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DynDOLOD 3.00 Alpha 182


sheson

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@sheson@blueetenicolet I also ran the new DyndoLOD alpha with large reference fixes against my load order. If there's anything I can do to test to try and reproduce the bug of if you need me to check something else, please let me know.

Looks like I won't be starting my next playthrough before this is getting fixed anyways (in the process of moving between homes) :)

 

EDIT: Apart from the alias bug, the new NG with large reference bug workarounds enabled seems to do it's job quite nicely.

Edited by Trademark
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So I fixed it. I found gamerpoets video on youtube and did a clean uninstall.  Wiping out all folders, even one under appdata which I was unaware of.  Reinstalled and he is there.  Just in case anyone else has this issue.  So NG dll works.  Sorry.  Keep up the good work.

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ill provide information needed to help with these issues, i just dont know what would be of use. please ask for the relevant information and i will provide it.

trying to generate LOD billboards, generates the texgen perfectly fine, but when i take it into DynDOLOD it says a bunch of dragonborn.esm trees are not found, and when i check the texgen output folder, it is correct, they are not present, some of them are but a large portion seem to not be, as far as i know (and as it says on their nexus page) veydosebrom regions has DynDOLOD support, and i have no other tree or flora mods, only other thing akin to it i suppose would be 202x by pfuscher but thats just a texture overhaul.

if you need any files or bug reports, please tell me how id see them, and what you may need, love yall. please help

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2 hours ago, yeetmeat0 said:

ill provide information needed to help with these issues, i just dont know what would be of use. please ask for the relevant information and i will provide it.

trying to generate LOD billboards, generates the texgen perfectly fine, but when i take it into DynDOLOD it says a bunch of dragonborn.esm trees are not found, and when i check the texgen output folder, it is correct, they are not present, some of them are but a large portion seem to not be, as far as i know (and as it says on their nexus page) veydosebrom regions has DynDOLOD support, and i have no other tree or flora mods, only other thing akin to it i suppose would be 202x by pfuscher but thats just a texture overhaul.

if you need any files or bug reports, please tell me how id see them, and what you may need, love yall. please help

See the top of forum and DynDOLOD OP for what to provide for support.

You will need to provide this information.

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12 hours ago, yeetmeat0 said:

ill provide information needed to help with these issues, i just dont know what would be of use. please ask for the relevant information and i will provide it.

trying to generate LOD billboards, generates the texgen perfectly fine, but when i take it into DynDOLOD it says a bunch of dragonborn.esm trees are not found, and when i check the texgen output folder, it is correct, they are not present, some of them are but a large portion seem to not be, as far as i know (and as it says on their nexus page) veydosebrom regions has DynDOLOD support, and i have no other tree or flora mods, only other thing akin to it i suppose would be 202x by pfuscher but thats just a texture overhaul.

if you need any files or bug reports, please tell me how id see them, and what you may need, love yall. please help

Moved to the DynDOLOD 3 alpha thread. Read the first post which log and debug log to upload.
Also read https://dyndolod.info/Official-DynDOLOD-Support-Forum

"it says a bunch of dragonborn.esm trees are not found"
This is not a proper error description.

As explained in the documentation, pay attention to log messages about errors or problems.

See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

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21 hours ago, blueetenicolet said:

I'm not sure the previous logs is with version 2 DLL or NG. I re-tested to repeat the bug with NG DLL. Here's the log.

skse64.zip 23.1 kB · 1 download

Here's log test with version 2 DLL

skse64 Version2 DLL.zip 23.49 kB · 1 download

Let me know what happens when using this DynDOLOD.esm with the original NG DLL and scritps. Do not add/enable a DynDOLOD.esp.

DynDOLOD.esm

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25 minutes ago, blueetenicolet said:

Tested. That still happends.

Can you double check the issue does not happen without a DynDOLOD.esm (e.g. no DynDOLOD plugins at all)?

1 hour ago, Mousetick said:

Might it be not detected because one is temporary and the other is persistent?

It is not reported because the references are not identical. Different flags and different form versions.

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26 minutes ago, sheson said:

Can you double check the issue does not happen without a DynDOLOD.esm (e.g. no DynDOLOD plugins at all)?

It is not reported because the references are not identical. Different flags and different form versions.

Yes.Test with Resources and DLL NG scripts installed, DynDOLOD.esm,DynDOLOD.esp and oclusion.esp disabled, that will not happen.

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17 minutes ago, blueetenicolet said:

Yes.Test with Resources and DLL NG scripts installed, DynDOLOD.esm,DynDOLOD.esp and oclusion.esp disabled, that will not happen.

Can you do a binary search with that DynDOLOD.esm I uploaded?

1. Make a backup
2. Remove a worldspace
3. If problem does not happen, restore backup
4. continue with 2. until only the worldspace with which the problem happens remains.

I would expect this to be Tamriel

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5 minutes ago, sheson said:

Can you do a binary search with that DynDOLOD.esm I uploaded?

1. Make a backup
2. Remove a worldspace
3. If problem does not happen, restore backup
4. continue with 2. until only the worldspace with which the problem happens remains.

I would expect this to be Tamriel

Ok, i'll do that tomorrow

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41 minutes ago, sheson said:

Can you do a binary search with that DynDOLOD.esm I uploaded?

1. Make a backup
2. Remove a worldspace
3. If problem does not happen, restore backup
4. continue with 2. until only the worldspace with which the problem happens remains.

I would expect this to be Tamriel

Well, still couldn't help testing it.

Test 1 : Delete Tamriel, still happen.

Test 2: Delete all world space, still happen.

Test 3: Delete Anything, make it a empty plugin, not happened.

Test456789...

Finally i found when i reserve "Game Setting" only(fLargeRefMinSize [GMST:00000F92], DynDOLOD.esm is 1 overwrite 512 in skyrim.esm), the bug will happen. And delete it only from plugin, the bug will not happen. I have checked no other plugin edited this record.


I'm really going bed now XD , see you tomorrow

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2 hours ago, blueetenicolet said:

Well, still couldn't help testing it.

Test 1 : Delete Tamriel, still happen.

Test 2: Delete all world space, still happen.

Test 3: Delete Anything, make it a empty plugin, not happened.

Test456789...

Finally i found when i reserve "Game Setting" only(fLargeRefMinSize [GMST:00000F92], DynDOLOD.esm is 1 overwrite 512 in skyrim.esm), the bug will happen. And delete it only from plugin, the bug will not happen. I have checked no other plugin edited this record.


I'm really going bed now XD , see you tomorrow

Very good! 

Download attached script and put it into the Edit Scripts folder of your SSEEdit installation.

Download the latest xLODGen terrain LOD beta from https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-97-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/
Rename xLODGenx64.exe to SSEEditx64.exe and place it into the same folder as SSEEdit.exe.
Add SSEEditx64.exe to the MO2 executable dropdown and execute it from MO2.
Have it load all plugins as you would in the game.
Click the hamburger menu (3 lines) top left and select Options, General tab. Make sure Hide ignored and Hide "never shown" are not checked.

Mark all plugins in the left tree view. Right any plugin in the left tree view and select Apply Script to execute the attached script.

Once it completed, there should be a file LargeReferences.txt in the same folder that SSEEditx64.exe is in. Upload that file.

Skyrim SE - List Large References for Plugin.pas

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