when using the camping in the woods start.

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1 hour ago, blueetenicolet said:

  I regenerate LOD for Tamriel only (With Large Reference Bugs Workarounds), and repeat what i do in sample video, the bug stil happends.

Upload the log and debug log for that generation and the papyrus log.

You mean doing the exact same thing in the vigilant worldspace, right? Can you find anything similar with a vanilla quest in the Tamriel worldspace?

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31 minutes ago, sheson said:

Upload the log and debug log for that generation and the papyrus log.

You mean doing the exact same thing in the vigilant worldspace, right? Can you find anything similar with a vanilla quest in the Tamriel worldspace?

Well the log and debuglog has been overwrited by a non-Large Reference Bugs Workaround generation,  i will generate with Large Reference Bugs Workaround again and repeat that, then upload the log.

Yes exactly same thing in vigilant worldspace.  Sorry i can only confirm two quests that have this bug, because it is impossible for me to save and reload the game every time I receive a quest while playing. The one is dawnguard quest, DLC1 VQ07 touch the sky, in interior Ancestor Glade, after you read the elder scroll, you will got the quest, and a marker point to Darkfall Cave will display on compass and map, but it will disaapear if you save the game and read, like that in sample video. The other is that in sample video. They're both not in Tamriel world i think.

Edited by blueetenicolet
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